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Everything posted by snowsniper

  1. Hello all. what is the logic regarding defaut activ runway, i used to think first in list returned by getRunways is defaut except if wind is >3m/s then atc will use reverse RWY in some case. but what is the rule regarding two parallel RWY like Andersen, or Nellis ? is there a way to know defaut Take Off one, from defaut Landing One regarding order in getRunway, ?
  2. of course yes with MSFFB2, as every other dcs planes.
  3. i don't use P47 because of the trim bug since day one. wheel turn in cockpit view with no in flight effect as other modules does. MSFFB 2 here with FFB, but reading above, i think FFB is not the issue ...
  4. @NineLine here is a link to a FW190A cockpit with its own description.lua for user files liveries directory https://c.gmx.com/@563375116566666231/qENwrrUHSHqtiPK5W2s9Pg from original here https://www.digitalcombatsimulator.com/en/files/3315596/ as it could not be tested so far, description.lua could be bugged a bit br.
  5. also see in the quick manual page 28 : for non FFB stick
  6. would love also to have a complete manual, before beta to study and read before. But so far, every time i did this ( with real manual for exemple ), i could'nt really remember or anderstand until, i can use it and experiment step by step in cockpit , also you can have a look here on some ressources , http://eechcentral.simhq.com/index.php?title=Mi-24V_Flight_Manual_part_1
  7. it depends if you have a FFB or not. defaut trim in special game menu for Mi24 are for FFB trim ( stick should stay where it is when trimmer used ) but not working as intented so far ( like Mi8 or Huey) If you have no FFB you should use the return to middle option. Edit allright 've got it right now for MSFFB ( checked in flight and with the axes indication ingame Trim Button OK / Trimmer reset OK for MSFFB in defaut mode : trimmer force 45 / shake 80 ( more trim force is not needed swap axis : YES invert X : YES ( not as usual ) invert Y YES ( not as usual ) defaut trim nose up nose down wing left down and wing right down are also ALL INVERTED ( not as usual ) : be aware
  8. same here for months now, with MSFFB2 .... no decent FFB and elevator trim not working in flight, ( no effect ) but the wheel turn ... with no effect. DCS warbird released out of beta, without decent FFB and no functionnal flight trim , is a shame, really.
  9. So far no change : Any news and Updates ? no elevator trim in MSFFB2 .... go on please ...
  10. please give us more details, about what's you have in mind for your project. we can't answer so far. What do you mean by rename ? spawnable AI unit ? activable AI unit ? replacing an Ai F14b in Mission Editor by a F14a Ai ? ATME don't modify so far lua inside the Miz files. but it can disable a unit and spawn an other, with same flighplan for exemple.
  11. first attempts : in model viewer generated a description.lua file with key combinaison left CTRL SHIFT ALT + G I get this : replaced DIFFUSE by 0 livery = { {"P51_wing_R", 0 , "p51_dif_wing_r", false}; {"P51_fuz_rear", 0 , "p51_dif_fuz_rear", false}; {"P51_fuz_front", 0 , "p51_dif_fuz_front", false}; {"P51_wing_L", 0 , "p51_dif_wing_l", false}; } --and added this name = "P51B test by SNSNPR" countries = {"USA", "RUS", "FRA", "UKR", "SPN", "NETH", "TUR", "BEL", "GER", "NOR", "CAN", "DEN", "UK", "GRG", "ISR", "ABH", "RSO", "ITA"} no more success in modelviewer once mounted with generic files .dds tried also a zip with dds in world bazar texture ... any help ?
  12. spit IX version 2020 by Snowsniper. https://www.digitalcombatsimulator.com/en/files/2268445/
  13. you should give a try to ATME encapsulated script engine, really easy to do menu and submenu.
  14. Hello All modders, I've found a P51B shape *.edm inside DCS bazar. How I could do a flyable mod with it, on a P51D base ? I've never done this.... would love to do a "macon belle" reflectiv metallic and red, P51-B. I'm ok for skinning. but noob in modding. any ressource or help would be nice ;-)
  15. same bug here. : roll and rudder trim works well vertical elevator trim doesn't, also in cockpit the wheel works but absolutly no effect on flight.
  16. sometimes you have only F11 "go back" in radiomenu availabe and once done, if needed and programmed in mission you'll get a F10 menu available in parent menu. be aware if inflight and not on ground, standard radio menu don't work, you 'll have to check in flight " push to talk radio1 " or "push to talk radio 2" wich means : RightALT + *or/ or RightCTRL+*or/
  17. Hi All, First : standard easy moding in dcs user file or stock mods liveries folder : alternativ homemade dds cockpit textures and folder can not be used : option and choice is visible for the alternativ cockpit folder textures in "Games Options", if description lua is done correctly. ...but not rendered at all. only \Mods\aircraft\FW-190A8\Cockpit\Textures are read. Unfact in entries.lua, the mount path seem correct for " mount_vfs_liveries_path(current_mod_path .. "/Liveries")" both try done : in stock mod folder "D:\DCS World OpenBeta\Mods\aircraft\FW-90A8\Liveries\Cockpit_FW190A8" and in savedgames\DCS.beta\Liveries\Cockpit_FW190A8 Liveries with no success. ... so far. Second : Texture not exposed are rendered as exposed. some textures around pilot feets and side are light illuminated and not shadowed as they should regarding their position . immersion killer. ( all option to max on shadows and textures ) Third : Shadow differential state. shadow makes colors way too dark. if i render a correct RLM Lufwaffe color " in light" as DIF base on Panel , no matter the Roughmet channel Ambientoclusion set, result is a shadow make it dark seemly black and unreadable . If I render a correct RLM Luftwaffe color " in cloudy condition as DIF base on Panel , if sun is on it, it is over saturated and white. so light diffusion and shadow are still WIP and way far from perfect. ( all setting to max ) and in fact differential between state , light, cloudy, shadow, is way too important. Fourth : suggestion not a bug : I think for conventionnal dcs aircraft lover with conventionnal display screen. when you buy a DCS module you buy what is the best so far on the market, it's like buying a ferrari for me i want it with immersion perfectly rendered, New quality standard for cockpit modelisation is set by HB F14. FW190A freshly released out of beta, cockpit texture does not match with minimum standard of immersion. it must smell leather and dirt, some finger print maybe on gauge glass. ... nothing like that done. seems less precise than some cockpit on DCS 1.5 version. For VR user you still can offer a lighter set of texture in an optionnal alternative " GameOption" menu choice "light_cockpit_texture_VR". but it's a real shame, VR makes quality go down for FPS and performance priority.
  18. unfortunaltly terrain.cfg.lua seems crypted and protected now.
  19. I would like to alterate a bit the blue saturation of channel sea on Normandy map. don't want to use reshade as it occurs bugs with campaigns save. Is there a way in map lua files to alterate a bit colours ? for exemple in CLOD channels colours are perfectly rendered with a bit of green grey and far less saturated blue. I can find this : in folder shading options of stock map : water = { }; field empty could maybe use something like : ['surfaceColorGain'] = { ['1'] = 1; ['4'] = 1; ['3'] = 1; ['2'] = 1; ['surfaceColorBias'] = { ['1'] = 0; ['4'] = 0; ['3'] = 0; ['2'] = 0; but no success so far in game. Any idea ? as anyone ever test this with succes ? :pilotfly:
  20. V200 pour 2020 Q1 ... :thumbup::music_whistling: bcp de 2. mais que du bon.
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