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prccowboy

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  1. @Havoc86 thanks for the shout out. @NomadActual I also made an An-28 (including an Aeroflot livery) that may be suitable for a cold war scenario. Obviously, it isn't the size of a Tu-154 but it will provide you more civil air options for the era M-28 Skytruck / MC-145 /An-28 (AI only)
  2. this mod only ADDS visual parts (and liveries) to the existing UH-60a in game. it does not modify or replace the existing model. as such, it has the same limitations, flaws and ai behavior of the standard UH-60a. With those restrictions, I cannot remove the gunner, MH-60s, doors, etc. it also means I can't fix the errors or limitations of the exiting UH-60a model's skins (ex: double texture on belly, mirrored textures on doors, etc.) I made some compromises in my liveries and the mod shapes to work around these flaws; but that's about all I could do using the existing model. As for the SOAR livery, I attempted to recreate markings on all my liveries from photos of actual aircraft (with a few modifications due to model limitations; ie aforementioned mirrored textures, etc.). That particular livery has no tail number so honestly, I don't recall what my source reference material was...
  3. as @razo+r attempted to point out to you, it takes more than lua code. I doubt it's a "DCS problem"; more likely the mod you are using doesn't have a 3d collision model including collision shells and collision lines that are matched to lua code that describes how the damage impacts the aircraft both in appearance and performance. I've seen models that contain very detailed damage modeling to others that have nothing. not all mods are equal in development effort and/or skill.
  4. I made shareable paint kits for a few of them (but not all), DM me for what you are looking for
  5. ROFLMAO at "China Grove" - thanks @Geschirre
  6. Thanks @RustyGunner I did ask a few moderators to move it when they redid the forum categories... eventually just gave up since I wasn't really modding anymore anyway.
  7. What he said. I'm on my 4th GEN button box and although I like it, I would still change some things. Also, you should consider your use cases and ergonomics for the panel; ex: it is probably not suitable for VR users (too hard to identify which of 18 buttons you are pressing without tactile feedback). Why so many push buttons together, do you want to have cdu panel keyboard style input? (if so, you might change the layout) the flip cover switches may require additional clearance above, so placing a button directly above could result in accidentally closing the cover, etc. build a prototype, play with it and you will find things you will want to change to make it more to your liking
  8. just my 2 cents, but your track appears to show a head on merge with an opponent only equipped with rear aspect Magic-1 missiles with no guns. the defensive break followed by an attempt to maneuver to your rear aspect appears to be correct behavior to me (he needs to be behind you to shoot that missile. try swapping his load out to an all-aspect missile to see if his behavior changes)
  9. concur, I told OP same in his other post on this topic:
  10. I can't open your blender file (I'm still using 3.5); nevertheless, I've made many FARPS from singles to 8-pads. the LUA code I use is very similar to yours, except that I do not use HelicopterSpawnTerminal in my FARPS code (I've only used that for carriers), so the ONLY method I use for defining the position of the pads is the use of connectors as stated above. works for me. Never had an issue with that method.
  11. try this: in the edm model, add connectors for each landing pad, named "Pad_01", "Pad_02", etc.
  12. @western_JPN I posted an update for the P-8 Poseidon (version 1.2.0922); it should fix the front wheel, add engine reverse thruster code and animations, and change the callsign options to something more specific to the Poseidon. Please let me know if anything got broken in the update. I think I managed to update the model and all the animations successfully, but I did have some hair pulling (for some reason DCS won't unpack any new zip files I create) and I may have created other problems because I was spamming every key in Blender until I got the menu I wanted (because I have forgotten all the key commands) - so who knows what new problems I may have created.
  13. glad you like the RC-135, but that's not mine. Thats a @Backy 51@Eight Ball creation I played with the P-8 a little and already fixed the front wheel animation; I'll release an update whenever I get around to adding the thrust reversers
  14. thanks for pointing that out. It appears that I reversed the front wheel animation on my early models (E-7 and P-8). Unfortunately, what should be an easy 10 minute fix is not. a) It has been so long since I have modded that I've forgot basic Blender key commands - so I need to relearn it all. b) the models have a version conflict with current Blender/exporter software so other animations are now broken - meaning I will need to update the models or downgrade the software c) currently, I don't have the time (real life schedule) or motivation (a few negative incidents have burned me out on the community) to mod anymore I will add it to my list of to-do's (including adding engine thrust reversers), but I can't guarantee when/if it will ever happen.
  15. AFAIK it is due to changes in the core. It started with one method then changed but the old wasn't deprecated, so both methods still work. I think when I started modding, I used combined then later started separating the collision model.
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