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prccowboy

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Everything posted by prccowboy

  1. it's "hot off the press" - check your PM
  2. I don't have SH-60F variants in the mod, but does BuNo 165856, "The Johnny Walker 09" work for you?
  3. Thank you for sharing photos. Although I had not originally intended to release this mod publicly (I only wanted a Romeo variant for personal use), now that it's in the wild it helps to see how people use it if I decide to further develop the mod.
  4. 2021-11-16 update is now live and available for download. This includes new variants and parts that were requested by various community members. This is still a "BETA" as I have not yet finished some coding that I want to include for additional functionality. Please report any bugs/issues with this version. (I suggest deleting the old version before installing the update)
  5. DEVELOPMENT UPDATE: v0.9.1116 BETA version is now available for download - Added 3 no pylon configurations: HH-60G, MH-60L (legacy), and a "Mike" configuration - all FLIRs are now rigged for animation (for future development) - Added/modified liveries - Added additional parts to "DAP", "L", and "M" variants Note: this update modified the liveries to identify whether they are adapted or not for this mod. If you built missions using the initial release, you *might* have to go back and reselect the proper livery At some point I will be adapting my old UH-60a livery pack over and adding some more liveries (the AF camo variants shown in earlier screenshots do not yet meet my release standard)
  6. it's good on my end. looks like there might be a competing (same named) texture somewhere with another mod using same material name? @Eight Ball beat me to the punch with the response
  7. this is FANTASTIC! I was eagerly awaiting your Jayhawk! I think we are going to have the H-60/S-70 variants all covered now (at least AI)
  8. If you have a photo of a USCG that is configured with the ESSS or other configs that I have in this mod, then I will adapt a livery for it.
  9. something like this? I'm working on 2 "slicks" since I have had a bunch of requests for it. WIP - proof of concept test, below:
  10. that was why I included the -S as a last minute add. (I just discovered that the S was based on UH-60 not SH-60 right before I was going to release this mod). Radar/FLIR model might not be correct though (I just reused the FLIR I made for the R and flipped it over)
  11. great screenshot. love to see more of how people use the mod
  12. glad you like it. I hadn't actually intended to release it publicly, but I made the mistake of having a dev in screenshots of the FSF-1 mod and the cat was out of the bag. (how did you people even notice that it wasn't a standard uh-60 in those photos anyway?, lol)
  13. ok, it is up now. For those interested, ALL of my UH-60a liveries, including those associated with this mod have roughmet. (for those of you that don't know what that is, put simply it is info used to determine how light interacts with the object to produce roughness, metallic and ambient occlusion effects). However, DCS doesn't have a default for the UH-60a model, so my roughmet's don't "activate" I did NOT include a default with the mod, because that would impact ALL UH-60a liveries, not just mine or the ones in this mod. However, I think it makes a big difference and the liveries were intended to have this. So, I give you a default roughmet here, that you can choose to install. This will not only activate all the custom roughmets in my liveries but will also change the look of all other uh-60 liveries. Install the same way that you installed my UH-60a mod, just unzip to your user files. after install, you should have a "uh60_texture_RoughMet.dds" file in the "textures" folder of my mod, example: "C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\Mods\tech\CLP_UH-60a_MOD\Textures\" NOTE: you can use any other livery you want with my mod (this includes my Multiple Country H-60 variants UH-60a livery pack, or the great liveries by EasyPeac3, or flewpastu) by copying those liveries to the \Liveries\CLP_UH60aMOD folder where you installed this mod. However, The added parts in this mod may not be compatible with all liveries. If someone has a specific livery that they want to have the parts matched to, I might consider requests... EDIT: Default roughmet is now included as standard in v1.0.0123 of the mod
  14. oh nice! a REAL SeaHawk.
