Jump to content

CharDee MacDennis

Members
  • Posts

    12
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Ground handling commands for aircraft, example: In the current system you can command an AI aircraft to land at an airfield where he will shut down and get out of the aircraft. The mission editor should allow commands for the AI aircraft to land and taxi to a position to either rearm/refuel or hold while idling or shut down until it receives further commands. Similarly on mission start the designer should be able to issue commands to start idling at a parking space waiting for commands to launch or wait for a command to start up. mass launches for time on target attacks are very difficult in the current system. The suggestions for polygonal trigger zones (to simulate national borders), undo and redo functions and AAA barrage fire are also very good. I really appreciate the team asking the community for suggestions like this :thumbup:
  2. Here's a quick reskin i made by editing grass_n_4.bmp.dds in the buildings_sum.zip file located in C:\Program Files\DCS World OpenBeta\Bazar\Textures I believe a better way would be to put the file somewhere in the savedgames DCS folder but i don't quite know the exact file location there yet. If there was a way to add new FARPs to the game rather than editing the existing ones i would happily make any kind you would desire as i think the legacy FARPs have not aged well and scenery variety is really important for missions :) .
  3. Well I think for your case you could replace the current FARP textures with sand instead of grass; but the pads are still part of the geometry and would require a new model if you wanted to remove them; and this is something i am currently trying to do so i thought i'd chime in and see if someone at ED can help :D
  4. x2 I'm looking to create my own custom FARP based off of the forward area refueling equipment (FARE) and CH-47 FAT COW refueling systems. I've managed to get the models in game as static objects but would like to add functionality to them with the end goal of allowing them to be resupplied via slingloadable rubber fuel bladders. Looking through lua files i've gathered that i have to add the new FARP type to the db_units_misc.lua file; and that a new FARP could not be added like a new aircraft/vehicle/static object unfortunately. This seems to be the same case for warehouses and slingload cargo which i would also like to modify to add the fuel bladders. Upuaut has managed to add new cargo to the game but i don't think it will work without failing integrity check. I hope ED can add a function similar to add_surface_unit for warehouses, cargo's and helipads.
  5. http://digitalarchive.wilsoncenter.org/document/116907 https://player.fm/series/arms-control-wonk/the-uaes-phantom-missile-arsenal I've been listening to the Arms Control Wonk podcast lately and found a curious intersection between middle east arms control and DCS. The UAE is one of the lesser known Scud operators (specifically the North Korean derivative of the Scud-B, the Hwasong-5) interestingly the only other known export customer is Iran whom has developed their own derivative of the north korean scud derivative known as the Shahab-1. The UAE first bought 18 to 24 Scud B's from North Korea in 1988, they were not pleased with the missiles and are believed to have bought Scud C's in 1999. A third weapons sale is believed to have occurred under the bush administration in 2008. The UAE's Scuds are believed to be stored in a base just outside of Minhad AB (25° 2'26.63"N 55°19'26.93"E) I'd encourage you guys to check it out for yourselves in google earth. The ACW podcast linked above describes the base in great detail. I did some amateur analysis of the base after listening to the podcast and reading about the subject. The 18 small bunkers marked in red I believe to be weapon storage bunkers for the first Scud-B purchase, the dimensions of the bunkers are quite roomy and could easily fit a single missile. Some of the bunker entrances have tight corners that would make maneuvering a 37ft missile difficult but not impossible. Only one bunker (#13) has an entrance exposed to attack from the north; new construction bunkers (in purple) all face southwest presumably to enhance survivability from an Iranian attack. There are what appear to be four unprotected TEL garages west of the weapon storage area. If the TEL's were loaded with missiles in the garage this would account for 22 missiles + whatever number of Scud-C's purchased in 1999 + 2008 purchase. It's difficult to tell from Wag's Easter stream but I don't think the missile base is modeled in the current iteration of the Persian Gulf map shown below is the stream overlayed on google earth. I think this site has great potential to structure missions around, and would no doubt be one of the focal points for a dynamic campaign. Some missions I could envision would be: -Large Iranian strike package to eliminate UAE missile arsenal, F-4E's escorted by Tomcats – Intercepted by Emerati F-16's and Mirage 2000's. -Iranian Scud hunt in the desert around Minhad -UAE Bell 412's (played by UH-1H's) servicing TEL's in the desert from the missile base (maybe even looking for