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Automan

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Posts posted by Automan

  1. Il 02/10/2024 at 14:50, Model98 ha scritto:

    The BLU-107s On MER Position or Dimensions Must Be Wrong The Aft Mounted BLU-107s Nose Is Inside Front Mounted BLU-107s Base . There Should Be a Bit of Space Between Them

    Screen_241002_104011.png

    weapon_1032.jpg

    BLU-107/B Durandal Mounted On MER of a USAF F-111

    Hi, Indiafoxtecho with MB-339 have introduced the Durandal in DCS, now all the weapon is mantained by ED. The data is based on the Durandal II and the sources used for reference were Jane's, Matra brochure and USAF testing book, so I would say the length is correct...
    Instead, if you notice in the F-111 photo, in the aft Durandals of the MER the fairings were removed: this would just decrese the length of 2 inches avoiding to touch the chute sections of the fwd Durandals.

    image.png

     

    Il 21/10/2024 at 09:35, Zabuzard ha scritto:

    Will look into 👍

    For HeatBlur: the model was created with an argument (57) to remove the fairing, just set DrawArgs = {57, 1} for every 2nd Element of the MER rack

    image.png

    without fairing.png

    • Like 3
    • Thanks 1
  2. 5 ore fa, SOLIDKREATE ha scritto:

    Looks like someone beat me to it.

     

     

    Oh, well... Thank you for remember me that I should update the lua of these liveries to disable the dynamic numbering. 😅

    Moreover now roughmet are enabled by default, so no other modifications are needed with my liveries

  3. 13 ore fa, Tromp ha scritto:

    Thanks for the reply. Sorry again if that's not the right topic. Maybe I have the wrong settings?
     Why is the Boeing-727 exported without problems, while the Tu-134 is exported with 1 KB?

     

     

    I suspect materials of the Tupolev are not correctly assigned or compatible with DCS. Material must be Standard (Legacy) Then, for every new material introuced, you must apply MakeCool before export edm

     

     

     

    • Thanks 1
  4.  

    7 ore fa, Torbernite ha scritto:

    And the sight seems to get about 15 mils more depression in mode 2-4 than mode 1, is that correct?

    Yes, init_pos bug: operating in mode 2-3-4 adds 13.5 mils depression respect mode 1. Already fixed internally, we hope will be included in next DCS update.
     

    • Like 4
  5. 3 ore fa, MiG hooked ha scritto:

    I am expiriencing this problem since december. Whenever I hop into the MB-339s cockpit the game crashes. I deactivated every mod i was running and ran a repair (more than once), but the problem persists.

    Since I don't find more threads like this, I assume it is a "me-problem" and not a general, but I decided to post a crash log here anyway. Maybe someone has an idea.

    dcs.log-20250209-160638.zip 245.93 kB · 2 download

    Hi, I've examined the log: the crash maybe due to missing cartridge generation and this behaviour is often caused by special characterset like the ö contained in the username of your PC profile: you can try to move the special folder of Saved Games out from Users\username folder, in the root of C:\ for example or in another disk.
    nullGo to C:\Users\*your username*, select Saved Games, right-click and choose Properties
    image.png

     

    In Saved Games Properties go to Location tab, and modify the location of the folder.

    image.png

    Then click Ok and confirm the creation of the folder: this will move the folder out of users correctly

    last.png

    • Like 3
  6. Il 13/6/2023 at 13:26, sadjad-vosoul ha scritto:

    Greetings

    Except removing cooled materials of the object , is there other way to stop the object from being exported by EDM ?!?
    cause after hiding again EDM exports it !

     

    Verify in edm plugin options that export hidden objects is unchecked.IMG_7732.jpeg

    • Thanks 1
  7. 2 ore fa, Rostic ha scritto:

    When I have ModelViewer2 (edModelViewer2-2.8.1.34101.exe) running it is utilizing 100% GPU core even when it is not visible or minimized.

    Can this be solved some how?

    P.S. Sorry if this is not apropriate topic for ModelViewer discussion, but I didn't found appropriate one.

     

     

    You can set fps limiter to 30 in the preferences, and check "reduce fps when in background" too. This will help.

    image.png

    • Thanks 3
  8. Il 29/10/2022 at 09:52, SlipHavoc ha scritto:

    I noticed that if you add tip tanks in the rearming screen in the Mission Editor, they stay showing on the plane even after they're removed by right-clicking their pylon and choosing "Remove Payload"; they're only actually removed from the plane when you do "Remove Pylon", and if you then do "Remove Payload" again, they come back.  This happens on both the MB-339A and MB-339A/PAN.