  15. Here is an action shot for those into that sort of thing. ("StrikeHawk" variant firing a penguin anti-ship missile)
  16. I have example of the method here: If ED approves the upload, I can share code with you (or you can just grab it from my mod)
  17. After releasing my "FSF-1 SeaFighter" ship, I have received multiple requests to release my "SeaHawk" mod. To be clear, I don't have a "SeaHawk" but I am releasing the following and this topic is for discussion / feedback of my (NOT a) Seahawk UH-60a mod. This project was originally meant to replace the existing, old SH-60b eyesore model with something that looked better as a personal entertainment / learning exercise. I fully expect his mod to be moot when ED finally releases a new SH-60 and other modders release their flyable BlackHawk; (both of those models should be much better than this) but if you can't wait until then... --------- v1.0.0722 update is now available DOWNLOAD HERE: Cowboy's (NOT a) SeaHawk UH-60a Mod (AI only) (digitalcombatsimulator.com) --------- ======================================================================================= Note: This release now includes all of the liveries from my old UH-60a skin pack (adapted for this mod). You no longer need to add my old "UH-60a Livery Pack (Multiple Country H-60 variants)" to have them working in this mod What this mod does: 1) Allows you to have the appearance and capability of: ESSS External Stores, MH-60L DAP, MH-60R StrikeHawk, MH-60S Knighthawk 2) New Tasking: Anti-Ship Strike, CAS, GroundAttack, and AFAC 3) New loadouts: Hellfires, Hydra rockets, fuel tanks, and Penguin anti-ship missile 4) I've included a few liveries of mine adapted for this mod. However, most UH-60a liveries are compatible (but need to be copied to the \Liveries\CLP_UH60aMOD folder because DCS treats this as a separate aircraft) 5) the mod will be listed as "UH-60a MOD (CLP)" in the mission editor Now, LOTS of disclaimers / credits: 1) This mod creates a user files virtual duplicate of the existing DCS UH-60a to allow user defined loadouts. The 3d models included in this package are "add-ons" to the existing UH-60a This mod DOES NOT alter or redistribute the DCS UH-60a model. The DCS UH-60a model is the Intellectual Property of Eagle Dynamics. The manufacturer and owner of the Intellectual Property rights did not in any way sponsor, endorse or aid in the development of this mod. 2) This mod DOES NOT modify core DCS files. All additions are in "User Files" 3) This mod is NOT a Seahawk (did you see the catchy title?). Although I have included a "MH-60R" package, technically, it is NOT correct. Since this mod only "bolts on" some appearance packages and allows new tasking and weapons on the existing UH-60a, there are many things that are technically incorrect (ie gear, doors, etc.). In fact, EVERYTHING in this mod I did with only MK.1 eyeball using some photos I found on the internet. I do NOT represent anything found here as correct. As always, this is my artistic representation based on photos of the actual aircraft / my modeling skills, and not necessarily 100% accurate. ====== credit to: rato65 - whose original "UH-60 US Coast Guard Mod" inspired me to make this (and to start 3d modeling in this first place) EasyPeac3's UH-60 template was used in creating all my UH-60 liveries ======= Notes: 1) Since all the add-ons are considered weapons/pods, they are stripped off when the helo parks. like Cinderella at midnight, the helo will revert to a plain UH-60a 2) The door gunners still don't work. (why would ED include fully animated gunners that don't do anything?) I haven't figured out the code for that yet. If anyone can assist, please let me know. Also, I'm still trying to figure out how to get the in-game animation working for the FLIR pods. As such, this is a "beta" build Changelog: v1.0.0722: fix for LASER GUIDED WEAPONS not working after DCS update v1.0.0125 corrected wrong UH-60L variant v1.0.0123 Added 4 more models / configurations: MH-60R no pylons, MH-60S no pylons, MH-60L (legacy) with pylons and UH-60J Re-worked R/S/ESSS models and textures Added/modified liveries Added Damage code (thanks to "RustyGunner" for identifying it was missing) Modified fuel tank code to avoid any potential conflicts v0.9.1116 BETA Added 3 no pylon configurations: HH-60G, MH-60L (legacy), and a "Mike" configuration all flirs are now rigged for animation (for future development) Added/modified liveries Added additional parts to "DAP", "L", and "M" variants v0.9.1110 BETA 1st Public Release There are now 8 unarmed "slicks" and 4 armed versions (with pylons)
  18. are you changing GT.Name? If you PM me your lua maybe I can help
