

Wrench
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Everything posted by Wrench
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That's awesome, thank you!
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Sounds.zipHey all, I added some basic weapon sounds a while back, it took me a while to figure out how to make it work. Unzip to the mod directory so the "Sounds" folder is next to the entry.lua file. I made the sound effect for the 16", which isn't too bad, the rest use DCS original sounds. It's not perfect, some weapons are missing or might have the wrong sounds, but at least it's a start.
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Looks like it might have to be a mod for now. Hopefully the M3 guys can integrate cockpit liveries later on, I've seen modules done that way before.
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@ac5 I'm not sure how to get the cockpit to load from saved games, I'll have to look into it more. Any chance you're interested in sharing when it's all done?
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@ac5 wow you work fast! Did you do the labels too? That usually takes me several weeks (working on it in my spare time) Ps You should be able to install to the saved games directory, and just call the folder "default", thats what I did with the tomcat.
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I'm drawing a blank on the name, but there is a JSGME/OVGME mod that handles custom control binds, should be able to add a custom bind that like "Trim 1/10" pretty sure I've used it for that in other A/C before. Edit https://forum.dcs.world/topic/270487-quaggles-dcs-input-command-injector-mod-store-custom-input-commands-safely-in-saved-games-instead-of-merging-them-with-developer-changes-each-update/?do=getNewComment
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I haven't yet, no. Like I said sometimes its weird, I'll post when I figure it out. AC5, thats some nice work. Did you have any issues with the color on your dash? Mine is turning purple in the model viewer for some reason, maybe some post processing? As for the debate on whether it makes sense, I did ask a former vSquadron mate who is also a Navy veteran pilot, and he said that while navy cockpits will show some general wear, it's more like a well cared-for used car than a museum relic. He said the navy does in fact take great pride in maintaining their aircraft as I suspected, and they do in fact touch up the paint in the cockpits as required. Now, he served long after WWII, but the principle remains. The navy does not allow their aircraft to deteriorate to the point they become illegible, and they do not allow unpainted/damaged surfaces to be exposed to salty air aboard ship. Remember also that the F4U's aboard ship pretty much only served the last year or so of the war. Corsairs didn't spend 4 years in continuous service aboard ship, and if they had, they'd have undergone regular maintenance specifically aimed to avoid the aircraft looking like this. Add to that the fact that carriers were especially well equipped to handle maintenance, and that carriers served in limited-duration cruises, they had the time, materials, expertise, manpower, and will to do the maintenance. All of that being said, its largely a non-issue since none of the planes we're flying actually exist, its all pretend and I could paint it in leopard print if I wanted to. Let's focus on the task at hand for those interested. Anyone who isn't interested in a kess-worn cockpit is welcome to use any of the liveries already provided, and peruse many other forum sections to their heart's content.
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As for my work, I've been starting with flat paint and I/other commmunity members can add fancy normal maps etc later. I've been doing very minimal normal maps and roughmet, keeping the original AO pass (red channel) As for F4U1D_CP_PLACARD_001, I'm a little over half way, working a half hour at a time or so.
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Cockpit liveries can be a little weird. Sometimes installing them in saved games works, sometimes it doesn't. For the longest time, I had to install a mod called 'default' in the liveries directory for the Tomcat. Try a few combinations of install and see what works. For the exterior I'm sure that's true, but I would have to assume the USN would do some maintenance of the cockpits at least, and not let the paint chips falling off the rusty metal moving components float around as FOD.
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I started work on one, but man it's slow going. I'm literally going with flat colors and no normal map as a starting point, it can be edited from there. I'm working on the placards at the moment and just like the Tomcat cockpit I did, every single bit of text is stretched and squeezed in a different way. nothin' to it but to do it.
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I'll probably start on it, at least a very basic version, maybe I'll host the project on github to start a community version, because yeah, this one is gonna be a lot of work.
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I know there are community members that make all kinds of cockpit li eries out there, anybody planning on a 'clean'/'new' cockpit for the F4U? I personally really don't like the 'museum relic' aesthetic in an airplane that spent 3 years in the war, and each individual aircraft probably spending far less than that in front line service. I can start on it myself, but I've never done half as good a job at it as many 'pits I've seen here over the years.
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Hey all, I have some basic modding experience and a lot of scripting knowledge, I'm curious what you guys think might be interesting to slingload with the Huey. I had assumed moving 105's around would have been commonplace, but it turns out they're right around max slingload weight and I couldn't find any pictures of a huey dragging one, it seems like they pretty much used the Chinook for that. Otherwise, the idea would be to creat a static cargo of a 105, then a script that will delete the static object and replace it with the 105 unit. I'm aware CTLD has slingloading but I'd like to add more things to move around in the huey, and not "nominally" like ammo crates that don't do anything. on the mod/script side I can pretty much make anything happen. I could turn a crate into an aircraft carrier if I wanted to. So I'm curious if you guys have any other ideas.
