

prccowboy
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ROFLMAO at "China Grove" - thanks @Geschirre
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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.
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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
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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)
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Creating a FARP with 4 Stations
prccowboy replied to ahmad.skywalker's topic in Static/AI Mods for DCS World
concur, I told OP same in his other post on this topic: -
Creating a FARP with 4 Stations
prccowboy replied to ahmad.skywalker's topic in 3D Modeling for DCS World
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. -
Creating a FARP with 4 Stations
prccowboy replied to ahmad.skywalker's topic in 3D Modeling for DCS World
try this: in the edm model, add connectors for each landing pad, named "Pad_01", "Pad_02", etc. -
@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.
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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
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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.
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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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Mission Watching the Devildog broken: convoy does not move
prccowboy replied to escaner's topic in Bugs and Problems
did you fly to the FIXED POINT? the convoy won't start until you go to the fixed point (not WP1) -
I don't remember many of the details; but I seem to recall that when I've done it that it was a single blade of the propellor, scaled down to 1/100th of original size with origin point at the propellor's spin axis; textures embedded in the model and it feels like I also did something with keyed animation. I also recall having to code prop details under SFM_Data, engine section (ie. type, prop_blades_count, prop_locations, prop_direction, etc.) not sure if that helps, but maybe will point you in the right direction
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Cowboy's (NOT a) SeaHawk UH-60a Mod (AI only)
prccowboy replied to prccowboy's topic in Utility/Program Mods for DCS World
the download link for my UH-60a mod is in the first post in this thread. When installed, it will add a new helicopter, "UH-60a MOD (CLP)". Select this then change loadouts to modify the type appearance (ex: HH-60G) it works in either folder; but the download files are already zipped into a folder structure for the tech folder If installed correctly in Saved Games (NOT Program Files), it still works as of DCS 2.9.3.51704. I suspect @Timex3 you have incorrectly installed some mods in the core installation Program Files. To fix that you should run a "Repair DCS" and check the following options "check all files", and "search for extra files after repair" After you have fixed your DCS install, then you can place the mod in the correct folder. If done correctly you should have a folder which is usually something like: "C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\Mods\tech\CLP_UH-60a_MOD\" -
looks good. did you go 4k for that texture? Had I known anyone would want so much cockpit detail for an AI, I would have done a different UV wrap (and actually put more mesh detail into the cockpit)
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1. right click and hold, then move mouse up and down to zoom 2. you may want to look at the actual internal cockpit model (this is a separate model and not the same as the external plane model) 3. middle button/scroll wheel click and hold then move mouse to reposition
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I was having this issue as well; I couldn't understand why SHIFT+PRTSC (Print Screen) stopped working. then I noticed DCS was looking for SysRq (system request with no modifier); so I tried only the PRTSC button and it worked (no Shift or ALT combination).
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Added liveries for South Korea and Germany in 1.1.0816 AFAIK, those torpedoes still don't operate as a proper airdrop MK-54 for AI deployment.
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appears to be fixed in 2.8.7.42583. thanks
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Cowboy's FSF-1 SEAFIGHTER
prccowboy replied to prccowboy's topic in Flyable/Drivable Mods for DCS World
I have noticed a potential crash issue with latest OB; I have not yet resolved the reason, so I have removed the download. -
it's already been reported in multiple threads on this forum.workaround posted there
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
prccowboy replied to Admiral189's topic in Static/AI Mods for DCS World
it might be related to your collision model and damage code (ie. belongsToRunway definition). When close to the ship, DCS may be attempting to check contact between aircraft and your model on many complex surfaces and slowing down performance while doing all the checks. (removing LODS also removes the collision model so it could be why you see the performance increase when you do that), perhaps try simplifying your collision model and code the landing pad as a runway -
are you animating the elevation from -100 keyframe (gun pointed straight down) to +100 keyframe (gun pointed straight up)? If you don't have the animation matching the expected angles, then it won't sync
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glad to see that the 64514 configuration is working for you. thanks for posting screenshots - always helps me
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Now Available. Download link in 1st post. AI only RQ-4 Global Hawk / MQ-4C Triton asset mod The RQ-4 Global Hawk is a high-altitude, long-endurance, remotely piloted aircraft with an integrated sensor suite that provides global all-weather, day or night intelligence, surveillance and reconnaissance (ISR) capability. Global Hawk's mission is to provide a broad spectrum of ISR collection capability to support joint combatant forces in worldwide peacetime, contingency and wartime operations. The Global Hawk provides persistent near-real-time coverage using imagery intelligence (IMINT), signals intelligence (SIGINT) and moving target indicator (MTI) sensors. ------- included liveries/variants: - USA 092038 (default) - USA 168461 (MQ-4C) - NATO SA-0015 (Blk 40) - AUS RAAF 9SQ A57-001 -------- Changelog: v1.0.0704: 1st Release -------- Notes: The plane will be alphabetically listed with the C's (Cowboy's Livery Pack RQ-4 Global Hawk). As always, this is my artistic representation based on photos of the actual aircraft / my modeling skills, and not necessarily 100% accurate. ============== USE AT YOUR OWN RISK. Installation: unzip the files and copy the entire contents of the 'Mods' folder in the zip file to your DCS user files folder, example: C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\ (You should end up with a "CLP_RQ4_GLOBALHAWK" folder under Mods/aircraft, example: "C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\Mods\aircraft\CLP_RQ4_GLOBALHAWK\") ===== To UNINSTALL: simply delete the "CLP_RQ4_GLOBALHAWK" folder from the above location (Do NOT delete the entire 'Mods' folder as this will remove any other mods you may have installed) ===============
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