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fl0w

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  1. I was flying around on the DCS 2.5 OB Aerobatics Online server and then I noticed this peculiar error in the shadow when preparing for takeoff. The rudder moving mesh disappears until you rotate your camera a certain point farther to the left. Missing the rudder: Shows the rudder after moving head farther to the left:
  2. Hey. So I think that everyone here is just as enthusiastic about this module as I am, and very excited to see the iconic F-14 Tomcat released to DCS World. With that being said, we already have gotten episode 1 of the in-depth F-14 videos, starting with an overview of the aircraft. Is there still currently a plan to make more content of these videos? Last I heard (sadly I cannot remember the source, maybe /r/hoggit) I thought the next episode 2 would be on CASE landing procedures. Looking forward to seeing what you guys have to show!
  3. fl0w

    A6 Intruder

    That has been a package ever since RAZBAM was doing FSX. With Heatblur's intention of making an AI, I would (on the community side) say no.
  4. Image for reference: the 1st picture (on left) shows to give a reason for it working but the 2nd one still baffles me. Even at that angle of the aircraft I confidently doubt the radar's ability to scan and return radar beams showing that same like pattern of the 1st. If you watch RAZBAM's video showing the ground cluttering on the radar, it doesn't even appear to have a single change at all.
  5. fl0w

    Runtime Error!

    Did you check if your drivers were up to date and/or any windows update? I had a Windows update this morning and afterward, it had fixed itself.
  6. fl0w

    Runtime Error!