    Tip tanks seem to work correctly in the rearming screen in the game itself though.

    Attached images: tiptanks_before.jpg shows empty pylon graphics and no tip tanks on 3D model.  tiptanks_after.jpg is after adding tip tanks, then doing "Remove Payload".

    Thanks!

     

     

     

     

    Fixed internally. Hopefully solution included in next OB release

    • Like 1
    • Thanks 2
  9. 12 ore fa, Snakeice ha scritto:

    Premetto che proverò stasera, ma essendo un args del model viewer, è impostabile nella livrea no la presenza di IFR e Collimatore? 

    E altra cosa, ho visto che quasi tutte le livree hanno come args MLU/pre MLU, ma francamente, da modelview non ho notato differenze se non due antenne, cosa cambia? Perdonate la bestemmia! 

    Grazie,

    Snakeice

    Una differenza macroscopica visibile all' esterno è la presenza delle formation lights, il resto è tutto dentro.


    Pre-MLU

    Screen_221110_203106.jpg

     

    MLU: a primo occhio subito identificabili in quanto presenti le luci di formazione, ed il bacchettone dell'antenna ELT. Le 2 antenne sulla deriva sono posizionate più in basso, e la TACAN superiore è stata arretrata lasciando il posto all'antenna GPS (funghetto)

    image.jpeg

    Naturalmente la creazione di un argomento per le varianti è nata per venire incontro ai creatori di livree storiche o per quelle aeronautiche che a differenza nostra non hanno mai avuto in linea la variante MLU.
    Una nota a riguardo agli Emirati Arabi Uniti che hanno riconvertito il MB-339A a NAT per l'uso acrobatico degli Al Fursan: si tratta di pre-MLU revisionati e portati allo standard PAN con l'aggiunta delle sole luci di formazione ed il supporto al Quick disconnection per le taniche da 500(4 di questi sono ex-AMI), e pannello luci a parte il layout del cockpit e tutto il resto dell'avionica non ha subito aggiornamenti.

    • Like 1
  10. 5 ore fa, Baco ha scritto:

    NEED HELP : in order to use the decal file, how do I redirect the LUA files entries to the main Skin, in the "SavedGames/Liveries"  directory?

    For example the factory Italian skin uses the main Skin from the Textures files in the core game. How do I tell the lua file to look in the Liveries folder?

     

    If you see the description.lua of the livery MB339A ITALIAN FACTORY, you can notice that there are a lot of entries that fallback to MB339 'Factory'.
    DCS during loading join livery folders of the main game with the one from Saved Games, so the fallback is perfectly working even from Saved Games/DCS folder/Liveries.

    I've included here a zip with a new decal livery as example, put in liveries of your Saved Games


    MB-339A.zip

    image.jpeg

    • Like 1
  11. @Snuten
    With wet runways you should always keep pushed relight button on your throttle.

    Page 145 of the Flight Manual (included in Docs)
    Take-off from wet runways
    Take-off from wet runways may result in compressor stalls or flame out due to ingestion of water splashed by the nose wheel into air intakes. To prevent such occurrences, following precautions should be taken:
    -Taxi at the lowest possible speed, avoiding puddles and water-covered areas.
    -During the take-off run and until lift-off, hold the “RELIGHT” push-button pressed.
    -Lift the nose wheel from the ground as soon as possible.

    • Thanks 3
  12. 1 ora fa, LordOrion ha scritto:

    Same here

    Posta qui il dcs.log che Provo a capire cosa non va nella tua installazione: se vedi le stesse cose poste nell’immagine dell’altro utente, ipotizzo un problema di conflitto con la vecchia mod(caricamento della vecchia texture)

    1 ora fa, VR Flight Guy in PJ Pants ha scritto:

    I am sure if this has been mentioned, but I see no number in the center of the altimeter, in this case, I am at around 4000ft:

     

    Screen_221104_173258.jpg

    Put here your Dcs.log, maybe it’s loading some old texture from the old mod. A conflict issue I suppose.

  13. I'm not the author of the missions but I would say the instructions should be revised.
    The BAP-100 we have done is the L65, the most used variant, calibrated for release at an altitude of 65m(200ft). The L80 is calibrated for 80m(250ft) release.
    According to the brochure of the constructor, the BAP-100 should be dropped in horizontal flight at very low altitude (65m) with a speed not exceeding 600kts.
    So, for aircraft without a firing computer like the MB-339, mantain the higher sustainable speed and just before passing runway threshold start the release sequence.
    For extended area denial, including taxiways and parkings, the best approach is crossing the center with multiple vectors.


    image.jpeg


     Ouadi Doum runway strike by AdA during Chad-Lybia conflict

    @beppe_goodoldrebel

     

    • Like 1
  14. 7 ore fa, Strider32 ha scritto:

    Hi All,

    Trying to make a livery or two and I'm having issues viewing the wing tip fuel tank models in the ModelViewer, anyone else have this issue at the moment?

