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Jace11

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Everything posted by Jace11

  1. The Dora template isn't available via the template section in the downloads, and the one made available in the stickied thread in this forum has been out of date for a while. Examination of the stock official Dora skins reveals many changed have been made to the template recently including, new rivets, new lines etc on the diffuse layer, marking positions have altered, colours have changed. Wear and bare metal has been added to accompany the new roughmet layers and new normals and speculars to match the new diffuse layers so that rivet positions etc match. These have been like this for a while, not just since 2.5 released. So please consider uploading it sometime soon. Thanks.
  2. The files are located in P-51D.zip which is located in \Eagle Dynamics\DCS World OpenBeta\Bazar\World\textures You need to open them with the nVidia dds plugin in Photoshop or GIMP then save them as DXT1, but make sure the format option is set to 2D textures (this should be the default). There are a couple of ways to replace the broken textures, one is by placing the new ones into the original zip, but I suggest you make a folder \Eagle Dynamics\DCS World OpenBeta\Bazar\World\textures with the same file name as the zip... so... \Eagle Dynamics\DCS World OpenBeta\Bazar\World\textures\P-51D and place them in there, this will override the zip for these two textures only. But it sounds like you havent done this before so I zipped the two textures and attached them to this post. Do not copy this zip file to \Eagle Dynamics\DCS World OpenBeta\Bazar\World\textures - it will overwrite the original, extract it first then copy the resulting folder to there instead so you have a folder called P-51D in World/textures with the two damage textures in there. When finished you can check in modelviewer or in game thats it's working. The damage textures should look like this....: P-51D.zip
  3. Just a note, there is bug caused by the damage textures for the P-51 being in the wrong .dds format. P51D_damage_main.dds and P51D_damage_main_2.dds have been saved as volume textures (this is normally used for damage_maps only). This results in bullet holes etc being black. I opened them and re-saved as a DXT1 2D textures and this fixes the issue.
  4. I've made some helmet skins for F-5 pilots, I saw some attempts to map a star onto the F-5 pilot helmet for Aggressors, but they were a little crooked. So I mapped the texture to worked out the correct shape. I use the white helmets on F-5E-3 aggressor style skins, and the grey one on F-15 aggressors. But they are interchangable actually so mix and match as you please. The textures lack mip-maps, this is deliberate because the centre of the helmet will have a grey line if mip-maps are used (due to that part of the helmet being on the edge of the texture). Unfortunately, because its just the helmet texture, it will require you to edit the description.lua to use them but I've included some instructions on how to do it in the accompanying read-me. I've uploaded them to the user files area, they should be approved today or tomorrow. https://www.digitalcombatsimulator.com/en/files/3105433/ J
  5. That looks like the entries I was seeing with illumination rockets CTD.
  6. It happens with the A-10C's M257's and the Ka-50's S-8OM rockets also. Seems like a bad script or something in the weapons table to convert from rocket to illum - bomb. Normal illumination bombs form SUU pods seem ok, its just the rockets. BUT ITS AN AUTO CTD!!! Let's hope they get around to fixing it, you could probably crash a server or two if unaware.
  7. Hi, does anyone know what the reference AV8B_WV refers to in the skin description.lua It calls the AV8B_T4 texture (nozzles and engine parts etc) but T4's diffuse layer is already called by AV8B4, its not ROUGHMET and its not a Spec. I think it involves the alpha layer of the T4 (nozzles section) which contains some info for the rear nozzles as an alpha. I wondered whether this was for the future implementation of new FLIR rendering (cause its hot right), something to do with the overheat "red nozzle" effect or something else?
  8. http://www.mediafire.com/file/zco703q0ilucvyi/RAF_Decals.zip Maybe useful for some of you making RAF skins, a small set of decals in .psd I had to make for my skins, includes: That Weird exhaust/blast warning on the top of the harrier between the wings Danger Explosive Release (for Pylons) RAF style NO STEP (basically a bootprint with an X) Some mission markings (GBU + F-15) A shark mouth and eye like those seen on some RAF GR7s on active duty. You'll have to fit them yourselves, but you can recolour, rescale etc more easily in this format.
