Jump to content

prccowboy

Members
  • Posts

    519
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by prccowboy

  1. key word was TEST. if @Arrow206 plane stops vanishing with small values then the source of the problem has been identified and a suitable fix can be found.
  2. if the plane is landing, it's not the runway length, it's how big the parking spots are. If DCS thinks there are no suitable parking spots because your plane is too big, it will despawn the plane on the runway to test if that is indeed the problem, you can try reducing wing_area and wing_span variables in your lua. make these values really small (just for testing) and then land at a suitable airport. out of curiosity, what are the values you have for those variables (just how big is your plane?)
  3. perhaps you could read a bit more before criticizing. I state very clearly in the P-8 documentation that the LTF-5B is a fictional placeholder until a suitable MK-54 can be made. My earlier post is to alert the community that when a solution is found, the connectors are already included in the P-8. @crazyeddie (and others) are trying to work out a solution to make a custom torpedo for this and other mod aircraft. I applaud the effort. Your expertise may be more beneficial in also supporting the community with a solution rather than criticizing those that are working the problem.
  4. in another thread @crazyeddie said: prcCowboy doesn't need to undo anything on the P-8 for you to do what you are trying to do. I anticipated the need and pre-planned for the use of other ordnance in the torpedo bay so it's already baked in. You just need to make a minor lua modification: in line 419 to 468, just change the connector names to remove the "sm" from the name. example: change connector = 'PNT_PYLON_05sm', to connector = 'PNT_PYLON_05', That's it. done. just place whatever ordnance you want in there to replace the LTF_5B note: the above instructions are for those who have some modding experience and want to use custom mod weapons with the P-8. I do not support any changes made to my work nor do I give permission for any redistribution of my mods. the link I provided in the 1st post to the dcs world user files is the only "official" download.
  5. will respond to this on P-8 thread to keep this thread on topic
  6. see my comment above re: air_stab_autopilot
  7. I currently use a standard LTF-5B with the P8 (as of the current DCS builds I think it's the only torpedo in game with air_stab_autopilot properties). The only thing I modified was on the P8 side (I did a little "sleight of hand" to make the huge LTF-5B fit into the P8 torpedo bay) Nevertheless, with the new code for guided torpedoes, it might be possible to create a custom torpedo that combines the properties of an air drop torpedo with a guided torp. I've been wanting to try that to see if I could make a custom MK-54 for use with the P-8 (or just wait for ED to add official MK-54's); just haven't had time to try it yet. I will be watching to see if someone here figures it out.
  8. are you using a connector? a mesh & texture? what type of light? bano? fake_omni? light / spotlight? what are your settings for the light? have you also tried using a WOLALIGHT in the asset's lua? What I am trying to get at is that there are many different "lights" in DCS - all have a different purpose and will emit and react with other objects differently. the description of your problem doesn't give enough detail for someone to help you. edit: check @Grajos video of the bus earlier in this thread for a simple headlight example
  9. that is an old fork of the tool. try using Tobi's version:
  10. It might not be required. Honestly, my python is rusty, and I hate code syntax in general so if it works, I don't question it and credit for the instructions to SinusoidDelta. I was just adding examples of my install
  11. folks still seem to be having trouble following @SinusoidDelta instructions, so I'm going to repeat his instructions (without the links) and add example screenshots from my install to clarify 1. Install the GIMP dds plugin example: 2. Download the Microsoft DirectXTex utility called texconv.exe. Extract it to a folder and make note of the directory. example: 3. Download python script. Open file-dds-texconv.py in Notepad++. Now enter the full directory for your texconv.exe binary from the previous step. Save file-dds-texconv.py example: note the direction of the slash. it is / not \ 4. Paste file-dds-texconv.py in your gimp plug-in folder (eg, Program Files\GIMP 2\lib\gimp\2.0\plug-ins Using the above method to install the plugins, I have TWO dds file type options when exporting: The first exports BC7 format and the second type allows the option of all other dds compression formats.
  12. AFAIK: engine type choices include : PISTON, TURBOPROP, TURBOJET, TURBOJET_AB, TURBOFAN, and TURBOSHAFT
  13. I've noticed that I'm not seeing the ready indicator when AAR probe is deployed since the 2.7.17.29493 update. Is this just me or a bug? photos below showing the lights both off and on the basket (to show that I can still connect and take fuel but I never see the "READY" indicator)
  14. not sure if what you want can be done with just a livery change. the method I showed above only works for static or uncontrolled aircraft. the game engine will put the pilot back in the cockpit as soon as it is "controlled" Any other method I can think of is not related to liveries (would require changing core code). maybe check with whoever did it for you before
  15. correct. wake is NOT changed by collision file. wake is changed by code in "_wake" file edit: but how cool would that be (and performance crippling) if we had it where the collision model used fluid mechanics and particle physics to generate a dynamic wake
  16. Hawkeye, the ONLY animation in the edm is the launch tubes/door. nothing else
  17. the default aircraft animation argument to remove the pilot from the external view is arg=50. can't say for sure without seeing your custom hornet livery, but most likely you could copy that section of the description lua code and paste it into your custom AV8 livery or just copy/paste this (preferably with a lua capable editor like notepad++) to the end of your livery's description lua file (note: in the av8, this also removes the ejection seat) custom_args = { [50] = 1.0, --remove pilot }
  18. it sounds like you have the historical filter on (it is the icon that looks like a wristwatch at bottom of Mission Editor screen). click it to toggle on/off it's in the mod description under "known bugs" - I haven't figured out how to remove the new style prop blur. (old ugly prop blur I can remove no problem when the engine is destroyed but not sure how to do it with the new blade style prop effects) if anyone knows the answer, please PM me I considered a workaround by NOT having wings/engines that would come off when destroyed... but I made a design choice to keep the damage modeling and try to figure out the prop issue later
  19. the zip files already include the mod/aircraft folders, so you only need to unzip everything to your SavedGames DCS directory; (example using openbeta: C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\ I assume you incorrectly unzipped it to mods/aircraft and probably have a mods/aircraft/mods/aircraft/CLP_M28_SKYTRUCK folder. <=this is wrong. If you are using openbeta version, you should have a folder structure like this: C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\Mods\aircraft\CLP_M28_SKYTRUCK\ C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\Mods\aircraft\CLP P-8 Poseidon\ C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\Mods\aircraft\CLP_E7A\ edit: I just noticed that you said release version, so your folders might be DCS instead of DCS.openbeta
  20. just a friendly warning, don't do it! once you go down the modding rabbit hole you may never get out, lol the 3d model is just the beginning...
  21. Development Update 8/22 – Buddy-Fox Simulations
  22. 2. yes. 3. they will not be able to connect and will see the missing required module listed with the server info (see photo clip below) note: this is how all mods with added assets work in MP
  23. you obviously did NOT copy/paste my example text because your line 41 is wrong. What you have is not what I suggested. You can just send me the description file by private message and I will fix it for you.
  24. the line for the custom texture is now correct; however, your problem is elsewhere. since you aren't changing the normal and roughmet textures, you can remove the next 2 lines in your description file (lines 41 and 42 in your example) (or) change them to the correct textures (this is what I see in modelviewer currently): {"F_16_Tank_370", NORMAL_MAP , "fuel_tank_370gal_nm", true}; {"F_16_Tank_370", ROUGHNESS_METALLIC , "fuel_tank_370gal_diff_roughmet", true};
×
×
  • Create New...