    Hey guys. This doesn't seem to be only just a mod related issue. I received it as well once upon re-installing DCS 2.5 OB. My best guess is to re-install the Microsoft Visual C++ Runtime library. Here is a good website to check out on this issue: https://appuals.com/fix-microsoft-visual-c-runtime-library-error-in-windows-10/ For those who are tl;dr, here is what you can do. Method 1: Update display driver(s) Go to device manager, Display Adapters, right click, "update driver." Method 2: Re-install display driver(s) Method 3: Re-install/repair MSV C++ Runtime EDIT: I also have found that you want to check for windows update, do any repairs to DCS, and try re-installing your MSV Redistribute files. Go to Program Files/DCS World OpenBeta/distr and open the 2 files. Hope that helps!
  7. It's finally happening! The end is nigh!
  8. Glad to see excitement for it. :D Unfortunately, this is not the RAZBAM module. It's a private mod. Alpha Simulations (a former 'modding team') was working on the mod and gave it to ralfidude for testing. We were hoping for it to get far, but unfortunately, the mod dropped after the announcement of RAZBAM's SE.
  9. Or you could get rid of speedbrake multi-crew code if that's the link. Not even in the L-39 is speedbrake multi-crew working fully well.
  10. :thumbup: Exactly. It's not as easy as people think when it comes to making these mods.
  11. Mods help expand the community. Are you sure you're breathing the same air as us? :huh:
  12. Can confirm that this is not a HOTAS keybind issue, I have experienced this similarly as well when doing a 2-ship formation with someone on Aerobatics Online 2.5 OB server.
  13. Jan 2019 Update January 2019 Update _______________________________ So far, things have gone off well for the guide this month! For almost 2 days now, this thread has already reached 1000 views and is slowly gaining recognition. (as a side-note and not intending to brag) We hope to make this guide even better in the future as more and more updates will come helping to expand the limiting knowledge on this subject with the Lua programming language. With that being said, we do have a few updates that I would like to give on the current status of the guide. Suggestions are now open! You are able to make a comment on the guide as to what is and is not helpful, or if you want to help to add more information. This, of course, will be looked at before making the changes. More information has been added to the Training Missions section. This section, however, has currently been paused as there is a debate on whether or not this is needed within the guide and would fit more in a general spectrum for Mission Editor making. Introduction to the Pointer types section. This section is still WIP but aims to help give users knowledge on what all of the different functions are for in the clickabledata.lua file for the systems coding guide. "Completion" of the Helpers section. As it is currently listed as an incomplete section, all that is currently remaining is an image that shows how to set it up in 3DS Max. All the information you need is already written down, making the image just serve as a visual aid to ensure that everything is being done correctly. This may be somewhat as a small update, this guide has set a new mark in helping modders learn how to code systems, which has been a huge feat since there has not yet been much knowledge expanding on said topic. We hope to add even more to the guide. We are also questioning still whether or not we should allow users to be able to download the files for systems coding as that contradicts one of our core beliefs of how a guide should work. Sincerely, Sirius.
  14. Depends on what you've installed. If you installed a flyable aircraft, it needs to be in the Mods/aircraft folder of Saved Games. Otherwise, it falls under tech instead of aircraft. From what I can see, you appear to have your mod(s) installed correctly. Hope I was able to help!
  15. No problem! I appreciate your kind words. :)
  16. Here are the CLSID's you need. For the -9P5 I opened up UnitPayloads.lua in CoreMods/aircraft/F-5E. The rest I opened in FA-18C.lua for CoreMods root directory as well. AIM-7E: {LAU-115 - AIM-7E} AIM-9P5: {AIM-9P5} AIM-9L: {AIM-9L} (Note: for the AIM-7E I could only find it in compliance with the LAU-115 launcher.) Hope that helps!
  17. I'm happy with how the Day 2 training mission turned out. There was a lot of concern arising from the deep Soviet instructor's voice, and I believe that the improvements were made well in the 2nd video after hearing about how it was too deep. Good work BD and RAZBAM!
  18. Updates January 2019 February 2019 In-depth Looks Gear system (This post is reserved for future updates on the guide.)
  19. Beginners Guide to Systems Coding BETA ACCESS ___________________________________________________________ WARNING: Everything shown here in this guide is not final and does not represent the official outcome determined. This guide is still very much WIP and will be constantly worked on. Hello, everybody. As for a long time now in DCS, we have seen rapid growth and progression of mods being released by the community, for the community. Many of them here are just simple mods, that involve new models imported, graphic/texture fixes, and flyable aircraft. Out of all of these many flyable aircraft that we have seen released in the modding subforums here, only a mere percent of them have we call an ESM. As seen from the title, the 3 letters "ESM" is an abbreviated term that stands for "External Systems Model," a folder with a set amount of files containing code that define the systems of an aircraft. However, for keeping thing simple, this guide will be referred to as BGSC, abbreviated for the Beginners Guide to Systems Coding. This can range from any type of aircraft, from a helicopter to plane; from a starship to a flying Port-a-John. However, there has always been this one lacking issue when it came to developing an ESM inside of DCS: where to start. When many people first begin trying to code one, they are often feared by the number of files that they have to look through and get an understanding of how things work on the inside, which can often convince those at first to not bother at all with the idea of learning one. Not only that but to build onto that with the fact that not many in the DCS modding community are knowledgeable of how to make one themselves. Because of that, I have here to present a work in progress (WIP) state of a document of mine, that has spent the last few months in the making. This guide is by far one of the most in-depth, giving step by step procedures on how to code your own systems. This does not mean, however, that you are able to just copy and paste this code and say that you just learned it. In this guide, you will be given pictures of systems code and set files that will help you start off. From there, everything you see is something you have to write in your files yourself. This helps the user learn by participating in the document about what functions and events do what within the DCS API. In no means is this guide finished, and everything will be constantly worked on to the fullest of my extent, along with anyone who is willing to help contribute. With that being said, there are a set of prerequisites in order for you to correctly follow through with this guide. Here they are listed below. (These are also stated as so in the guide) Programming You need to know how to make a basic mod structure. This includes the gear positions, canopy, pylons, cockpit implementation, and collision model apart of the folder structure. You need to know how Lua works. If you have absolutely no idea or are foreign to the subject of programming itself, then it may be very unlikely that you are going to get far in learning how to program an ESM for DCS World. It is highly recommended for someone to understand how to code anything in a programming language, more preferably Lua itself in order to understand what code you are going to be dealing with. You need to know how to work with debugging and working with certain code statements within DCS. The core infrastructure that the DCS API works with, especially when dealing with Lua, acts as a framework. (A framework is a predefined set of functions to write inside of a script that is being inherited by an overall class like script or package) Being able to debug your own code (ie. using the dcs.log folder in your C:\Users\<< insert username here >>\Saved Games\DCS\Logs directory) is a huge must in order to find out the issue in your script(s). 3D Modeling You need to know how to animate models in 3DS Max by using the argument number method. If you are unaware of this or have no idea whatsoever on how to do this, then please go here: https://www.megabotix.com/wp-content/uploads/dcs/animation-dcs.mp4 You need to have the current .EDM conversion plugin or one that works for 3DS Max. As of to requirement no. 1: ftp://srv0files.eagle.ru/mods/edm_plugins/ If you would like to participate or contribute to this guide, then please contact me either via. Discord at Sirius#0002 or by in the forums. Links Link: https://docs.google.com/document/d/10HGVrN8CfXWK5Hz2zNTxrm_Tz0bJQGAPZP_QbqsbQZ4/edit?usp=sharing Version: v.1.0
  20. Here is a view of the model where it currently stands in modelviewer2. There are some artifacts in the model, but they are all from the conversion process to a usable file in 3DS Max since I have been using Blender to make this. I will be mainly busy fixing these issues and/or finding another method of conversion. I hope to share more soon. :)
  21. Does this mean that after the JF-17 is released, the JH-7 will be done only as AI?
  22. Heard aerobatics and modeling. Su-26 fits for my book. :)
  23. Hello, everyone. I would like to present to you my current work on the V-1 flying bomb. This is a 3D model that I have been spending some time on. As you can see, the bomb currently has simple colored textures and more detailed in the physical means. By no means is this complete, and is still very much WIP. I hope to share more and (hopefully, if it's possible) bring this as a nice addition to DCS World. I hope you enjoy these screenshots. :D Simple texture: In gray colors: You are able to find the full list of screenshots plus other work on my ArtStation here: https://www.artstation.com/artwork/JlwzdZ
  24. Good thing that the model accuracies were pointed out before release and fixed. A good sign of feedback. :thumbup:
  25. To my understanding, there is no "default" and you have to use what is given by the ones in db_weapons_data. The 2 lists you have both mentioned are physical means of showing the smoke. {INV-xxx} is for invisible smoke pylons as stated, if you have it in a spot ie. the engine.
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