

prccowboy
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Everything posted by prccowboy
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I have updated my UH-60 livery pack to include 2 liveries from Turkey. The pack is available for download here: UH-60a Livery Pack (H-60 variants) (digitalcombatsimulator.com)
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Here is a rough draft of the Jandarma livery. I will post here when the pack is complete and available for download (including both the Turkish Land Forces and the Jandarma liveries)
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I made a bunch of modifications to the liveries (mostly detail work), including adding 3D textures (normal map) for some missing details like corner supports above rear hatches, vents, more rivets, panel lines in the tail H. Stabs, hatch lines incl. side cargo hatch in the VX-6 variant, and some overall metal bulge/ripple texturing, etc. (I might have exaggerated that effect too much - probably needs some further tweaking. Haven't yet found that balance between too much and not noticeable). Current version is now 2.0
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It is still work in progress, but I will be bundling the skin above with a few others (EMEA region countries) for release soon. If you want, I can also look at maybe including a Turkish Jandarma livery as well
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the Log file is stored in your DCS user files directory, usually something like: C:\Users\YOURNAME\Saved Games\DCS.openbeta\Logs\ and the file you want is "dcs.log" It is just a text file that logs activity while DCS runs. If there is a problem, usually you can get some idea of the issue from the file (usually people will want you to submit this file to help you resolve issues)
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I assume that you have all the required lua scripts (countries/aircraft/s-3b/etc) and edm models if you have run update and repair, so the next question is whether you are running any mods? or see any errors in your dcs.log file?
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I assume you mean it is not available in the mission editor? silly question, but are you using the correct country? S-3b is only available for USA (or CJTF)
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here: {"pilot helmet", DIFFUSE , "JF-17_helmet", false}; {"pilot helmet", NORMAL_MAP , "jf-17_pilot_helmet_norm", false}; {"pilot helmet", SPECULAR , "jf-17_pilot_helmet_roughmet", false};
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I will upload a set of 5 skins for you (US Navy and Marines). Should be available in a few days (after moderator approval). Credit to Strider for the template that I used in making them. BTW, I made these fairly quickly, so there may be some errors in sizing or otherwise. If you find a problem, let me know. download here: "https://www.digitalcombatsimulator.com/en/files/3314292/"
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F14 Skinners thread (Paintkit in 1st post)
prccowboy replied to David A Sell's topic in DCS: F-14A & B
[Semi-Fictional] F-14A VF-191 "Satans Kittens" BuNo 159870 Most of my livery work is fictional and for use in our virtual squadron (about 130 skins to date), but I wanted to give some recognition to one of the lesser known Tomcat squadrons, work on an -A livery, and give something to the greater DCS community, while also representing our virtual squadron (the "40th SOC") where we have some great livery artists and why I started skinning in the first place, so here is the result: Although based on the actual BuNo 159870 (circa 1988), this skin is technically "fictional" because I modified the tail art, added nose art, made up helmets and drop tanks (couldn't find examples of the real thing), added some artwork to the cockpit (with night lighting included) and even changed the color of the yaw string to match squadron colors. Nevertheless, all the changes were kept in the "plausible" theme. The nose art is a "mash-up" of many authentic variants of the Tomcat "Gotcha Baby" art but modified even more to match the theme of the "Satan's Kittens" squadron. Most of the work is in the diffuse detailing and custom roughmets, ex: I wanted the engines to appear as something that was in service, metallic, and showed signs of repair, oxidation, corrosion, and heat stress I have uploaded the files to DCS User Files, here: "https://www.digitalcombatsimulator.com/en/files/3314009/" -
I am hoping that ED fixes this in the next patch; but if not, I will upload a mod that fixes the problem (small user files mod that replaces the default m261 textures) EDIT: it looks like it was fixed by ED, so no need for me to upload a mod to fix it
