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WilliamLink

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About WilliamLink

  • Birthday 04/26/1988

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  • Flight Simulators
    DCS World, DCS Open Beta, Falcon 4 BMS, Flight Simulator X, War Thunder
  • Location
    Fortaleza-CE, Brazil
  • Interests
    Flight and Racing Simulators, 3D modeling, drawing and digital painting, character design for games
  • Occupation
    Systems & Digital Media student at Universidade Federal do Ceara (Federal University of Ceara)

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  1. For the Blue/NATO side, there's a couple of aircraft I would like to see. From the top of my head, and considering the chances of having the most advanced types like the F-22 and F-35 are practically ZERO, I would say the F-117 Nighthawk, or an Eurofighter 2000/Typhoon, or a JAS-39 Gripen could be interesting choices. For the Red/Russian/Eastern side, same considerations regarding most advanced 4+ gens, I would go for the SU-34 and the 35, or perhaps the MiG-35, maybe one of the chinese 4th gen J-family (we already have the J-11, so why not the J-10, J-15 or J-16?) Another possibility I see as a fertile ground for future Flaming Cliffs modules would be the 3rd Gen and early 4th Gen aircraft, we even gotten the F-5 and the MiG-15 and F-86 (are these last two 3rd gen? ). And I also like the idea of a multicrew Flaming Cliffs module. The SU-34 would be the PERFECT candidate for test-fitting that feature.
  2. There are two sets of textures and 3d Models for each and every flyable aircraft in DCS: one set for the Exterior model (the model you look at from the External views F2, F3, F4, etc), and there's a separate set for the Cockpit models and textures. The issue you're dealing with is probably because you worked on the texture set for the External Model, but you might need to edit a corresponding texture in the Cockpit Model and it's description.lua as well. I'm not entirely sure if there is any texture in the cockpit set that's supposed to be edited too, or not. Anyways, I'd recommend you check your Cockpit Model using the DCS Model Viewer app. It comes integrated with DCS and you can find the ModelViewer2.exe inside the bin-mt folder (the same folder where the DCS.exe is). From the Model Viewer, you must load the 3D model of the Cockpit from the DCS root installation folder "DCS Open Beta/Mods/Aircraft/F-16C/Cockpit/Shape/cockpit_f-16c.edm". When the model is loaded, you can view all of the textures it uses. It does use a "f16_bl50_main_1" texture, but I'm not sure whether or not it's a different "main_1" texture from the External Model. You'll probably need to reference it on the cockpit livery Description.Lua as well. Yes, in this case, you'll need to have TWO Livery Folders inside your Saved Games/DCS.openbeta/Liveries, one for the External Model and one for the cockpit textures. You'll also need to enable the custom cockpit from the in-game Options menu. [edit] Maybe your problem is something else, again, I'm not sure. But anyways, I recommend you check your cockpit model in the Model Viewer, cause you can check all of the textures that are pointed at by the cockpit Description.lua. If the Model Viewer shows a missing texture among the loaded textuers from your livery, it may give you a hint on where the problem is.
  3. Well, I figured out what was causing the issue, and it's ridiculously simpler than I thought: It has to do with the NAMING of the textures. For instance, In my case, I had 3 textures for the Flight Stick of the F-15C I was working on: One for the Diffuse/Albedo/Color called "Stick_Diff"; One for the Normals called "Stick_Normal"; One for the RoughMet called "Stick_RoughMet". Normal Map was working fine, but in order to get the RoughMet texture to work, IT MUST HAVE THE SAME EXACT NAME of the Diffuse texture + the suffix "_RoughMet". So in that case, the correct name for the roughmet should be "Stick_Diff_RoughMet". OR What I did instead: I decided to remove the suffix "_Diff" from the Diffuse texture, and just call it "Stick". This fixed the issue, because now that the RoughMet does have the same exact name of the Diffuse texture + the suffix. And the names look more organised this way.
