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prccowboy

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Everything posted by prccowboy

  1. nice! not bad for WWII era torpedoes, lol. It will be nice if/when we get mk54 torpedoes for the Poseidon to carry
  2. hey I thought you requested a VX-1 livery j/k Can I ask if the roughmets are working properly? (rough things look rough, metal things look shiny, etc.) I made a last minute change to the model to go direct to roughmet instead of specular like I usually do and not sure it worked properly (I may have some files floating around my DEV environment that make it look different for me than others with a clean install) edit: nevemind, enough screenshots posted now that I can see that it appears to be working for everyone
  3. Simple paint kit for the P-8 will be provided by request (if you ask nicely and I like you ). PM me if interested. However, I ask that you share with the community the result of your work.
  4. as much as it would boost my ego to see my thread have multiple pages of replies, let's keep it to topic as always, screenshots of how you use the mod in your missions is always appreciated and/or other feedback of things that you like or critical bugs found
  5. P-8 (in it's current state) is available for download now. see post#1 for link
  6. I have decided to take a break from modding here and use my free time to "fly". Nevertheless, since some of you were waiting for my version of a P-8, I have decided to release what I have so far. Files have been uploaded, should be available for download soon. DOWNLOAD link will be in first post. This area is for mod description. P-8 Poseidon (AI only) mod by PRCCOWBOY Included are 11 liveries representing the countries currently operating the aircraft plus a "blank": - USA VP-5 168436 - USA VP-46 168431 - USA VX-1 167955 - USA VP-16 168429 - Australia RAAF A47-006 - UK RAF "City of Elgin" - India INAS316 IN-320 (with P-8I modification) - Norway RNoAF 9582 - South Korea - Germany Armament: - AGM-84D - AGM-84H (and as a placeholder since DCS currently does not support MK54 torpedoes, I have included a fictional load-out using LTF-5B torpedoes) Pods: - AN/APS-154 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 P-8 Poseidon" folder under Mods/aircraft, example: "C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\Mods\aircraft\CLP P-8 Poseidon\") ===== To UNINSTALL: simply delete the "CLP P-8 Poseidon" folder from the above location (Do NOT delete the entire 'Mods' folder as this will remove any other mods you may have installed) Changelog: v1.2.0922 - fixed front wheel rotation & engine L/R rotations - added engine thrust reversers - modified callsigns v1.1.0816 - added KOR and DEU liveries - added option to start with open bay doors - minor code changes, repack textures v1.1.0408 - corrected detection range by other aircraft - corrected livery description for VP-5 - added VP-16 168429 livery - minor detail changes to AN/APS-154 pod and liveries v1.1.0404 - removed errant cockpit viewports - added AN/APS-154 pod loadout (this will also add vertical strake stabilizers to rear fuselage) v1.0.0402 Initial Release NOTES: -Both P-8A and P-8I variants are included. The P-8I variant is activated by the India livery - although I've seen documentation regarding center fuselage pylons, I have not found any actual photos of ordnance carried there to model it. As such, ordnance can only be carried on the wing pylons (Harpoons and SLAM-ER) and in the bomb bay (torpedoes) - the aircraft will be listed as "P-8 Poseidon (CLP)" in the Mission Editor - alphabetically listed with the C's (Cowboy's Livery Pack P-8).
  7. I mod as a hobby to learn new skills. Everything I have released is something I created. There are much better models out there, but these are my creation (honestly, I wince now every time I look at the Wedgetail - it feels like that lopsided bowl that children make in pottery class and give to their parents). The P-8 has consumed 5 weeks of my free time researching the plane, pushing vertices (making the 3d mesh), puzzling out UVs, rigging animation, texturing the diffuse, AO, roughness, metal and illum, creating LODs, lighting, Collision and damage models and then coding it all to behave properly in DCS (and then going back and doing it all over again when I don't like the result). I still have a long laundry list on my to-do list to finish polishing and detailing but at this point, I am getting burnt out and not feeling it's worth the effort - especially when I get accused of stealing someone else's work. btw, to anyone who has actually modeled, the models are obviously not the same - very different geometry.
  8. I don't understand the point of your post. Should I stop working on my mod because you downloaded another 3d file that you found on the net?
  9. videos like that inspired some of my mod test and eval scenarios (yes, I have entered test & eval stage of development):
  10. I make NO promises or guarantees that I will ever complete or release a P-8; but IF such a thing were to happen, do you have any specific liveries you would like to see?
  11. No worries, mate. As a bonus, how 'bout I correct the orientation of the AUS wing rondels as well? v.1.1.0317 now available with additional Australia livery (A30-002 in FED STD595-16515 paint)
  12. a) using ROUGHMET: AFAIK, for the old models with specular, you need to create a default roughmet texture or your custom roughmets won't load. (not sure why this is but it's the only way I can get roughmets working on old models). To do this, create a default roughmet that mimics the default specular, add _roughmet to the filename and put the file in one of the mapped texture folders; ex: create a "kc_135_body_1_roughmet.dds" file and put it in \Bazar\TempTextures. (note: doing this will change ALL liveries to use the roughmet you just created as default - which is why I said to mimic the default specular). Once you have a default roughmet, you can use your custom roughmets in your liveries by changing the lua accordingly, ex: "kc_135_body_1", ROUGHNESS_METALLIC , "kc_135_body_1_roughmet", false}; b) using SPECULAR: since there is no metallic property data, you will need to change your diffuse accordingly (make it look like metal instead of the white that you have above) and add a high reflectivity to the specular see:
  13. are you using specular or roughmet? to me it looks like you have a roughmet texture that is getting treated as specular
  14. well, I suppose I can't clean up or otherwise modify the 3d geometry now - it would break too many cool custom skins
  15. If you are referring to the arg 66 based livery changes then that is simply baked into the 3d model and uses the decal texture files "ticonderoga numbers" and "ticonderoga names" just add your custom names and numbers to the textures then put this in your description lua (along with your custom textures): {"Tico Numbers", DIFFUSE , "ticonderoga numbers", false}; {"Tico Names", DIFFUSE , "ticonderoga names", false};
  16. the main gun connectors look ok to me but the others are rotated incorrectly. next thing to check is your animation and the lua code: Your animation for horizontal traverse should be -1 (facing fully to rear) to 1 (rotating counter clockwise until it faces to rear again) and vertical elevation should be -1 (fully facing down) to 1 (facing fully up). lua code angles: reference_angle_Y, reference_angle_Z (resting position), and GT.WS[ws].angles which control rotation range I suggest looking at a working example and see what you have done differently.
  17. 1. look at your model in modelviewer, the connectors have direction (rotation). In the connector box you will see a purple line extending from center and facing a direction (see example photo). With your model, which way are they pointed when the animation is at rest (args = 0)? Also, see @razo+r comment about using dummies (I don't know 3DS, in Blender you use empties and export as connector)
  18. 1. try rotating the connectors (they have more than x,y,z coord info - there is also rotation and scale info in that connector). 2. have you rigged it for animation yet? if so, there could also be problems with your animation 3. the lua code for connectors also allows you to move and rotate objects in relation to the connector. is your lua correct?
  19. I'm not sure that it works as it should, but it now works as requested.
  20. Not Detected by player RWR bug is fixed - v1.1.0301 E-7a will now show on player RWR as Unknown type (or "AI" in F-14). (or you can use @Nightstorm mod to show it as an E-7)
  21. 1) I re-used the existing AN/APY-1 capabilities as a reasonable approximation instead of attempting to make a custom MESA radar in DCS (I doubt there is any decent information about it's specifications in the public knowledge arena anyway) 2) I recall in earlier builds/testing it showing as "AI" in RWR contacts, but it doesn't seem to be picking it up lately (this is true of other MOD planes that I have tested as well). Maybe something "got broke" in a recent update? If anyone has an example of a user mod plane showing correctly in RWR let me know to help me test the problem 3) would love to add "outback" as a callsign but not sure how to do that as a user mod without touching "core files"
  22. currently no. my texture masters are a mess of trial and error as I add and layer in stuff then modify models and change UV's and textures again - would be embarrassed to share that. however, I left the default textures as "blanks" with no livery specific info so that people could easily modify if they desired. if anyone really really wants a paint kit, I could make up some UV maps and basic layers. I only ask that if you want me to take the time to develop a paintkit, that you share your work with the community
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