  9. Well it was a different aircraft I was basing it on, and moving the mouth is a pain, any further forward and I have to start merging and compressing as the nose cone is a different surface at right angles and conical. I had a go and couldn't get it looking right - I've never been any good at that. However, I have shrunk it a bit and put the mission markings on, see if you think its close enough. https://www.mediafire.com/file/9k7r5t0exub8wxb/RAF%20ZG479.zip
  10. Still working.. got the shark mouth done! Still need to do pylons, and redo no steps and a few other things. Edit: pretty much finished now, will upload to the DCS site sometime in the next couple of days. Here's a link in the meantime... http://www.mediafire.com/file/niy38e4ocuw65d8/ZG476.zip
  11. I seem to remember reading something many years ago about how the unique exhaust placement on the harrier could be used by the pilot to greatly reduce his IR signature by positioning the aircraft to hide them under the wings so a plane with IRST or IR missile would be severely hindered, perhaps even unable to lock. Doubt it translates to DCS though.
  12. http://www.b-domke.de/AviationImages/Harrier_II.html#HarrierGR7 This is nice for the little placards and warnings on RAF harriers.
  13. Seems everyone is making RAF skins, here's mine
  14. yeah decal sheets are helpful, I found this one which is a model manual, the last few pages have good sized pics, colours etc. https://www.eduard.com/store/out/media/1166.pdf
  15. A 4K pixel cockpit panel may only take up a small fraction of the viewed area even though the distance is small in "game terms", in 3D distance terms it is still significant. Ideally, the 4K should only be used when zoomed close in on a panel, its wasting resources and creating artifacts otherwise. Adding mips may give a performance increase also, though the files themselves will be slightly bigger, but you could zip the whole folder up to compensate. It took me around 15 minutes to convert them.
  16. I just had a look at one of the textures in the cockpit folder, no mips. and none on the liveries too. In my install, I've converted all the liveries to have them, the default aircraft textures also, but not the cockpit yet.
  17. I wondered whether people will intend to install it in 1.5 or 2.1 first, if you have both... I’m sure it will look a bit nicer in 2.1 but the lure of some harrier carrier funsies means I’m probably gonna install it to 1.5 first.
  18. Also keen to see this working! Had a look at the files and the scripts seem ok. If as people say, its a problem with subtracting the correct number from the wind heading to compensate for magnetic north bearing then I think the file that needs correcting is cdu_wind.lua and probably at line 44 which reads as@ local angle = wind.dir + 173 this is 173 (i.e 180 - 7) it looks like he coded it here at the start before the wind conversions and this should probably be the only thing that needs fixing for NTTR. So maybe 168 should be used instead? I'm fuzzy on the "should it be +12 or -12 thing" after reading these posts.
  19. Hmm, might be getting somewhere with it... managed to reactivate a few unique lock sounds, struggling withs search now, still not entirely sure what the problem is yet. A few more tests... Doesn't help that its not entirely logical...
