

Urbi
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Posts posted by Urbi
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Thanks for the work. There are a few bugs, but it's finally possible to correctly display the national emblems of some Eastern Bloc countries before 1990. I wish the mod hadn't been released as a replacement for the MiG-23MLD.
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6 hours ago, X-Ray said:
or somebody can help me out..
Wich is the proper texture name for the tail radome? I'm just getting crazy
There is only one texture that does not begin with B47: racsal_body
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Hello Flanker1! Are you out of date? Dynamic numbers make no sense. Firstly, they are not three digits and secondly, they contain this error, which has not been corrected for 10 years, of the number pair not being on the same plane. The GDR logo cannot be displayed correctly on the vertical stabilizer because it is mirrored. Even in the first picture from sonic_NO, the NVA coat of arms is incorrect. Black in the coat of arms is always shown when viewed from the left. Also on the wings above and below in the direction of flight. I hope Sonic_No also makes the effort to create proper working labels. Normals do not work either because this layer is not assigned.
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The assignment of ARGs 31, 32, and 442 to generate the board numbers no longer works. All M-8 .edms received a change in April.
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It's possibly just a minor error when comparing "MiG-29MU2_ADM-160B.lua" and "MiG-29MU2_JDAM-ER.lua." In the warhead entry, in line 3, "MiG-29MU2_JDAM-ER.lua" has "local" in front of it. "MiG-29MU2_ADM-160B.lua" does not.
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TOMCATZ
Wouldn't it be better to work on an existing model? https://sketchfab.com/3d-models/mig-23-mld-7a13c91f07e042a685b4d265644fdc06
it is still a free model.
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If you follow keks166's (edited) advice from July 30, 2024, don't be surprised that the English cockpit doesn't work. The default folder is overwritten with every update. For the English version, "default" should have an additional folder named "English". Please note that the links in the descriptions of A and G replace the "default" entry with the Liveries folder of S.
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szcz13
Would it be possible to fix the bug with the pilot's texture? You used a vertically mirrored UVW and then applied the helmet correction to it. Texture areas were overlapping, which I consider the worst modeling mistake. The only exterior texture also comes without a normals assignment. What a shame.
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Is ED breaking new ground? I don't really understand the approach. Currenthill hasn't created a single model himself. At least, none that I know of. All models have been acquired or purchased. If I'm wrong, there was no requirement for original work to be done in order to adopt mods.
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3 hours ago, cesarferrolho said:
My mistake then. I thought it had to be encoded in the .EDM. Cool!
So if i understand correctly, both roughmet and normal map can be assigned in the .lua file of the mod even if they are not referenced in the .edm?You misunderstood. A roughmet must first be created in order to be able to enter it in the description for standalone liveries with, for example, a metallic effect. There's only an empty texture for the normals. Copy the zip file into the mod's texture folder. Then you'll have a roughmet as well as normals for the outer skin model. Overwrite.https://e.pcloud.link/publink/show?code=XZ2jodZS5BGekovph8fOiI2d9i15RHnV47k
the download is limited to 1 month
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On 4/16/2025 at 10:55 AM, cesarferrolho said:
If the 3d model was exported to .edm without any roughmet texture, i think there in nothing to be done. I don't see roughmet textures in the mod, i'm afraid...
Your statement is simply wrong. ROUGHNESS_METALLIC replaces the old standard of SPECULAR. If no SPECULAR is present, a base roughmet must first be present in the description entry to use a custom roughmet. This belongs in the texture folder and is given the name DIFFUSE of the model's assigned texture, followed by _roughmet. In this case, the U-2, this is u2_tx.dds. So for ROUGHNESS_METALLIC, the name is u2_tx_roughmet.dds. Incidentally, there is also an assigned normal for the model. It is u2_Bump.dds. In the first image, the U-2, and in the second image, the U-2s, unfortunately, are very poorly rendered. Both by Hawkeye60.
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I support Megalax's statement regarding the pixel ratio. ED uses a pixel ratio of 4096x128 for the B-52H and C-47's ship numbers, since the number bar also contains letters. VZ_342 should simply copy one of these textures and enter it as false in the description. The name of a false can be anything, so he doesn't have to change the name of the texture itself. I also think ED uses the same texture scheme for the F-5E3.