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vVF-45 "Hot Shots!" Are recruiting Tomcat pilots and RIOs
Wrench replied to Wrench's topic in Jets Squadrons
With this suggestion in mind, I brought up that question with our CO-turned-CAG, and we created a discord link for you guys to join us directly. -
vCVW-10 is recruiting Tomcat crews for vVF-45 "Hot Shots!" We’re a new Carrier Air Wing, but all of us have years of experience in an operational DCS squadron (our sister squadron, vVF-161 Fightin’ Stingrays). Now we’re standing up a new squadron to focus on the F-14B. If you currently fly the Tomcat or you want to learn, this is your chance to get in on the ground floor of a new squadron and help shape the culture. The squadron: We’re a mostly-milsim group and fly NATOPS as much as we can, but we don’t use ranks or honorifics (we don’t say "sir" or "ma’am"). Still, we have a serious “fangs out” attitude when we fly missions, and we train like we fight. When we’re off-mission, however, our Discord is a pretty chill place where camaraderie and real friendships are the order of the day. We focus on carrier and maritime operations. Where you fit in: Personnel requirements: Mature adults, 21+ please. (Or have a very mature attitude) A reasonably thick skin and the ability to laugh at yourself. Ability to give and receive constructive criticism. Willingness to learn and improve as a squadron member. Interest in building a squadron from the ground up. Availability Thursday nights at 20:30 US Eastern Module requirements: Aircraft: F-14 Tomcat Maps: Syria and NTTR Asset Packs: Supercarrier Additional Software: DCS Simple Radio Standalone (SRS) Leadership opportunities: Since vVF-45 Hot Shots! is a brand-new squadron, we’re looking to fill slots such as IPs and department heads. What’s next: Our new site is still being built, so read more about us at www.fightinstingrays.com. Watch a few videos to see how we operate and take a look at our SOP and Handbook in the downloads section. If you think the Hot Shots! might be a good fit, join us on Discord! https://discord.gg/sT4kkYHa
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I haven't looked at this mod in a while, did anyone ever fix the multicrew desync? The main this for us was the engine, and thus fuel usage, desync. I'd love to use it for training but that's a dealbreaker.
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Correct, however I'm fairly sure that at 161 mhz it should be in AM not FM automatically. The mission file and ME even say AM.
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Hey guys. Has anyone noticed then when using radio 2 SRS always detects it as FM? I reported on Ciribob's discord and he said it would be a heatblur side issue, so here I am. Super easy to replicate. Spawn in a Hot tomcat, tune radio 2 to 161.000 AM, look at the SRS overlay, it will read FM regardless of the AM/zFM selector.
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Heck yeah! That's a feature we've been missing, happy to see ED add it! My thanks to the ED team for working on it.
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I'd also like to mention, this could use the long-promised DTC system to allow users to have access to waypoints from the mission maker, and player could be taken from the "spawn" screen to the rearming screen, to give them a chance to select which stores, livery, and board number to spawn with.
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ED seems not to be very fond of mods at this point. They'll use them in promotional materials, sure, but they'll also encrypt everything slowly over time to prevent the community from making them look stupid. It's funny ED finally started preventing "cheating" by encrypting things that modders need access to after the F-16 pre-alpha release fiasco happened so nearly simultaneously to the community A-4 mod or whatever releasing damn near feature complete. Can't remember any one ever complaining about people cheating in DCS before that. Or since come to think of it.
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REQUEST FOR ED: Add "last updated" date on User Files pages
Wrench replied to Fulgrim's topic in DCS Modding
Good idea OP Always glad to see a Primarch on the forums. A little advise: stay away from magic swords. -
It's not too hard with OvGME, I've been doing it for a few years now. You have to create an xml file with hyperlinks to the mods, and have your guys add that xml to the "mods/repositories" in OvGME. Some mods are not redistributable, so keep that in mind. At any rate, here is a demo chunk from mine: <mod_list> <mod name= "demoMod" version="1.0.0" url="http://fightinstingrays.com/demoMod.zip"/> </mod_list> If you're not aware, OvGME uses a particular setup for its zip files, you can generate them through OvGME GUI, but I found a hackaround so I don't do it that way any more. A few gotchas: hosted mod names cannot contain spaces The mod name must match the .zip file name hosted mods must be in OvGME format, meaning the folder structure and version info exists (Just use the OvGME GUI to make zip files) If you update a mod, you must increase it's version number and update the xml I think those are the big ones. Hope that helps.
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This.