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Everything posted by Teschmacher
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uhm if that documentation is ancient (and now useless); how would you expect the community to add some content to DCS? ;) can you share some basic instructions to add some static objects for the beginning? Also, the new 'EDM' tools/plugins that are located here ftp://ftp1.files.eagle.ru/mods/edm_plugins/ for 3ds MAX 2014 are valid to make 3d objects for DCS v1.5 ? i have seen many screenshots from users that has managed to add various objects but it seems they keep that content for themselves and there is absolutely no documentation out for public on how to do so. thanks in advance
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would like to know about the same thing tho but also would like to have tutorial of how to add simple static models is the what explained in this +4 years old post still valid for v1.5 ?? http://forums.eagle.ru/showthread.php?t=79509
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Привет Так как почти не нашёл инфы, обращаюсь к вам : Как добавить новый статический 3д объект в DCS (v1.5) ? То что описано здесь (древний пост 2011 года) актуально под 1.5 ? http://forums.eagle.ru/showthread.php?t=79509&page=12 благодарю за ранние.
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hi are your instructions in the tutorial valid for DCS v1.5 ? i would like to play around and add simple static objects to DCS
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+1
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i have started playing the campaign and so far i'm at the mission 7, - that one where you have to escort the SU-34 ... my question is: how in the hell did you manage to create such a realistic and smooth 'ai' flight that was performed by the SU-34 in that mission ??? :shocking: unlike any other AI aircraft flights i have tried to create with different WP's and altitude settings, NONE of them ever performed such a realistic and smooth flight going through the valleys and hiding inside mountains like that SU-34. During that mission, I was flying / following very close to the SU-34 and i have never observed any of those strange jigglings, brutal altitude jumps or any unrealistic or erratic flying behavior, it just looked like someone was flying it... :thumbup: so , HOW did u make that? my assumption is.. that SU-34's flight was made manually by someone, then the recorded 'flight code/data' has been extracted from the track file and copy/pasted inside the .miz file and then triggered by a custom .lua script.. or something i refuse to believe it is a pure AI flight behavior with traditional waypoints used in the mission editor. true? :D
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great new feature! :thumbup: (it's the beginning of a slow transition into arma3 ) :megalol:
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Improved API sound support ? new sound engine?
Teschmacher replied to GumidekCZ's topic in DCS World 1.x (read only)
looking forward to know what is api sound support can't wait for a total overhaul of the sound engine -
lets resuscitate this thread from its ashes i have been playing around trying to create AI formations and posted this thread: http://forums.eagle.ru/showthread.php?p=2505946#post2505946 as you may see, the devs answer is that the 'follow' function is NOT intended to imitate AI formation flights (and i think that is very unfortunate.) because the other 'escort' function acts just the similar way with additional distance range engage option. it seems that the whole AI flight formation feature is now sort of put a part with a very limited choice of only 4 different type of formations with absolutely no additional 'fine tuning' options such as X,Y,Z coordinates as they exist in the 'follow and escort' options. also, the other problem is the current AI flying skills and behavior inability to maintain a steady flight in a close formation with other aircraft, those sudden speed drops, zigzaging and high G pulling ups and down jumps are not beautiful to watch.. it is really regrettable this is a 'Z' priority on the to-do list. :cry: what i would love to see is a more advanced 'formation' task/feature in the mission editor that would have similar custom options where we can set distance / aircraft placement X,Y,Z as in 'follow and escort', a savable user presets option of our custom created formations would be a +!
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ну когда же исправите полёт ИИ в строю ? :cry: короче , ИИ ужасно держит стабильный полёт в строю .. лень переводить, вот всё описал здесь : http://forums.eagle.ru/showthread.php?t=149190
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the AI aircraft flight behavior became worse and barely realistic (when being watched from a side), it is now a very noticeable difference of how the AI aircraft used to behave compared to the previous DCS version (v1.2.6x) the most blatant example is when you try to create AI formation flights using 'follow [x]' option in advanced waypoint tab even in a straight flight line at a high altitude and at a decent speed, the two side wing-man first and second left and right won't keep up a steady attitude while following the leader. In the attached .miz file the anomaly can be observed : the 4 following ai aircrafts would sometimes randomly pull high G's (in a manner of a yo-yo) , brutally slow down then rejoin their position with unrealistic braking or keep up flying along with an odd pitch angle. i have been playing with this throughout latest DCS versions of the past 2 years and have observed different quality level variations of the AI flight behavior, it is clear that someone at ED is tricking out the code but never got it done right. (as of v1.5 beta) please, tell me this is WIP and will be improved / get better in the future, thanks. PS: in one of the previous satble DCS versions where the AI formation flying was decent, i have managed to create these small clips: unfortunately, now it is no longer possible to make similar videos because the AI formation flight behavior is broken. :doh: Formation-Test.miz
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hi is this working in DCS v1.5 + MIST v4 ? thanks for your work edit, and let me reply to myself: yes it does work, but because of a script init bug in the current mission editor, the new MIST v4.x must be activated using the standard trigger method / run script, AI traffic works just fine your example .miz
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i can confirm this too, reproduced several times already: hitting backspace to empty out the chat line results in an immediate CTD
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thanks a lot for the hint! that should do the trick,.. same must probably apply to some other games where i find the GUI stretched and washed out.