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Just try the following: Open the task manager. Start the launcher. Search for DCS.exe. Then go to Details. Start the game. Wait until the login and authentication are complete. Then select the priority for DCS.exe and set it to Real Time. The game should then run without any freezes.
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Миг-35 80 лет освобождения 9 мая
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13 hours ago, Oban said:
Apologies for the slow responses ... updated the edms, I'm heading to the airport in 2 hours so never had time to upload into DCS Files, here's a link that has the updated edm's
@urbi, apologies, forgot the peacock texture, as soon as i've reached my destination ( Thailand) I will post the file on here.
https://mega.nz/file/tIUCWLSa#N1FmpLMrhBFRLRdQOrx-mps0DsVD8mjDNG7S-PV9rawThe missing texture was just the corresponding assignment. With the modified shapes, the peacock's texture area is also present. It's fine. Even you didn't notice that you didn't have any roughmet.
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If DCS.exe only starts with the application priority set to "Normal," don't be surprised. If you leave the task manager open and wait for the processes to start DCS.exe, and after logging in and the subsequent authentication, set the priority to real-time, the sim will run with acceptable performance. After the last update, an orange icon appears in the taskbar. The priority should be set exactly when it's orange.
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This is a temporary solution, as the creators of "FlankerEx by Codename Flanker" have not yet offered a solution. It's primarily the Weapons_AS that are causing units to not be displayed. This one is from the Su-30M2_SFM version. All units are displayed.
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all luas in loadouts without which units are not displayed.
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50 minutes ago, FuryNZ1781 said:
nope, im pretty sure its a problem with the model no matter what texture you throw at it
It's not a problem with the model. This problem has long since been solved. It was caused by an incorrect conversion, either by the Intel tool or the Nvidia tool. Check all textures on the outer skin for their size (including normals and roughmet). These should have a size of approximately 21.3 MB at a pixel resolution of 4096x4096 and Mip s. If one of the textures is larger, open it with a paint program (Gimp, PS, and PaintNet are possible). Then simply save it as a .dds file, and you're done. In my opinion and knowledge, the normals texture, as shown in the image, is "KillermachineSu30wg_n.dds." Look for it in the zip file in the textures folder (possible folders are Su-30.zip and Su-30MK_SFM_textures.zip).
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In the cockpit animation, you can see that the mirror glass is misaligned. The horizontal orientation of the mirror texture should be selected for all mirrors. This would be easily solvable if only the mirror texture were correctly positioned. The same error also occurs on the Su-25SM3.
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lights_data = {
typename = "collection",
lights = {
[WOLALIGHT_LANDING_LIGHTS] = {
typename = "Collection",
lights = {
{
typename = "Spot", connector = "MAIN_SPOT_PTR_01", dir_correction = {azimuth = math.rad(-2.0)}, argument = 208,
proto = lamp_prototypes.LFS_P_27_1000,
exposure = {{0, 0.79, 0.81}}, power_up_t = 0.75, movable = true,
},
{
typename = "Spot", connector = "MAIN_SPOT_PTR_01", dir_correction = {azimuth = math.rad(-6.0), elevation = math.rad(-12.0)},
proto = lamp_prototypes.LFS_P_27_1000,
exposure = {{0, 0.79, 0.81}}, power_up_t = 1.25, movable = true,
},
},
},
[WOLALIGHT_TAXI_LIGHTS] = {
typename = "Collection",
lights = {
{
typename = "Spot", connector = "MAIN_SPOT_PTR_02", argument = 208,
proto = lamp_prototypes.LFS_R_27_250,
exposure = {{0, 0.79, 0.81}}, movable = true,
},
},
},
[WOLALIGHT_NAVLIGHTS] = {
typename = "Collection",
lights = {
{
typename = "Spot", position = {-9.670, 2.406, -1.700}, direction = {azimuth = math.rad(180.0)}, argument = 192,