  19. I forgot to mention that the rear ramp and side hatches have (unused) animation states that can be changed visually to allow mission creators to simulate different events. At some point I want to tie these to an in-game controllable trigger but haven't figured out how to do that yet. However, for now they can be set using liveries. There are 8 side hatches that will open or close. the fore and aft hatches are currently used (tied to night lighting launch and recovery triggers. I haven't figured out a better in-game trigger yet but at least these allow for something). The middle 4 hatches (2 each on port and starboard) are unused and can be user controlled by liveries. Also, the aft ramp with the RHIB is also unused but can be lowered or changed to a RoRo (roll on roll off) ramp. The unused animation arguments for these are as follows: [57] = aft ramp/hoist raise/lower [58] = aft ramp type (RHIB, No RHIB, RORO) [72] = side hatch open/close [73] = side hatch open/close [75] = side hatch open/close [76] = side hatch open/close I am including some example liveries here. just unzip this file to the "CLP FSF-1 Sea Fighter\Liveries\CLP_SEAFIGHTER" folder where you installed the mod. Then choose one of these liveries in the mission editor (paint scheme). This is what they will look like with RHIB deployed or with RORO ramp: Unfortunately, using the livery method to change the state means that it will ALWAYS be in that state (RORO ramp remains down even when at sea), but I offer the information to allow some flexibility to mission creators
  20. Admiral, the lua code is the source of the problem. You forgot to include 'textures1' in your mount_vfs_texture_path calls
  21. lol, y'all have really good eyes! how can you even see that it's a mod? I mean, the difference is like 3 pixels in that screenshot
  22. I meant recreate the existing UH-60a as a user files asset which is where you could then make the modifications to add your "pods" like in your original mod. Effectively it would be a clone of the existing UH-60a (the lua would call the existing UH-60a edm) but lua editable so that you can add winch/radome as a loadout. All the models already exist (uh60a and your pods). You would just need to create new lua code and include your pods edm shapes. The UH-60a edm already sits in core, so you don't need to include it (more importantly, you don't need to touch it, modify it or redistribute it) Again, I'm not sure if that violates the mod rules. It does NOT modify or redistribute the ED 3d model, so I *think* it does not violate the mod guidelines or IP rights. I await comment from higher authority on that one.
  23. ok, it is now live on the DCS User Files site. See link in 1st post
  24. Have you considered creating a new user files "Blackhawk" helicopter asset in which the lua calls the visual shape of the UH60a model? This way you could modify the loadout and hang your pods without touching core files. Also, as this method does NOT modify or redistribute the ED 3d model, I *think* it does not violate the mod guidelines or IP rights. However, I defer to Skatezilla or other ED voice on that. on a side note, your USCG kit is what inspired me to learn Blender and start modeling myself. great work.
  25. This will be the discussion forum for my FSF-1 SEAFIGHTER mod The Sea Fighter (FSF-1) is an experimental littoral combat ship in service with the United States Navy. I chose to model this ship to learn how to develop 3d models and assets for use in DCS. I still consider it a "beta" build as I haven't finished detailing all the parts of the model. However, it should be fully functional and I have decided to release it to the DCS community in the current state in case somebody else wants a fun, small, fast littoral ship to use as a launch/recovery platform. It appears that the actual Sea Fighter has had multiple refits and hull configurations since it was launched. I based this model on the 2010 configuration (not the original 2005 build). However, I was unable to find much detailed information. So, as always, this is my artistic representation based on photos of the actual ship / my modeling skills, and not necessarily 100% accurate. Notes (and known deviations from reality): Although the 2010 config reduced the deck to only 1 helipad, I have coded the ability to spawn and recover 2 helos/harriers. Also, I have included a 6 degree visual glideslope indicator (PAPI style). This is probably not accurate, so if anyone has information on how the lightbar on the mast is actually used and whether it is CHAPI or other, I appreciate the feedback. Download removed due to potential conflict with latest OB (2023-07)
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