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Fudge

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Everything posted by Fudge

  1. The last day to order tickets online was the 12th. If you are lucky it'll rain all day so people will be inside looking at your sim. :thumbup:
  2. The Axis commands are really the only ones 'required' for all but the F-15 on your list. The rest you can click the cockpits to set what you need. Pitch Roll Yaw Throttle Toe Brakes Also set keys for Flaps up Flaps down Gear Depending on Aircraft Speed brake Wheel Brake Mixture RPM Various Trim directions Chute If you do not have TrackIR set something up for head movement And most important control is EJECT Generally the only other controls I have set are for the gun sight and firing weapons.
  3. There are a few plugins for Gimp to open and save DDS files. Not sure on the best one, but a quick google found a couple. In the Dev update it mentioned some optimisation of the cockpit geometry, which may affect the textures. If you use layers it wont be too bad as you could move your modifactions around, just bear in mind that things may change. Good luck.
  4. I might be interested in this. 90% of my flying is in these earlier aeroplanes. What sort of squad do you plan on setting up? A serious squad with ranks, training and such or more of a get together at a scheduled time and fly some missions?
  5. Just been flying multiplayer myself. Private server, host doesn't own the F86 so flew P-51. I flew the F86 and we had no problems (that I could tell).
  6. GTX 480, ATI 6870, GT8600 GS With the move to 64bit requirement a year or so ago seems fair to assume that DX11 (or 12) would be a requirement in the near future.
  7. I use 2012 64bit Would like to use 2015 because soon you wont be able to get hold of 2012
  8. I still want my physical manuals / strategy guide, but seem to be in the minority here.
  9. How easy would it be to swap the HATs over? I'm interested in an AV-8B Harrier stick, which is similar to the F-18 to my untrained eye.
  10. Fudge

    Release??

