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Urbi

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Everything posted by Urbi

  1. 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.
  2. 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.
  3. 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.
  4. 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
  5. 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.
  6. 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.
  7. 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.
  8. Миг-35 80 лет освобождения 9 мая
  9. The 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.
  10. 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.
  11. 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. Weapons_AS.lua
  12. all luas in loadouts without which units are not displayed. Loadouts.zip
  13. 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).
  14. 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.
  15. 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_data This 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.
  16. 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.
  17. 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.
  18. For the dinghies on the left side, the texture area is not assigned. This only applies to the Type21.edm. The peacock_class_HULL texture is also missing.
  19. Dr Zarius! All beginnings are difficult. Copy the autoexec.lua to saved games/edModelViewerTrunk. I have now inserted your name as the user. Correct it if it is not correct. Also note that this lua is written for the version "DCS.openbeta". If necessary, change then see entries too. DCS World will then only say "DCS". You can then see your liveries in the MV. autoexec.lua
  20. Dr Zaius! To find out exactly which textures it is you should load the Type21_Badur.edm in the MV. The missing texture will then be displayed in the textures tab.
  21. I was expecting the request. You were already on the right track with your answer from February 20th. What is shown for the board number on a different background? For the frame you have to make the area of the square of the texture B-52H_Local transparent. And enter the texture in the description as follows: {"B-52H_Local_DECAL", DIFFUSE , "B-52H_Main_1_DIFF", false}; {"B-52H_Local_DECAL", DIFFUSE , "B-52H_Local",false}; the entry for "B-52H_Main_1_DIFF" was of course changed according to your information. I used your textures for the camo. For the SIOP I touched them up accordingly. A note for the paint work. ED has an alpha channel on all B-52 Roughmet, which shows the lines and rivets, and the red channel can be used for an AO. Here are the entries for a generic design. ED offers the use for 5 squadrons. So you create a folder with the name of the Sqd and the number and copy a description into this folder. Then you replace the contents with the following entry: livery = { } countries = { "USA", } custom_args = { [442] = 0.0,-- Bortnumber 100; -0.1 empty ; 0.0-0.9 number 0-9 [31] = 0.3,-- Bortnumber 010; -0.1 empty ; 0.0-0.9 number 0-9 [32] = 0.6,-- Bortnumber 001; -0.1 empty ; 0.0-0.9 number 0-9 --[52] = 0.0,--69th Bomb Sqd "MT" KNIGHTHAWKS --[52] = 0.1,--69th Bomb Sqd "MT" checkered gray-red ribbon --[52] = 0.2,--23th Bomb Sqd "MT" Barons --[52] = 0.3,--2nd Bomber Wing "LA" Barksdale blue [52] = 0.4,--2nd Bomber Wing "LA" Barksdale red --[52] = 0.5,--2nd Bomber Wing "LA" Red Devils --[52] = 0.6,--307th Bomber Wing and 93rd Bomb Squadron AFRC AIR FORCE RESERVE COMMAND "BD" --[52] = 0.7,--empty } this is the example for "2nd Bomber Wing "LA" Barksdale red AF60 036" To remove AF60 and the zero on the fuselage, the main files "B-52H_Main_1" and "B-52H_Main_3" would have to be changed, which would break the IC.
  22. Great work after Cubanace's re-entry. Mig-23UB no improvement after 6 years of hard work by Cubanace. Su-7 no improvement after 8 years of hard work by Cubanace. Su-57 only improved content in the luas after 8 years of hard work by Cubanace. Yak-38 presented for the first time. After about 3 years of hard work by Cubanace, it can be described as bad. (all models used are good models) I make my statement after a thorough analysis of the individual models. To be clear again, Cubanace did not model a single model or any of the cockpits themselves. All modules have a mess of textures. JPG, BMP and PNG are all included. The ED standard for textures dds is not adhered to. Dozens of texture formats are wrong. It is particularly bad with the Yak-38. Half of the textures are not necessary. The flaps for the undercarriage are not assigned at all. These are plain material. All of the main textures for the outer skin have been assigned a normal except for the vertical stabilizer. In the cockpit itself there is only color. The roughmet is all wrong. After 8 years of hard work, Cubanace is not adhering to the standards for the Arg`s. No suspension on the undercarriage. On the main undercarriage on Arg 3, the animation does not start at 0.0 to 1.0 but at 0.95 to 1.0. The animation for folding the wings on Cubanace is on Arg 25. Arg 25 is the standard for lowering the arresting hook. The openings on the air intakes are closed by flaps. Cubanace simply left these out. He has air holes. The team for the Yak-38 also seems to no longer exist. Landing on a carrier is impossible. The Yak-38 goes into hiding after flying over the carrier. Everyone can make up their own mind.
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