Iranian special forces) - reverse bravo two zero :) -Players fly interception missions to defend Minhad and the missile base. The base could be populated with existing assets such as the current HAS's reskinned with sand textures, TEL garages could use warehouse/garage models and the administrative buildings/shipping containers already exist. A road network and perimeter fence would also be needed. The base's proximity to Minhad and Dubai should allow it to share the high resolution terrain mesh around these areas (although the fairly flat terrain doesn't really demand this). Thanks for reading, I understand a map like this is a massive undertaking and development resources are limited; I'd be happy to try my hand at modeling these shelters and buildings and donate them if they are of sufficient quality.
  6. My bet would be Block 50, specifically so the HTS and LANTIRN pod could be implemented. These two features would set the F-16 apart from any other module and fulfill a very exciting niche. Between the UH-1H, F-5E, F-16?, F-4E and Syria map we should have a pretty compelling Turkish Air Force. All we need now is a tiny Turkish airfield just south of Batumi to fly out of :D.
  7. Good critique, does anyone know if you can view polycounts in the ED model viewer? I suspect some of the things like the hexagonal bulbous bow and absence of propeller were sacrifices made to add detail to more prominent elements. I recall reading somewhere that at one point the F-15E was the highest poly vehicle in the game, i'd be interested to see how it stacks up against some of the larger more detailed warships we have now. the solution to the problem of high poly warships is of course to replace them all with ddg-1000 :D edit: yes you can see triangle counts in the model viewer, for comparison: F-15E: 187k Moscow Class: 202k Ticonderoga: 94k Perry: 72k Tarawa: 772k (wow!) 052B: 81k 054A: 54k
  8. yes! check out upuaut's cargo mod, it has a bambi bucket and a lot more. https://forums.eagle.ru/showthread.php?t=124251 I recall reading somewhere that ED was going to implement his mod into vanilla DCS, maybe it was just wishful thinking.
  9. I'm having trouble finding a license too. The student license for 3ds Max only offers 2015-2018. I'm only finding subscriptions available for 2018 (i guess they won't support older versions). Is there an EDM plugin in the works for newer versions of 3ds Max? Would appreciate a response from ED as i suspect this issue will damage the growth of the DCS modding community. :( Thank you.
  10. I'm trying to get my friends into DCS, Normandy should be great i won't have to come up with contrived mission briefings about how all air combat occurs over Georgia, maybe i can make a cold war battle of Britain scenario :thumbup:. I hope there is a way to modernize the airfields for contemporary aircraft and missions. There's no way i can convince my friends to pay $30 each for AI units :(.
  11. I voted yes but buying a heavy lift helicopter module would be contingent on the module introducing some new functionality. For example i bought the Mirage 2000 and was very pleased with it; however i'm not at all tempted to buy the Mirage III as it brings little to nothing new to the table. If a heavy lift helicopter is just an MI-8 without weapons and desk fans then i'm not going to be motivated to buy it. Some ideas i read in this thread that would convince me to go in on a module are aerial refueling, underway replenishment in the CH-46, Attack Chinook :D or any major change to the way internal cargo is managed.
  12. I have a couple questions about the implementation of the Pave Spike laser designator (used on the D and E versions). My understanding is that it was steered manually by the WSO with a joystick; that is to say it would have no ground stabilization function and the WSO would have to be constantly controlling the pod. If this is correct, what do you think the control layout would be on a F-4 module? I'd imagine you would for sure need fine and coarse corrections to keep the Pave Spike on a target so that would rule out keyboard controls like you'd find for the KA-50 and A-10C (for those without a HOTAS :joystick:). If indeed LNS produces an F-4 can we assume the jester ai's role in operating the pave spike would be a veiled (if slightly imperfect) ground stabilization function? I think the prospect of operating a more primitive manually tracked targeting pod would be very exciting for people coming from the A-10C, and i believe there's some great potential for crew interaction with the pilot announcing his maneuvering intentions so the WSO can compensate with the Pave Spike during an egress from target. This video is from an F-111 with the Pave Tack laser designator, (The wikipedia article lists Korean F-4s as using the Pave Tack which is interesting) I assume it also lacks a ground stabilization. This is the type of interaction i'd like to imagine you'd see in a DCS F-4 multiplayer environment, with the pilot dropping the bomb, controlling the egress whilst feeding the time to impact to the WSO who is glued to a CRT monitor with sweaty fingers gripping his joystick. Particularly the bit at 1:07 :megalol: [ame] [/ame]
×
×
  • Create New...