    @Santus  faster than me eh😆
    The tip-tanks are not jettisonable, so they are included in the main external 3d model MB-339.edm.
    You can play with the slider of the argument 525 to switch between the visibility of two types of tip-tanks, elliptical and cylindrical.

  15. 2 ore fa, some1 ha scritto:

    Ok, then are you sure the rockets firing interval is correct? Right now it takes good several seconds to empty each pod, so if you aim and start firing in a dive at optimal parameters, the pods will still be firing while you're already pulling up and evading. 

    Maybe it's 40ms instead of 400ms between rockets, something along these lines. 

    Yes, I’m quite sure we must remove a 0 from the milliseconds of the delay range😅
    In RL the firing interval of the rockets is set on the launcher at ground and the settings depends by the intervalometer installed.

    Launchers with different intervalometers will have a different range of delay between the sequence of ignitions.

    Some of preset RL values:
    LR-25 and Matra 155 33ms

    LAU-10 95ms,

    LAU-3 40ms.

    Since we haven’t found a way to load dinamically the sliders with the right value during the loadout change accordingly to the type of rocket launcher, the best we can do would be modifying the range to 33-95, presetting a midrange value of 62.

    • Like 1
  16. Hi DonJosh, the visual argument to change the pilot equipment is stored in the description.lua of every livery in [custom_args] section, along MLU/Pre-MLU and gunsight presence, and we have set them accordingly to livery era/type. Actually the override of these settings using the Mission editor is disabled, due to conflicts reading the preset value. We would like to re-enable in future.

    • Like 2
  17. 26 minuti fa, CarloVecchi ha scritto:

    Hello, got a question regarding the HGU55 helmet (from backseater).

    Is it possible to have for backseater also the HGU33?

    if so, how does it work? by selekting HGU33 only does not work.

    If not where is the HGU55 texture located? Can´t find it....

    Hope someone can help.

     

    Hi, we provided the HGU-33 only for FWD seat since this helmet is used only by PAN pilots during displays while in training and in backseat the pilots wear the common HGU-55P (or G).
    If you need to customize the 55P helmet, you can find the 2 textures in Coremods/aircraft/MB-339/Textures/339A-EXT-TEX.zip: 
    -MB339_HGU55.dds
    -MB339_HGU55_roughmet.dds
    Material names in liveries:
        {"MB339_HGU55", 0 ,"MB339_HGU55",false};    
        {"MB339_HGU55", ROUGHNESS_METALLIC,"MB339_HGU55_RoughMet",false};

    • Like 1
  18. 4 ore fa, Baco ha scritto:

    Sorry I have another request, would it be posible to have ort numbers on the plane maybe nose and tail fin?

    Grazzie Mille!!

    Hi Baco, as stated before during development, we choose to not include bort numbers due to the very high variations of the numbers in shape, size and positions.
    For italian Air force:
    -white/orange with factory numbers, then the big numbers in front.
    -camouflaged with big numers in front, then moved back with different shape, then small roundels first with big numbers and the last years of this livery we have the small ones.
    -monogray with the numbers in rear and then in front again (and also must be take in consideration that numbers over 99 required shifting to the left all the things...).
    Perù and Argentina are also countries that seen resize and relocations of some numbers.
    Really, considering the numbers of variations and how the dynamic bort numbers are done (cutting polygons and placing accordingly in the right place), it's unconvenient to realyze.
    We have instead preferred enabling the decal layer: you can copy liveries references in a new folder and then modify/create only the layer with numbers (and change/add things usually not available with bort like insignia, pilot names, or small variations) sharing the same base livery.
    In this layer you can also put dirt and scratches making really livery not equal to the other. 
    Try to see the FACTORY LIVERY as example, the decal is a RLE compressed 8K TGA of less than 4 megabytes.
    The lua line interested by the change is:
        {"main", DECAL,"MB339A_FACTORY_DECAL", false},

    2 ore fa, CarloVecchi ha scritto:

    ARMADA factory sheme in sim.

     

    Screen_201121_144521_Kopie.jpg

    Nice skin, in the old orange livery Argentina used big numbers on the nosenull

    image.png

    • Like 1
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