proto = lamp_prototypes.HS_2A, angle_max = math.rad(180.0), angle_min = math.rad(170.0),
},
{
typename = "Spot", connector = "BANO_1", dir_correction = {elevation = math.rad(45.0)}, argument = 190,
proto = lamp_prototypes.BANO_7M_red, angle_max = math.rad(120.0),
controller = "Strobe", mode = 1, power_up_t = 0.5, cool_down_t = 0.5, period = 2.5, reduced_flash_time = 0.45, phase_shift = 0.0,
},
{
typename = "Spot", connector = "BANO_1", dir_correction = {azimuth = math.rad(90.0)},
proto = lamp_prototypes.BANO_7M_red, range = 9.0, angle_max = math.rad(70.0), angle_min = math.rad(50.0),
controller = "Strobe", mode = 1, power_up_t = 0.5, cool_down_t = 0.5, period = 2.5, reduced_flash_time = 0.45, phase_shift = 0.0,
},
{
typename = "Spot", connector = "BANO_2", dir_correction = {azimuth = math.rad(180.0), elevation = math.rad(45.0)}, argument = 191,
proto = lamp_prototypes.BANO_7M_green, angle_max = math.rad(120.0),
controller = "Strobe", mode = 1, power_up_t = 0.5, cool_down_t = 0.5, period = 2.5, reduced_flash_time = 0.45, phase_shift = 0.5,
},
{
typename = "Spot", connector = "BANO_2", dir_correction = {azimuth = math.rad(90.0)},
proto = lamp_prototypes.BANO_7M_green, range = 9.0, angle_max = math.rad(70.0), angle_min = math.rad(50.0),
controller = "Strobe", mode = 1, power_up_t = 0.5, cool_down_t = 0.5, period = 2.5, reduced_flash_time = 0.45, phase_shift = 0.5,
},
},
},
},
},
[WOLALIGHT_FORMATION_LIGHTS] = {
typename = "collection",
lights = {
{typename = "argumentlight" ,argument = 88,},
},
},
},
}, -- end lights_dataThis is an example of your four selected lights.
All prototype lights are variable. Strobe functions are defined for ARGs 190 and 192. If you don't need them, delete the corresponding lines in the controller.
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1 hour ago, Draken35 said:
If you bother to read the other (or one of the other threads about this topic, I lost count already), you will learn that the files were already submitted to be whitelisted. Meanwhile, you can disable the module or add the exclusion. Your choice.
Please, make sure to wave whatever law you mentioned to the bad actors that make the viruses, since I'm sure you didn't give them permissions to your PC either... Who knows? Perhaps that will make them stop pestering us...Mister Draker35, there is a suspicion that there is a script in the DLL that executes a command outside of the actual program and changes something. Possibly the recording of the user's IP address. This isn't the first time that the virus has been recommended to be disabled. I had previously alerted BIGNEWY to such an activity (recording of the IP address) from a DLL. Personally, I don't trust Heatblur Simulations one bit. (SUPREMA Sp. z o.o. z o.o.) That is my opinion, and I have my reasons for it. And once again, I ask that this virus annoyance be removed.
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Dear ED Team!
A solution is being offered here that isn't actually a solution. After the last Microsoft Defender update, at least for Windows 11, the DLL uploaded by Heatblur Simulations is detected in the bin-mt folder as unwanted or dangerous software. It is unacceptable that I am asked to disable the protection for my PC and allow this DLL to access my PC. No other DLL allows a similar situation. Since this DLL is provided with the ED update, I request ED to resolve this situation as soon as possible. It is a violation of data protection regulations. I do not grant the Heatblur Simulations consortium the right to access my PC. I have now been forced to delete the Heatblur Simulations F-14 Mod to prevent damage to my PC.-
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L-39 Skins
in L-39
Posted
Hello Carlo, hello Eric! If you didn't live in the former GDR, you shouldn't presume to decide which colors the former GDR used for the L-39 as a training aircraft for future pilots. The liveries selected by ED as a basis for the GDR are correct and accurately reflect how it looked at the time. Eric can certainly label these as fictitious. Everything else is just historical embellishment and untrue.