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grandsurf

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Everything posted by grandsurf

  1. You search: RSBN_Hill.lom (...\Bazar\Terrain\Structures\High) RSBN.lom RSBN_GSN.lom RSBN_GENER.lom If you need the Scene file without these things, tell me again via PM.
  2. No problem to create matching things and incorporate. But from my point of view that does not make sense without additional spawnponits (gras...) on the newer bases.
  3. Only the landing x, y positions are hardcoded. The height (z) and everything related to the four positions can be build new...
  4. This mount would have to dress up a bit. I've got an idea...
  5. Is there maybe more pictures of real Russian FARP?
  6. That you have written me several times personally, but ok...
  7. I can understand. Each patch is almost time for rework models at the moment (old_tree shader no longer works or the public plugin is outdated again...). @Maximus, the implementation should not be 1:1. This is not possible with the existing resources of the old DCS world already. For me, the feeling in the sim is important.
  8. I've been working on a new senaki.edm (previous has to large runway edge lights...) ;). Still not used here.
  9. More on older hardware, but the corresponding detail settings helps here.
  10. I try this way with new "tech" objects but does not work yet. I must continue to manually enter in the databases for the moment.
  11. The FC2/BS1 work rest at the moment. In DCS, there are some more and better options to add objects uncomplicated to the simulation for the ME or with new complete airport.edm files. For now we can not change the outdated Textureonlays of the old bases - unfortunately. Although it would be possible here to create contemporary things in a relatively short time. So unfortunately we can not adapt environment to objects - what is very important to me. I keep trying...
  12. When will this script functional to automatically insert new objects in the databases from the Mod path? So far still have to make entries manually in the appropriate files to make new vehicles, fortifications, ships... available in the ME.
  13. The video shows only my first tests in the DCS A-10C and BS2 World. Unfortunately there are not more options as insert new objects, vehicles or create new Airport.edm's (LAND - without shadows). Really a shame that not even these possibilities for DCS A-10C and BS2 are given like for FC2 and BS1. Here are some first new objects in the DCS world (WIP).
  14. @Eddie Not so far. I am assuming that the men have to do more important things at the moment :).
  15. I am looking for someone who is familiar with the creation of difficult installation routines. The installer should for example find certain entries in certain files and also can add automatically new entries in DCS:WH Files. Please contact me, if you can help. Thanks...
  16. Thanks goes to the Dev's to show with this Suidae the way to add complete new ground vehicles to DCS: WH ;).
  17. Thanks Alfa, i try this out for the Moment. I am only surprised that it worked well so far in the "old" .lom format. Edit: Test it, and works now! @HungaroJet, you're right and everything important is ever resolved with LB9. Have no problem with combine/unite ;).
  18. I have a problem with animation of wheels on ground vehicles when i export to edm with 3dsmax2008. Animations for steering and roll axes (Arg 9/8 ) are not separated. This allows the wheel to wobble. When I export the same ground vehicle with 3dsmax8 in the lom format steering and roll axes are correct. Where could the problem lie?
  19. Nice to see Mustang. I tinker for a while even to the DCS:WH bases :).
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