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Although it is fast and easy, I do NOT condone modifying core files :music_whistling:
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Hopefully, ED will fix this soon, but until then: make sure there is a sub folder for each skin name, ex: "Saved Games\DCS.openbeta\Liveries\UH-1H\Army_Std_m261_fix" then put your description.lua in that folder and add the code I mentioned above to the other livery code for that skin. Here is an example of the description.lua for the "Army Standard" livery with the fix included: livery = { {"civ_uh1_main_dam", 0, "civ_uh1", true}; {"civ_uh1_main_dam", 2, "civ_uh1_spec", true}; {"civ_uh1_tail_dam", 0, "civ_uh1_tail", true}; {"civ_uh1_tail_dam", 2, "civ_uh1_tail_spec", true}; {"civ_uh1_main", 0, "civ_uh1", true}; {"civ_uh1_main", 2, "civ_uh1_spec", true}; {"civ_uh1_tail", 0, "civ_uh1_tail", true}; {"civ_uh1_tail", 2, "civ_uh1_tail_spec", true}; {"uh1_main_dam", 0, "uh1_us_army", true}; {"uh1_main_dam", 2, "uh1_spec", true}; {"uh1_tail_dam", 0, "uh1_tail_us_army", true}; {"uh1_tail_dam", 2, "uh1_tail_spec", true}; {"uh1_main", 0, "uh1_us_army", true}; {"uh1_main", 2, "uh1_spec", true}; {"uh1_tail", 0, "uh1_tail_us_army", true}; {"uh1_tail", 2, "uh1_tail_spec", true}; {"uh1_weapon", 0, "uh1_weapon", true}; {"pilot_UH1_01", 0, "pilot_UH1_01", true}; {"pilot_UH1_02", 0, "pilot_UH1_02", true}; {"pilot_UH1_helmet", 0, "pilot_UH1_helmet", true}; {"pilot_UH1_patch", 0, "pilot_UH1_patch_1_cavalery", true}; {"uh1_cov", 0, "uh1_cover", true}; {"UH1-cpt-door", 0 ,"UH1_door_c",true}; {"UH1-cpt_karkas", 0 ,"UH1_karkas_c",true}; {"UH1-cpt_karkas2", 0 ,"UH1_karkas2_c",true}; {"UH1-cpt_panel", 0 ,"UH1_panel_c",true}; {"UH1-cpt_central_box", 0 ,"UH1_boxs_c",true}; {"UH1-cpt_dev2", 0 ,"UH1_dev_2",true}; {"M261", DIFFUSE , "m261", true}; {"M261", NORMAL_MAP , "m261_nrm", true}; {"M261", SPECULAR , "m261_spec", true}; } countries = {"USA"}
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The only "generic" or global fix I can think of is: copying the aforementioned files (m261.dds, m261_nrm.dds, and m261_spec.dds) and renaming them to the names that the m261 is looking for ("m261_diff.dds", "m261_nm.dds", and "m261_diff_roughmet.dds") then putting them back into the AeroWeapons.zip file - However, This involves modifying core DCS files and I do NOT recommend that, but maybe someone else has a better idea EDIT: Actually, there is another fix which is to create a user files mod that replaces the default textures (without modifying core files). See my post below For me, luckily I only run my own skins, so I was able to make an easy fix
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the problem appears to be that the m261 is pointing to the wrong files: currently the m261 is looking for these files: "m261_diff", "m261_nm", and "m261_diff_roughmet" these files can't be found but the old ones still exist. So until ED fixes this, you can correct this in custom skins by adding the following code to the huey description.lua file: {"M261", DIFFUSE , "m261", true}; {"M261", NORMAL_MAP , "m261_nrm", true}; {"M261", SPECULAR , "m261_spec", true};
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yes, the virtual memory is what windows uses to hold stuff that doesn't fit in RAM. So, use the fastest storage you have if you want jerk free
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I had similar issues in the past. increasing my virtual memory (fixed size) and moving virtual memory to a SSD helped (make sure windows is NOT using any HDD's for virtual memory - even though you set virtual memory for a SSD, windows may also be using other drives. so you will want to check drive by drive whether windows is using it for virtual memory) edit: DCS (and other windows background activities) will exceed your 16GB in memory commits, so Windows will start storing memory on your HDD's = instant judder/jerkiness in game. So, make sure windows virtual memory isn't using slow HDD for storage
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[REPORTED]Has anything changed with tree rendering?
prccowboy replied to lwalter's topic in General Bugs
I actually have had this since speedtrees were released 2 years ago, see: https://forums.eagle.ru/showthread.php?t=201459 -
I've had this on my x-mas list, but I think the 2 dedicated 20a circuits is a deal breaker in my current house. I wonder what the p3/h3 requirements are? Anyway, interested in hearing more feedback when you have more time with it: response time, smoothness, noise, immersion factor, even if it helps with inner ear balance and VR...