  20. Pls try this... http://forums.eagle.ru/showpost.php?p=2630057&postcount=6
  21. I did some testing as it is a bug that does limit the aircraft a little in SAM environments. I found this seems to work as a fix... backup the file first etc pls... Go to: Eagle Dynamics\DCS World\Mods\aircraft\A-10C\Cockpit\Scripts\AN_ALR69V\device File: ALR69_param.lua - use a decent txt editor like notepad++ or something to edit it... This bit seems to be the problem. DefaultLockSnd = SoundsPath .. "LockNewUS" lock_sounds = { {EWR_1L13_, DefaultLockSnd}, {EWR_55G6_, DefaultLockSnd}, {S300PS_SR_5N66M, DefaultLockSnd}, {S300PS_SR_64H6E, DefaultLockSnd}, {RLO_9C15MT_, DefaultLockSnd}, {RLO_9C19M2_, DefaultLockSnd}, {Buk_SR_9S18M1, DefaultLockSnd}, {Kub_STR_9S91, DefaultLockSnd}, {Dog_Ear, DefaultLockSnd}, {Roland_rdr, DefaultLockSnd}, {Patriot_STR_ANMPQ_53, DefaultLockSnd}, {Hawk_SR_ANMPQ_50, DefaultLockSnd}, {S300PS_TR_30N6, DefaultLockSnd}, {RLS_5H63C_, DefaultLockSnd}, {RLS_9C32_1_, DefaultLockSnd}, {Hawk_TR_ANMPQ_46, DefaultLockSnd}, {S300V_9A82_, DefaultLockSnd}, {S300V_9A83, DefaultLockSnd}, {Buk_LN_9A310M1, DefaultLockSnd}, {BUK_LL_, DefaultLockSnd}, {Osa_9A33, DefaultLockSnd}, {Tor_9A331, DefaultLockSnd}, {Roland_ADS, DefaultLockSnd}, {Tunguska_2S6, DefaultLockSnd}, {ZSU_23_4_Shilka, DefaultLockSnd}, {Gepard, DefaultLockSnd}, {Vulcan_M163, DefaultLockSnd}, {S125_SR_P_19, DefaultLockSnd}, {S125_TR_SNR, DefaultLockSnd}, {DEFAULT_TYPE_, DefaultLockSnd}, Now note none of the aircraft radars are listed (they play the lock sound correctly right?), my .lua knowledge is crude but I think this part is causing a problem in that these specific lock sound entries, which in theory reference the exact same sound file, aren't playing correctly for whatever reason (i.e normal speed instead of rapid repeating). Those that aren't listed by name are playing correctly (air radars etc). I'm guessing they must be using the default_type. I deleted all entries apart from default_type (so those in red) to make them revert to the default sound and it worked... for me least... Done a few quick tests and im getting locks sounds from most SAMs that use rdr now, not Tunguska though... I thought it would but maybe electro optical is used in preference... - need to check that.. I was using ECM at time... (had a look, seems the Tunguska tracking radar isn't modeled at all in DCS, I'm seeing the SRin the files and that's what you see in game, but no TR -it doesnt have one in DCS, it does have an EO tracking sensor though, so that explains no lock warning from S6 threats) These entries don't seem to serve much purpose as I can figure anyway, perhaps they were intended to be added to later or modded to have individual sound cues for certain rdr types but that isnt being used... I've attached the file with the fix too, save you editing etc if you want to test it out... install it to the directory mentioned at the top of the post etc. ALR69_param.lua
  22. The MiG-21 model was altered in a recent update. I think there are only 1 or 2 skins that are recent enough to work with it, the older skins (ie nearly all of them) give a messed up texture on the fuselage due to the new mapping. No template had been publicly released though I think at least 1 or 2 skinners have a new template (whether ED or self made) but seem reluctant to share at the moment. This has seriously hampered the production line for MiG-21 skins I'm afriad. User made skins that work with current model: http://forums.eagle.ru/showthread.php?t=134364 works i think, i tried it but i didnt keep it... http://forums.eagle.ru/showthread.php?t=144325 not finished yet so no download available, but I'm eager for this one...
  23. Had a very slow speed collision with a P-51. The prop and nose of the P-51 sheered off the entire rudder of my Dora leaving the rest of the vertical stabilizer intact. However, I still had what seemed like a full range of yaw input and response and didn't even notice it was missing till approaching landing. I'd done some yaw maneuvers in the dogfight after losing it and it seemed fine. When I finally realised it was gone, I did a few quick yaw tests and it seemed normal - like the rudder was still there. Is this working as designed? Is the damage model that I see in game what the aero model is using or an approximation? I thought maybe there is no damage model for the top half of the tail being chopped off so it reverted to this.. Just curious. Have a track if anyone is interested. Collision.trk
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