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prccowboy

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Everything posted by prccowboy

  1. thanks to all for the feedback. I'm motivated to finish up the RQ-4/MQ-4C for a public release soon. I still have some coding to do on the flight model and some texture clean-up but I will attempt to get out to my beta-tester asap.
  2. thanks for confirming. odd thing is that it is not consistent. I've seen it both working and broken replaying the same mission
  3. as of latest OB 2.8.6.41363, AI aircraft nose/ nose gear animation is not working properly during taxi. Aircraft do not show nose dive behavior when braking but struts animate correctly; resulting in aircraft nose appearing steady while nose gear moves up and down -- seemingly floating above the runway. in other words, instead of nose moving up and down and compressing the shock struts, the nose does not move but the wheel goes up and down instead (sometimes floating above the ground)
  4. I have started multiple projects based on requests in this thread, but most haven't held my interest long enough to progress very far. However, this one *might* make a release. I make no promises - it is a lot of time & effort to make one of these mods and I admit my motivation is dwindling. Most of the subject matter that I focus on is very esoteric. This means that I struggle to justify the amount of work to publicly release a mod for a few community downloads. So, that said, let me know if there is continued interest in the Global Hawk / Triton and if there are any specific liveries desired.
  5. try having at least 1 keyframe for every 90 degrees rotation
  6. nice job! impressive amount of research and attention to detail!
  7. AFAIK (and how I have structured my mods): when you define the pylon, you declare the animation arg in the plane model (ex: animation to have different visible pylon types) and default value, example: pylon(5, 0, 2.7, -2.1, -0.62, { arg = [YOUR ARG NUMBER] ,arg_value = 0, Then for specific ordnance, you can change that arg value to something else, example: { CLSID = "[YOUR OBJECT]", arg_value = 0.13},
  8. what patrol speed were you expecting from a turboprop surveillance aircraft?
  9. thanks. note: I just tested (on Nevada) and saw no issues, so if you can find a repeatable scenario let me know - just remember, the Tu-214 is relatively big, it needs room to maneuver
  10. Can you try swapping another big body plane (ex: E-3a) in that same scenario to see if it is airport/taxiway related or if it's specific to the Tu-214?
  11. lol. @western_JPN I beat you by a few seconds to the post
  12. I included non-military variants of the PZL Skytruck in the thread below (note: there is also a Cessna there but I have not done any non-military liveries yet)
  13. I have uploaded a few updates as follows (see first post for links to downloads): Tu-214R v1.2.0123: Fixed a bug preventing proper display of 64514 livery and aircraft configuration. O-2A Skymaster v1.1.0123 - bug fixes, added texture and model details, new livery, gunsight, SUU-11/A minigun pod, and more
  14. I have included both variants (RA64519 and RF64525) in version 1.1.1215 I also included covers for the cameras that will open/close depending on airborne state. However, these are highly speculative - very few public photos available. If you don't like the implementation, let me know. I have added RA-64529 (as well as your request for RF-64514 Ty-214R) in version 1.1.1215 Tu-214/Tu-214R has been updated to version 1.1.1215 - now available for download
  15. The oscar deuce is now available. link is in the first post. Enjoy the holidays
  16. I had to check that I'm in the correct forum. this is starting to look like the wish list thread I'm still waiting for ED to approve the deuce so I can post the link here
  17. your example uses a non-standard custom function call. you should look at the pylon_loadout function in your example to understand what variables are being passed. Nevertheless, the standard pylon call is in the format: pylon Identification number, type, position coordinates (Pylon #, ext wing=0(no ejection)/ext fuselage=1/internal bay=2, forward/back, up/down, left/right) followed by a list of the ordnance allowed on the pylon. (there are also optional variables that allow you to adjust angles for yaw, pitch, roll) I suggest looking at a lot of example code to get the hang of it
  18. Cowboy's tea with Aunt Tilly (a.k.a) the O-2A Skymaster (AI only) mod by prcCOWBOY v1.0.1204 ---------- Download link now available, see 1st post The O-2, known as the “Oscar Deuce” or “The Duck,” was a military version of the Cessna Model 337 Super Skymaster. It was distinguished by twin tail booms, tandem-mounted engines and a unique gear retraction sequence that evoked the nickname "The Duck." In late 1966, the USAF selected the O-2, to serve as a forward air controller (FAC) aircraft. This mod is dedicated to "Aunt Tilly's Boys" and all the other warriors who served as FAC in the Vietnam conflict. ------- included: early O-2A variant (with 67-21331 livery) -------- Notes: The plane will be alphabetically listed with the C's (Cowboy's Livery Pack O-2 Skymaster). As always, this is my artistic representation based on photos of the actual aircraft / my modeling skills, and not necessarily 100% accurate. known bugs: - This is an "early release" and may contain unfinished liveries and other flaws - Aft engine propellor blur is incorrect Changelog: v1.1.0123 (2023-01) - bug fixes, added texture and model details, new livery, gunsight, SUU-11a gunpod, and more v1.0.1204 - "early access" release ===== 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_O2A" folder under Mods/aircraft, example: "C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\Mods\aircraft\CLP_O2A\") ===== To UNINSTALL: simply delete the "CLP_O2A" folder from the above location (Do NOT delete the entire 'Mods' folder as this will remove any other mods you may have installed) tldr I considered opening a new thread for this but since it is an ISR plane albeit without fancy sensors I figured it fit here. This project started as a private tribute, but comments here have convinced me to release it. This is an "early access" release because I won't have much time to do any further development on it for the foreseeable near future; however, I think it is useable as is. I welcome any constructive feedback. In fact, please feedback. I haven't had much time to test, bug fix or clean up.
  19. see @Eight Balland @Backy 51's Rivet Joint here:
  20. was it on your bingo card? it was meant as a private mod but if there is enough interest, I can release it.
  21. Unfortunately, the current release does not have the RONSAR and camera systems that are equipped on the -ON. However, there may still be a little room left in the textures to fit more parts without adding additional textures/memory overhead. I will consider adding it to the wish list for a potential future update.
  22. the higher the level in the Red Blue Green Alpha channels results in a hotter signature for that component
  23. if you are speaking of the FLIR visual display of your model, you probably want to add custom FLIR textures. The RGBA channels control the "hot" level of different components; ex: gun, engine, ambient based on activity. You could make your ambient level "REALLY REALLY hot" if you so desire. You can see examples of these FLIR textures in \Bazar\World\textures\FLIR.zip to figure out how to make the textures for your model.
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