    That's pretty cool, may get some myself.
  11. It may be to do with your curves. In the TrackIR program try one of the other profiles and see if it gives the desired effect. If so go to the Titles tab and set the Black Shark profile to the one that works. When you come to edit the curves yourself a shallower, flatter line should give a slower response, but require more movement to move the in game camera. If you make a U shape means slower, small camera moments near the centre, and much larger camera movements when your head has turned further away from the centre. If you prefer you can also ramp up the Smooth bar, which will also slow movements down.
  12. Wish I thought to ask about the Typhoon. Maybe will try my luck at flying Legends and ask about the Warbirds pack :) I took a photo of the MIG, but since my camera is so poor it looks like you are looking through an oculus rift. There are some pics on Facebook though.
  13. Duct tape can fit almost anything to the bottom of a plane :P
  14. Thanks for giving me a chance to show off your great Hawk module. Network permitting we should have two machines running the Hawk side by side. So far all but one person has been blown away by the Hawk (One guy insisted Helos are more interesting). One comment I've heard a few times is that the screen shots don't do the Hawk justice, so if you miss Weston it's certainly worth a trip to Duxford next week :)
  15. It's been a while, I don't check the forums very often. If you still want to add my concrete walls go ahead. :thumbup:
  16. Hopefully this helps, the rough method I tend to use. Requires some clean up after, combining edge loops, adding a perimeter loop especially if using SubSurf (Turbo Smooth). Getting the intersecting line, image 2, I use an addon. I seem to remeber the boolean tool can do something similar. Album with the images http://imgur.com/a/0q7ug#0
  17. Looks like an engine, if that is the case it's unlikely to be seen, and so I would normally fake those details in the normal and texture maps. In Blender to get the effect I would model the inset, get the intersection lines with the main model. Delete the required faces and fill in manually. If you want I'll try and get some screen grabs of my method when I wake up, may make a bit more sense. 3DS max has a boolean tool that would do something similar, but often gives nasty topology. (and then crashes...)
  18. Hahaha, the shot with the MI-8 through the wall is great. Glad you like the little mod. :pilotfly:
  19. I've now solved map icons, health bar and adding multiple units under one lua file. Code below shows my changes. Still looking into how to use the objects as a static object instead of a unit that can not move. building.lua --mounting 3d model paths and texture paths mount_vfs_model_path (current_mod_path.."/Shapes") --mount_vfs_liveries_path (current_mod_path.."/Liveries") mount_vfs_texture_path (current_mod_path.."/Textures") CWTT = {}; set_recursive_metatable(CWTT, GT_t.generic_stationary) set_recursive_metatable(CWTT.chassis, GT_t.CH_t.STATIC); CWTT.chassis.life = 0 CWTT.visual.shape = "Conc_Bar_tall_x3.EDM" CWTT.visual.shape_dstr = "Conc_Bar_tall_x3.EDM" --Burning after hit CWTT.visual.fire_size = 0 --relative burning size CWTT.visual.fire_pos = {0,0,0}; CWTT.visual.fire_time = 0 --burning time (seconds) CWTT.time_agony = 180; CWTT.Name = "Conc_Bar_tall_x3" CWTT.DisplayName = _("Concrete Barricade Tall X3") CWTT.Rate = 1 CWTT.DetectionRange = 0; CWTT.ThreatRange = 0; CWTT.mapclasskey = "P0091000076"; CWTT.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ, }; CWTT.category = "Fortification"; add_surface_unit(CWTT) CWTF = {}; set_recursive_metatable(CWTF, GT_t.generic_stationary) set_recursive_metatable(CWTF.chassis, GT_t.CH_t.STATIC); CWTF.chassis.life = 0 CWTF.visual.shape = "Conc_Bar_tall_x5.EDM" CWTF.visual.shape_dstr = "Conc_Bar_tall_x5.EDM" --Burning after hit CWTF.visual.fire_size = 0 --relative burning size CWTF.visual.fire_pos = {0,0,0}; CWTF.visual.fire_time = 0 --burning time (seconds) CWTF.time_agony = 180; CWTF.Name = "Conc_Bar_tall_x5" CWTF.DisplayName = _("Concrete Barricade Tall X5") CWTF.Rate = 1 CWTF.DetectionRange = 0; CWTF.ThreatRange = 0; CWTF.mapclasskey = "P0091000076"; CWTF.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ, }; CWTF.category = "Fortification"; add_surface_unit(CWTF) CWTX = {}; set_recursive_metatable(CWTX, GT_t.generic_stationary) set_recursive_metatable(CWTX.chassis, GT_t.CH_t.STATIC); CWTX.chassis.life = 0 CWTX.visual.shape = "Conc_Bar_tall_x10.EDM" CWTX.visual.shape_dstr = "Conc_Bar_tall_x10.EDM" --Burning after hit CWTX.visual.fire_size = 0 --relative burning size CWTX.visual.fire_pos = {0,0,0}; CWTX.visual.fire_time = 0 --burning time (seconds) CWTX.time_agony = 180; CWTX.Name = "Conc_Bar_tall_x10" CWTX.DisplayName = _("Concrete Barricade Tall X10") CWTX.Rate = 1 CWTX.DetectionRange = 0; CWTX.ThreatRange = 0; CWTX.mapclasskey = "P0091000076"; CWTX.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ, }; CWTX.category = "Fortification"; add_surface_unit(CWTX) CWTXX = {}; set_recursive_metatable(CWTXX, GT_t.generic_stationary) set_recursive_metatable(CWTXX.chassis, GT_t.CH_t.STATIC); CWTXX.chassis.life = 0 CWTXX.visual.shape = "Conc_Bar_tall_x20.EDM" CWTXX.visual.shape_dstr = "Conc_Bar_tall_x20.EDM" --Burning after hit CWTXX.visual.fire_size = 0 --relative burning size CWTXX.visual.fire_pos = {0,0,0}; CWTXX.visual.fire_time = 0 --burning time (seconds) CWTXX.time_agony = 180; CWTXX.Name = "Conc_Bar_tall_x20" CWTXX.DisplayName = _("Concrete Barricade Tall X20") CWTXX.Rate = 1 CWTXX.DetectionRange = 0; CWTXX.ThreatRange = 0; CWTXX.mapclasskey = "P0091000076"; CWTXX.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ, }; CWTXX.category = "Fortification"; add_surface_unit(CWTXX) The mod files http://www.mediafire.com/download/j6a7f48dbnqzlab/FudgesFortifications.zip :pilotfly:
  20. I've put together X5, 10 and 20 versions. Was rather boring. Also worked out getting them into one lua file. Also added an option for Higher Resolution textures if they are wanted, more details in the readme. http://www.mediafire.com/download/j6a7f48dbnqzlab/FudgesFortifications.zip No destruction model, didn't seem necessary given the object type. Would also look very odd with the longer walls. Also do not feel that the Single or dual walls will be of much use given it's a flight sim and not an infantry sim. If you can come up with a reasonable scenario where a single wall is absolutely required let me know. I may produce some rounded corners if there is enough request as well.
  21. I can put together a bunch of walls, getting them into DCS may cause me a few more problems, I've got a thread asking about that (multiple objects, single lua file). Main problem is uneven ground, but shouldn't be too bad, currently I may end up with a Lua file for each, when really I should only need the one. I'll try and get some up during the weekend if I can't motivate myself on this other piece of work. Nobrot, I can't go into too much details as to getting them in game as I feel there are better ways, so don't want to teach the wrong way. The basic pathway though was Blender - Model LOD0 and unwarp Photoshop - Texture, Diffuse and Spec (normal as well, though left out for this object) Blender - Model Lod1 onwards as well as collision mesh 3DS max - Import the lot, assign material, dummy object for LODs Notepad ++ - Lua files for mod entry and getting the objects into the editor
  22. This may be the problem. The object will only show as a Ground Unit, such as how you would place a tank. It wont work if added as a static object, would like it to though. Image of where the object is located in the mission editor. http://imgur.com/1L1EQtR Great objects there Noodle.
  23. Vaggos, that is odd, seems to work my end. Are you trying to find it on the map or in the 3D world? I've disabled the icon / health bar on the map as I felt they were not required. The object is also only visible within about 3km (to assist with performance). Can you check inside the folder; DCS World\Mods\tech\FudgesFortifications\Shapes and ensure there is a file named Conc_Bar_tall_x3.EDM, if not maybe it extracted incorrectly.
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