

Urbi
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not a bug Trimming Force Feedback Stick and no negative elevator authority.
Urbi replied to Psifire's topic in Bugs and Problems
The trimming problem is a fundamental problem with ED. When does the Ctrl plus ";" command decide that it's the ";" because the "," takes precedence over the ";". "," and ";" are on the same key. Only Ctrl plus "," works. You have to create a new assignment for the Ctrl plus ";" combination for the trim to work. -
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I had no idea that the ED programmers could work magic. It also seems that no one here is aware that the standard keyboard command "RCtrl" for trimming doesn't work at all with ";". It simply doesn't work.
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The shape of the ladder itself has the textures of the F-104G. The ladder for the F-104C model is implemented using Arg 805 = 1.0. For your version: search for all three textures with VSN_F104C-09 in the "VSN_F104C" zip file. Copy these from the zip file into the texture folder and change the name from F104C to F104G.
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Hello Tom ! When assigning the pair of numbers as one decal, the Args for the first two numbers are 31 and 32, for a second number it would be 442. In the ME the sequence of the board numbers starts with the lowest Arg, so Arg 31 for the last two numbers is 3. The first number at 100 would then be 1 = Arg 442; 0 = Arg 31 and 0 = Arg 32. Unfortunately, I notice that you are not using the roughmet textures I created for the fuselage on the left and right. Worse still, you are not using any roughmet at all because the name for it is wrong. You have entered a SPECULAR assignment and therefore only the gray tones from your assigned texture are read. You'll notice this immediately if you copy the two textures "gdr-jg9-no591-right_roughmet.dds" and "gdr-jg9-no591-right_roughmet.dds" from my texture folder into yours. Since these don't exist in your case, you can do it without hesitation. The reason for this is that roughmet textures are automatically loaded with the base textures, and only if they exist can a false entry be loaded for them in the description of a livery. You can see what I mean by the inclination of the fender on the main landing gear in the picture.
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[FONT] US NAVY / MARINE CORPS - MIL-STD-2161C AIRCRAFT
Urbi replied to SOLIDKREATE's topic in 3D Modeling for DCS World
unzip and click install. USAAF Stencil : https://resourceboy.com/fonts/usaaf-stencil-font/ USN Stencil : USN Stencil Font Family Download for Desktop & WebFont | CDNFonts.com round stencil : https://www.dafont.com/din-schablonierschr.font A tilt to the left and right is achieved using the scaling tool in PS (tilt). -
Geschirre ! There's a proper Tu-16k for DCS, so you don't have to take a PLAAF H-6. Sadly.
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One could debate this for pages. When purchasing one or more models for use in games, it is a requirement for the providers of such models, such as TurboSquid, to then offer them encrypted in games, as stated in the turbosquid-3d-model-license. Excerpt: "Redistributing or otherwise making TurboSquid 3D Models available to end-users. If you are redistributing something that includes actual 3D Model files, the 3D Model files must be incorporated into a larger creation and not in an open format that others can be downloaded. Most game engines, such as Unity and Unreal, handle this automatically. In general, to prevent your end-users from obtaining TurboSquid 3D Models, you should use proprietary formats that cannot be extracted, exported, or decompiled without reverse engineering." which means that ED could have acquired such models itself, since the free use of such models in games for a commercial company is permitted under the above conditions. So it's to be expected that Currenthil's assets will also be encrypted. As for the descriptions of the individual models, I think ED could offer these so that liveries could be derived from them. You can then also view your work in ME. It's just a bit more complex.
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IDF Mods Project | F-16D/I Mod V3.9 - Official Thread
Urbi replied to Omer.d's topic in Flyable/Drivable Mods for DCS World
Hello Carlo! To kill time. I hope this helps. https://e.pcloud.link/publink/show?code=XZsJ5EZfesbrWGXjCY6mt2oUOjyBViT67Ok -
Hello Mr. Utplayer01! Even your headline is wrong. How wisely do you claim that these mods are dead and that you're bringing them back to DCS? Your work on the J-35 is a compilation of Lua content by copying and downloading the entire content of these mods. I would strongly advise you to familiarize yourself with the licensing terms of the rights holders. I can't find a single indication that the rights holder of the J-35 has granted you the right to redistribute it. Your work now consisted of redesigning the J-35's armament, which seems to be where you've confused the J-35 with the F-35. I'm not aware that the PLLAF uses the METEOR, IRIS-T, and AIM-132, and you also think you're stealing the content of other mods. The J-10A is still active. See https://forum.dcs.world/topic/306543-j10-a-community-mod/#comments. However, like others, he has problems using FC3. You can, of course, make changes to the mod and use them for your own purposes. If you want to share this content with the community, then only share it with an appropriate explanation and description. Translated from German
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No Textures on Static Model in DCS
Urbi replied to the animaniac's topic in Static/AI Mods for DCS World
It's not fundamentally the program used to create a model, but rather the application of texture assignment: Diffuse, Normals, Specular, and Roughmet. These are the main textures for a model's exterior appearance. DCS uses these terminologies. Other simulators use different ones, such as Alberto for the diffuse texture. The diffuse texture is always the base texture and should retain its clear name. In your example (satellite_bottom; satellite_middle; satellite_top), the name for FARB, since it also exists in ED, should have the suffix satellite, i.e., satellite_farp. All assigned layers on the model are then created from these names. For NORMALS, "_normal," for SPECULAR, "_spec," and for ROUGHNESS_METALLIC, "_roughmet." Your description could then look like this: livery = { {"satellite_farp", DIFFUSE, "satellite_farp", false}; {"satellite_farp", NORMAL_MAP , "satellite_farp_normal", false}; {"satellite_farp", SPECULAR , "satellite_farp_spec", false}; {"satellite_bottom", DIFFUSE , "satellite_bottom", false}; {"satellite_bottom", NORMAL_MAP , "satellite_bottom_normal", false}; {"satellite_bottom", SPECULAR , "satellite_bottom_spec", false}; {"satellite_middle", DIFFUSE , "satellite_middle", false}; {"satellite_middle", NORMAL_MAP , "satellite_middle_normal", false}; {"satellite_middle", SPECULAR , "satellite_middle_spec", false}; {"satellite_top", DIFFUSE , "satellite_top", false}; {"satellite_top", NORMAL_MAP , "satellite_top_normal", false}; {"satellite_top", SPECULAR , "satellite_top_spec", false}; } A specular is automatically replaced by a created roughmet texture with the addition of the diffuse roughmet. So, if you have a roughmet, the entry for the specular is no longer necessary. (specifically, "satellite_bottom_roughmet") I replaced your textures and created a fictitious 03, since it doesn't exist. The pixel resolution of 8192x8192 is not necessary for this project. https://e.pcloud.link/publink/show?code=XZxtq6ZQdlUXg5nkiStHF5lNEFu8VnTUk4y -
Cold war map TOMCATZ-Mod
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Now, everyone can decide for themselves whether they break the IC with this mod. What I noticed is that the two texture zip files offered for download contain no changes at all. The timestamp of all included textures is the same as that of the original. So, your work only consists of changing the shadingOptions.lua. Just explain what you're doing. I would call that cheating. Both the contents of the download folder and the original folder can be compared by unzipping them.
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More than superfluous. With ED's settings, you can create your own color scheme. Gamma can be adjusted individually. ED also offers a color gradation LUT option with 15 options.