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Magic Zach

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Everything posted by Magic Zach

  1. If you mean how hard of a hit it will have on performance... I don't think it will be too bad. If you have a bunch of Mustangs nearby, that might hit your system where the sun doesn't shine. But that doesn't really happen much in the DCS environment, so I suspect the impact will be minor. If you're desperate for every little frame though, this might not be the best idea, however. [emoji51] I was thinking about seeing if ED would integrate my liveries once I was done, as a sort of fantasy, but once I considered that some people might be hurt by this, I think it is best that my liveries be left as a mod, an option to whoever wants it. I'll try to remember to do a performance test when I have all four pieces in the 4096x4096 resolution. [emoji1303]
  2. +1! Defueling can give you a real noticeable performance boost
  3. Don't yank on the stick. It's not so chill about reefing on the stick like FC3 planes are
  4. A better picture of the aftercoolant relief vent. Taken before I added the fasteners' normal.
  5. Yes, both aftercoolant and coolant reliefs have been added. The aftercoolant is in the photo. [emoji1303]
  6. I'm in my 2nd week of summer vacation, I've got time to work on it until school starts again [emoji1303]
  7. [Dec 3 Update: THIS PROJECT IS ON HOLD. WILL POST WHEN PROGRESS RESUMES. I EXPECT TO KICK BACK INTO THIS IN Q1 OF 2020] So, to start off, I started this project a couple weeks after Heatblur released their F-14. I was so inspired by their absolutely astounding texture work, I struck out to give one of my favorite modules in DCS the same treatment. I want to say here that I do appreciate the retexturing that Eagle Dynamics did to the Mustang (and other warbirds) back in December! But with the release of the F-14, I believe a new standard for external textures has been established. And because the P-51 is among the oldest modules in DCS at this point, I believe it is due for a change on its outward appearance. What you will see here is my personal livery, which features some items that will be specific to me. I have chosen to create the 328th FS of the 352nd FG, with the red rudder. Some items like nose art and names will appear down the road. Once I complete my personal livery, I plan to do a similar rework of the default liveries provided by ED. Changes to a few things between liveries will probably not be done. My retexture of default liveries will likely be my own personal livery, only with different paint. So you can look at my livery to see what you can probably expect. The screws, rivets, bumps, and dents you see on my livery is what will be seen on the default liveries, down the road. Liveries are in four pieces, the front fuselage, the rear fuselage, the left wing and right wing. At the moment, I'm only on the front fuselage. -Much of the diffuse texturing is done. Much grime is still to be done. -I've just started to create the normal map, early stages -Probably double the number of rivets from the original textures. Still more to do on this piece -Additionally, I'm adding screws -Added more dezus fasteners -More holes in the bottom cowling I'm a bit fuzzy on which ones are for what, so feel free to inform me -The big thing for me is text, it is now readable from the outside -Addition of the coolant and aftercoolant reliefs, underneath the aftermost exhaust stacks on either side -Heat scoring/discoloration added Be aware I am limited in some ways by the 3D model (or on occasion, simply my level of skill). As an example, I cannot recreate the access door on the P-51's spinner, because one half of the spinner is a textural duplicate of the other. I cannot place one, only two. So I will leave it alone. Now for pictures I need to say something about this photo. The pilot here is a pilot created by someone else in the modding community, I want to say Rudel. Feel free to correct me on that. He is not my work, and currently I'm on the fence about if I will keep him or leave the default pilot textures. \ I'll probably post updates down the road, as I made progress. Not in this post, but among additional posts below. I also encourage anyone who wants to get into creating liveries, or already is into creating liveries to join this Discord group. We hang around and share tips, tricks, and pictures of our works! Link: https://discord.gg/vAp2cp Special thanks to PorcoRosso86 for helping me get started on creating normal maps! I feel like I'm walking on egg shells, with what people may expect of me. I need to make something especially clear: I am a minor. My life is dependent on school and my parents. To their knowledge, I am just playing games all the time, with all the time I spend on my computer, working on this. They are always wanting me to "unplug". While not a bad thing, it will take away my time on how fast I can work on this, or IF I can work on this (I could get grounded for who knows how long). TL;DR, no promises
  8. What? Why??
  9. Hopefully this means UGRA will reapproach Normandy sooner than later
  10. Eekz, if you haven't already, could you add the ability to change liveries of aircraft while on the ground?
  11. @DD Agree to disagree. Whatever floats your boat, I guess.
  12. I'm using the T-16000M here, only 2 months into it. I haven't needed to touch any curves in the DCS settings for any aircraft. I prefer it this way, too. Otherwise, I get a more twisted feeling for the aircraft. I don't want vastly different planes to feel the same. I can better feel the difference between controlling the Mustang and the Spitfire. Also, the other thing that bothers me about curves is when you're trying to aim WHILE turning. I had the hardest time with a huge curve (and saturation at 66 for pitch) with my old T-Flight. It was nearly impossible. When turning, the curve will make things far worse. No curves, and the controls are more balanced, especially in the extremes. Having less curves will also really help prevent snap rolls/roll reversals when turning. If you turn hard, and maintain that turn, you're fine. But if you need to adjust while pulling a tight turn, that's where a curve can be trouble. A tiny adjustment to your joystick will be a drastic movement ingame, and the quick and sudden change can send you into a snap roll. With no curve, it's more 1 to 1, and a slight change is also a slight change ingame. Just my thoughts. I use a short T-16000M, so I'd assume a Warthog with an extension should be much easier, and it's just a matter of getting used to the plane. [emoji2371] The Spitfire feels way different from the other aircraft, just because of how sensitive it is. I'd recommend just getting more hours and flight time in it, and learn to adapt to it. [emoji1303]
  13. Sounds like you're wing stalling. It's really easy for new pilots in the Mustang to do, but not impossible for the Spitfire. My advice, don't pull so hard, or so fast and so hard. Also, coordinate your turns. It's amazing how much tighter you can turn a plane with just a little bit of rudder to keep the ball (or needle for the Spitfire) centered.
  14. Music is better than no music.
  15. Guys. I kind of liked the original topic of discussion more than this diving distraction.
  16. Magic Zach

    I-16

    I wonder when we can expect the templates, for livery creators. I know quite a few creators that won't mess with it until a paint kit is out.
  17. From my experience flying the Spitfire, unless you merge with me at a ridiculously slow speed, this will not happen. The 109 pulls away from the Spitfire easily in a climb. Otherwise, the engine would be at serious risk.
  18. I must have missed it. The section doesn't say “Western”. Nevermind. I got excited for maybe something Eastern, but I guess not yet.
  19. Magic Zach

    I-16

    It doesn't have trim, so it won't in DCS either.
  20. Are you working in any projects right now? I recall ED changed something, and now your Mustang sound mod got changed. Are you going to do any tuning to it? Spitfire still sounds as awesome as ever though by the way. That's a perfect 10/10 at the moment.
  21. Spitfire has overpriming flames, Mustang does not.
  22. [emoji1787] Something is cooking! I dimly recall a Cliffs of Dover map. I guess that second WWII map is going to be on the eastern front!
  23. So this is why when the DCS Mustang starts, it does the same thing every time (no overeager kick before making a solid catch, rough running at first, failure of the engine to make a solid catch when the mixture is moved to run)? There are too many variables that dictate if an engine start is rough/smooth/temperamental, so it is not represented in DCS? I'm not talking about sounds in this immediate question. Just starting dynamics. Thanks for the reply above, Yo Yo. [emoji4]
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