  4. Wow, roughly 4 years later, and I'm facing these SAME EXACT issues. The only difference being: I'm using Blender and the EDM Exporter Plugin instead of 3DS Max. But, despite the different 3D modeling software, we're pretty much in the same case. I'm working on a Cockpit Mod for the F-15C because I can't stand looking at that 8+ years old cockpit model anymore (poor F-15C, forsaken by ED), and have just finished remodeling of the Flight Stick (the original FC3 model is insufferable to look at. The stick is DISGUSTINGLY incomplete - only half of the 3D mesh visible, the side facing the player, while the backside of the stick is just a massive hole in the mesh). And even though I've set the material of the Stick to use the Stick_RoughMet texture, the ModelViewer does not read the texture correctly. It completely ignores the R channel, leaving the mesh with an all-white Ambient Occlusion channel, and inverts the G channel, which inverts the behaviour of the Roughness channel. Only the B channel is read correctly, making the metallic parts look like metal. Have you found a solution for the issue, after all those years? [edit] All of the roughmet textures previously setup on the original mesh of the cockpit are correctly read by the ModelViewer. The problem is only in the new mesh parts (in my case, the new Flight Stick). Diffuse/Albedo Maps and Normal Maps are working just fine, the problem is only on the RoughMets.
  5. Today I was trying an Air-to-Ground mission with the SU-25T and I noticed something wrong with the compass readout of my Heading whenever I get out of any NAV mode. The problem is: When I'm in any of the Navigation Modes, the HUD reads my heading correctly, but the analog HSI compass seems to be flipped/misaligned, pointing me to a completely different heading. And when I switch to any other mode (A-G or A-A), both readings get wrong. For instance, I picked up a slot on Rota Island, where the Frogfoot spawns on ground, facing north. While still on ground, when I switch into A-G mode, the HUD changes my HDG tape reading something around 165~175-ish. The problem persists while I'm flying. The analog HSI ALWAYS reads incorrectly, regardless of what Mode I'm in. As far as I've tested, this bug doesn't happen in Single Player, only in Multiplayer and only in the Marianas map. I've attached a trk file for the mission, so you guys can check the issue. I even commented on the Text Chat about it. 4YA_Mar_PVE2_V2.17[03_JUN_BKN]-20230205-125801.trk
  6. Oh, man. I believe this is one of the oldest - if not THE oldest - issue that HAUNTS the Frogfoot (and yes, it's ONLY the Frogfoots - both the A and the T variants). I've been complaining about this for literally YEARS now. It's too much for me. It's gotten to a point that this is infuriating now. And we're talking about the ENTRY LEVEL DCS aircraft. EVERY SINGLE NEW DCS PLAYER will have their first impressions on the simulator with this aircraft. Eagle Dynamics MUST do something about this issue.
  7. Oh, my god! I can't believe this problem is STILL present in the Frogfoot, after like what... 8 years now? Even more than that! This is absurdly infuriating at this point! ED NEEDS TO DO SOMETHING ABOUT IT! We're talking about the ENTRY LEVEL aircraft that comes with DCS. It's the aircraft in which absolutely EVERY SINGLE NEW PLAYER will have their first impressions on DCS! And it has ALWAYS had this ANNOYING ISSUE never addressed and fixed! Just to clarify, the "saking" we're talking about here, as far as I understood the topic, IS NOT the shake caused on the whole airframe by overspeeding at 600+ km/h, or due to excessive AoA. IT'S NOT the normal buffeting on the flight control surfaces. We're NOT talking about THAT kind of shake, guys. As Reslox mentioned above, it's the ridiculous shake of THE CAMERA - NOT THE PLANE - that happens as soon as you start TAXIING on the ground. It's like the pilot view camera is being held by someone with parkinson's. We're not talking about crazy hyperspace warping speeds, we're talking about NORMAL TAXI SPEED. Hell, even WALKING SPEED, like 2 m/s makes the camera shake like it's going through an earthquake. PLEASE, PLEASE, dev team, take a look at this issue!
  8. There is now a new option where you can change that, but you have to press Esc, go to the Options, and on the System tab, you'll find a new slider on the right side of the panel called "External Field of View". If your external camera is all zoomed out, giving you the Fish Eye effect, it means this Field of View slider is tuned all the way up to 140°. Change that to something around 60~70 and you'll get the old default angle. I also hated this change. It's simply unecessary, since we've always had the NumPad hotkey combos to control that.
  9. Well, at least in the F-15 and the A-10, you can select the steerpoint you've pre-planned as your Bullseye, and when you go into A-A/A-G modes, your analog HSI (as well as the HUD) will still keep the references to that steerpoint, pointing you to the bearing and range for it - unless you fly over it, then it'll cycle to the next waypoint and you'll have to re-select it. For the Flankers and the Frogfoots I'm not sure the analog will keep the references - I think it does, but have to double check that - but as far as I know, the Flanker's Head Down Display will show you only the Data Link screen as soon as you enter the BVR/Close Combat modes, and will clear out all of the Navigation informations.
  10. This bug IS STILL occurring as of today (january 3rd, 2023). Testing it on multiplayer, in a 162nd Viper Squad Training Server. The SU-33 DOES have a parking brake (check the Controls Settings for the command called "Wheel Brakes Start", this functions as the parking brakes). Also on top of that, the SU-33 is a Flaming Cliffs 3 aircraft, and as such, you CANNOT refuel/reload if your engines are running. It means you are not able to move whatsoever during the refueling/rearming process. There is no reason for this to be happening at all.
  11. This has been my #1 wish ever since I started playing Lock On - Modern Air Combat, back in 2013~2014. Even before I got into DCS and bought the Flaming Cliffs 3. If a high fidelity module isn't in the realm of possibilities, I think at least the FC3 F-15 deserves and desperately needs an update. Switches, dials and knobs in the consoles lack the animation of flipping and turning, like the Flankers have for some of them. Interior lighting looks awful at night, honestly. Super unbalanced cockpit displays, instument panels and flood lights. Exterior model and textures would also greatly benefit from a rework.
  12. Having my previous message being said, I TOTALLY agree on the AWACS calls issue. It makes NO FUCKING SENSE having the AWACS annoying the player with frequent BRA calls for bandits that are HUNDREDS OF MILES AWAY, especially when there are much closer bandits which pose a much more significant and imminent threat to us. There should be a "Range Filter" on the AWACS AI for when they start calling bogeys for us. In my experience with DCS, anything past beyond 80 miles is pretty much IRRELEVANT to the player, unless it's a hostile F-14 that can shoot Phoenixes from farther than that range.
  13. I can add to this issue. There is a hotkey to cycle through the message feedback modes, that used to change the filters of which messages the player receives from the built-in Radio Comms. This hotkey is labeled "Receive Mode" in the Controls window of the Options Menu. Hotkey is RShift+\ or RShift+M. When you first spawn in an FC3 aircraft or any "low fidelity" module, the default Receive Mode is set to "Player's Communications + Reports to Player + Other Aircraft Communications". If you press the hotkey once, it shows that message on the top-right corner of your screen. Pressing the hotkey again while the message is being displayed will cycle through de 3 different Receive Modes from this default one to the second mode, which filters out the "Other Player's Communications". With this second mode, you should not receive radio calls from other flights calling waypoint passes, requests for takeoff/landings from other aircraft, or anything in general that has nothing to do with you and your flight. Means you'll only receive messages that are relevant for your mission, such as the regular AWACS vectors and ATC calls that are directly for you. Pressing it once more cycles to only "Player's Communications". This last mode used to only return to you the radio calls that are immediate direct responses to the Radio Calls YOU select on the Comms menu (this one even filtered the continuous AWACS feedback), meaning you only get an AWACS feedback WHEN YOU REQUEST IT. Same for ATC comms, Wingman, JTAC, etc... The only issue I'm having with this feature (I'm testing this with the F-15 right as I type in here) is that this last mode, the Players's Communications, it still gives me radio feedback for communications I did not request, like waypoint calls from AI flights (which should only be received on the default mode). This issue began quite a while ago (I started noticing it after the Apache became available) and it was even worse than it is right now. It got KIND OF fixed a couple of updates ago, but still remains this minor issue.
  14. For the F-15 in particular, this function requires you to HOLD the key binding. For every other aircraft, it's a toggle function, but for the F-15, it only works while you hold the key. And by the way, if you start holding it AFTER you move your rudder, it will hold the wheel steering in that direction even after you neutralize rudder, so make sure you have it neutral when you press and hold the key.
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