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unable to run in 4k (3840x2160) the main screen menu / UI becomes stretched out and bottom buttons are unreachable, the only solution to revert is to delete the options file in the user folder at this time im only able to run DCS v1.5 at 2560x1140 ...
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DCS Northern Europe by Starway
Teschmacher replied to Starway's topic in Utility/Program Mods for DCS World
i presume they haven't changed anything to the original 3d terrain model mesh neither texture mapping and texture files, so we should be able to swap the original outdated textures with this mod as we always used to do. (hopefully) -
DCS Northern Europe by Starway
Teschmacher replied to Starway's topic in Utility/Program Mods for DCS World
looks great! this mod will be working in the v1.5 beta , right? i will install it straight away as soon as i finish downloading & installing the v1.5 beta (after it will be released) -
dilemma: there is nothing on the market ...
Teschmacher replied to Teschmacher's topic in PC Hardware and Related Software
what 'button panel', plz? the X55 is just bulky size-wise as the TM Warthog and is of a lower quality (plastic built) (and i have decided to never do Saitek gain.) -
... that is in between the TM Hotas X and TM Warthog :( i used to own the TM Warthog , its a quality-wise not questionable, solid and well built flightstick with all the needed features especially if you are a DCS A10C freak, but its main problem it does not have the twisty Z axis feature (to control the rudder), it is heavy and bulky ... now that i have a TM T.Flight Hotas X, a well built and precise stick, awesome for any ww2 aircrafts, but unfortunately it is totally buttons underfeatured of essential flight functions when you have to fly such DCS aircrafts like the SU-25T, Su-27 or the F-15... i can't believe there is nothing on the market that would be in between the TM Warthog and the Hotas X !!! the TM Warthog is TOO MUCH and the TM Hotas X is not enough! :mad: any suggestions?
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DCS Northern Europe by Starway
Teschmacher replied to Starway's topic in Utility/Program Mods for DCS World
hi all as requested, here is my high.lua http://pastebin.com/7aVNqqT6 -
DCS Northern Europe by Starway
Teschmacher replied to Starway's topic in Utility/Program Mods for DCS World
while waiting for DCS v2 / EDGE, this is probably the best terrain retexured mod out there that made me re-install the current version of DCS, it is a radical visual game changer and thanks a lot for that! - looking forward to see the update. this is how it looks here and in 4k :thumbup: i'm using a combination of all other popular mods as stated earlier by raptorsim , - except sweetfx. and also i have manually tweaked to death the 'high.lua' file -( if interested, grab it here : http://pastebin.com/7aVNqqT6 ) with those settings, it is totally flyable/playable i have about 23- 60+ FPS over terrain and up to 140 FPS over sea running DCS in 3840x2160. :smartass: -
right, looks like that would be the approach to aim at in order to achieve what i have in mind
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lol sure but how they do IRL?, especially nowdays in the baltics, those numerous 'interception' incidents of nato vs russian aircraft?? they never shot at each other ! if the pilots of either side were acting as DCS AI, we would be probably at ww3 as of now :megalol:
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ahem well.. what i tried is to simply approach one of them from its six and get close for a fly by, that didn't work because one of the F-15 turned around and engaged me. and that's really weird, because i haven't even used my radar neither fired at them anything. i don't really understand why this ROE 'return fire' option does not force the AI to promptly react to only HOSTILE events such as when the weapons are being fired at them, -no matters how close is getting the presumed enemy aircraft? because of this, this option doesn't really allow to create realistic missions to allow airspace intrusion interception and 'standoff' situations... :(
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as of 2015, and the current beta version of DCS 1.2.16.xxx , the ROE 'return fire' option does not work on AI units. (the AI units would engage enemy units as soon as they detect them etc) i have set ROE 'return fire' option on EVERY WPT for a pair of F-15C , they have engaged and shot down a presumed 'enemy' aircraft they have found on their way. (in this case , the 'other' aircraft i was flying myself (a su27) and i was just flying there nearby without even doing any aggressive maneuvers or trying to shoot at them if there is such an option, then why it doesn't work properly fo its intended purpose? if so, it should be then notified to us as WIP/inop. the other suggested options to circumvent this event are inappropriate and only this sole ROE 'return fire' should properly work as it is intended. this option is important to create realistic missions triggered by specific conditions and it is very unfortunate that it doesn't work.. :doh: OR, i have it all wrong and because of lack of documentation and examples i can't make it work. :mad: