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rato65

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Everything posted by rato65

  1. I have thought about this, but IMO it does not make too much sense. It needs a new model, since the Venom is longer in the mid section, and it has a very massive 4-blade rotor. plus 2 turbines and certainly a completely different cockpit (not sure about this).
  2. did you check the edm exporter property "RenderType" is set to "RenderNode" ?
  3. There is indeed a wrong direction in the version 0.3 and before, I apologize. There was a mismatch between the published and my local version. See first post for a quick fix.
  4. I checked here with 2.9 and all seems fine. Both rotors turn ccw when looking top down on main rotor and facing the right side of the model. As far as I know this is also the IRL direction. In Modelviewer same thing, both turn ccw with increasing arg 40.
  5. Thank you - I did not see this before. Will check. Thank you, glad you like the mod. Scripted folding needs the model to be changed quite a bit, currently no chance - sorry. However there is the static folded part of the mod. you could maybe make mission and mission-script disappearance of the landed heli and spawn of the folded static instead? Not sure if that is possible, never did mission scripting.
  6. First post download link updated. There was an issue with the stopped shape, now corrected. Make sure you load the rotating from ME/vehicles/unarmed, and the stopped from ME/static structures/seafloor objects.
  7. Modelviewer 2 in MT version does not mount custom textures, although it says they are. ST version works fine.
  8. I have no idea why, but now I see the rotor downwash on vegetation in VR. I did not change anything except switching back and forth 2 times the DLSS in Non-VR. Folks - this is absolutely incredible! Thanks so much for all the work! Now it is definetely the most immersive helicopter sim out there IMO.
  9. updated Modelviewer 2 ist still not able to load a model when generated as a new file AFTER Modelviewer was started. Means to recognize a new file, always a restart of the modelviewer is necessary.
  10. It looks like @Eight Ball's finding still works: when in game, select rearming panel and choose the livery containing the "pylons off" args. I.e. the AB-412 Bristow livery. Then the AB-412 loadout stays, but the pylons disappear. Somehow weird though, but a workaround for now.
  11. This was discussed above, incl. solution...however, after installing upgrade 2.9 I cannot remove hardpints anymore after installing payload and livery with custom args set, in ME it appears ok but not in game. Does anybody else have this problem?
  12. I am absolutely stunned by the new airflow effect on vegetation from helicopter rotor downwash - incredible! But I am not able to see it in VR. Is that intended? I use MT, when using no VR all is fine but in VR I cannot enable DLSS/DLAA in VR and do not see the effect. The dust effect however is visible.
  13. Hi all, no updates so far. I did not put more efforts into it because of time it takes and since there are now more advanced Seahawk variants out, even flyable.
  14. If ED would allow the edm's to be exchanged without encryption, the modders could do quite a bit on visual overhaul...
  15. Hi Admiral, first to say - many thanks for your incredible work, absolutely outstanding in my eyes. Thank you so much that we just can use it for free. You may want to know a little issue with the Oak Hill: I downloaded it from your website yesterday and tried to do landing with the Huey, and sling loading ops. As soon as I hover above the main deck frame rates drop to < 10 per second. I checked with other ships and thats fine. I do not know if others have observed this or if it is my setup only. Again, thanks and cheers, rato
  16. As Tanuki said. You need access to the helicopters 3D file to do this. The Huey edm is protected and cannot be substituted. The problem is the animation. If an animation of a payload is possible, instead of the helicopter itself, it needs to be controlled via the cockpit switches. If anyone knows how to control a payload animation it is maybe possible, but without physics. I tried this many times without success...
  17. You have to select the loadouts first and the livery with the customs arg defintion at last. Then it should work. For how to include the customs args simply check the liveries description files in the package.
  18. Did you make sure you added the appropriate customs args definition into your livery description file? See here (mentioned already on first post) To hide the gun pylons, I strongly recommend to make use of EightBalls "PylonsOff" Livery method: https://forum.dcs.world/topic/266028-uh-1h-attachments-mod/
  19. Thank you. it is a completely different helicopter and would require a complete new mod. I would love to see one in DCS to support naval operations...but that is beyond my capabilities.
  20. Its not intended to do like with the payloads in the flyable. These would have to be added manually in the static folded 3D model...
  21. I think - in addition to a general overhaul stated above - the module would really improve significantly if we could do more sophisticated transport and "real" SAR operations. For example - loads on a sling being animated like fire fight bambi bucket and water "bombing" - pickup animatable loads with the sling prepared on the ground - even more important, dynamic and controllable winch / hoist operations, and - SWAT team deployments with ropes - providing a data interface for external sensors such as radars or FLIR cameras A UH-1Y Venom version would be state of the art.
  22. How did you get the ship moving like this? My impression is that since 2.8 ship movement in higher winds (>15 m/s) is unrealistic more dampened than before. Also the water looks better but white caps are much reduced. Is that only my impression?
  23. first post updated with new livery and detailed AB-212 turbine cover texture template
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