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NRG-Vampire

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Everything posted by NRG-Vampire

  1. A Fresh-Crash Unfortunately, that was the freshest/wasted F-15 "80-0007 was the newest F-15 that ever crashed with less than 15 flying hours total" https://asn.flightsafety.org/wikibase/60365
  2. Fine Typo ? and plz don't forget the "cannot make" F-15Ds
  3. NRG-Vampire

    L-39 Skins

    I think that aircraft https://www.airhistory.net/marks-all/N339DM got a fresh (a bit over-saturated greenish) paint. However most of the paintcolors used as below (the aircraft needs 2-2 insignias on both (upper and lower) side of the wings) https://www.czech-jet.com/de/ein-jetflug-mit-der-l-39#
  4. Sorry for repeating myself: my suggestions are for you as well: (remove occlusion / weathering / shadows / dirt ) Unfortunately, nothing is easy in DCS. High quality requires a lot of research & time. So, take your time
  5. Nice ! I'm suggesting a release one by one (that way we can report possible issues quickly) and finally the package release.
  6. Sorry EFT: External Fuel Tank Full list: livery = { {"pilot_F15_00_helmet", DIFFUSE , "pilot_f15_helmet", false}; {"pilot_F15_00_body", DIFFUSE , "pilot_f15_00_a", false}; {"pilot_F15_patch", DIFFUSE , "pilot_f15_patch_65a_sqdn", false}; {"f15stab", DIFFUSE , "f15_stab_v", false}; {"f15stab", NORMAL_MAP , "f15_stab_v_nrm", false}; {"f15stab", DECAL , "f15_decol", false}; {"f15stab", DAMAGE , "f15_damage_main", false}; {"f15numbers", DIFFUSE , "f15_numbers", false}; {"f15bottom", DIFFUSE , "f15_bottom", false}; {"f15bottom", NORMAL_MAP , "f15_bottom_nrm", false}; {"f15bottom", DECAL , "f15_decol", false}; {"f15bottom", DAMAGE , "f15_damage_main", false}; {"f15_selfillum", DIFFUSE , "f15_glass", false}; {"f15_selfillum", SELF_ILLUMINATION , "f15_glass", false}; {"f15_afterburn", DIFFUSE , "f15_afterburn", false}; {"f15_afterburn", SELF_ILLUMINATION , "f15_afterburn", false}; {"f15_lights_190", DIFFUSE , "f-15_bano", false}; {"f15wingl", DIFFUSE , "f15_wing_l", false}; {"f15wingl", NORMAL_MAP , "f15_wing_l_nrm", false}; {"f15wingl", DECAL , "f15_decol", false}; {"f15wingl", DAMAGE , "f15_damage_main", false}; {"f15_glass_main", DIFFUSE , "f15_glass_refl", false}; {"f15_glass_main", DAMAGE , "f15_damage_main", false}; {"f15_glass_main", GLASS_OPACITY, "f15_glass_dif", false}; {"f15nose", DIFFUSE , "f15_nose", false}; {"f15nose", NORMAL_MAP , "f15_nose_nrm", false}; {"f15nose", DECAL , "f15_decol", false}; {"f15nose", DAMAGE , "f15_damage_main", false}; {"f15wingr", DIFFUSE , "f15_wing_r", false}; {"f15wingr", NORMAL_MAP , "f15_wing_r_nrm", false}; {"f15wingr", DAMAGE , "f15_damage_main", false}; {"f15_headlight_209", DIFFUSE , "f-15_light", false}; {"f15_lights_191", DIFFUSE , "f-15_bano", false}; {"f15_lights_199", DIFFUSE , "f-15_bano", false}; {"f15_cockpit", DIFFUSE , "f15_cockpit", false}; {"f15_lights_192", DIFFUSE , "f-15_bano", false}; {"f15_aces2", DIFFUSE , "a-10_eject_seat 1024", false}; -- Ejection Seat {"pilot_F15_00_helmet", DIFFUSE , "pilot_f15_helmet", false}; {"f15_headlight_208", DIFFUSE , "f-15_light", false}; {"f15PTB", DIFFUSE , "f15_ptb", false}; -- External Fuel Tank(s) {"f15centr", DIFFUSE , "f15_centr", false}; {"f15centr", NORMAL_MAP , "f15_centr_nrm", false}; {"f15centr", DAMAGE , "f15_damage_main", false}; }
  7. Thanks few problems: EFT texture with unique name needs a "false" in the description.lua with closer look: top part of red stripes on tails show former yellow-black checker texture (WA) 1 pixel height-line surplus missing dark red canopy frame(s) and black ejection seat
  8. 3 more suggestions: 1. If you are making really old (1976 and before) skins then make all the wheels fully black. I mean not only the rims but the tires as well. Tires are treated/painted on the old A/B variants unlike the later models what got natural look. 2. ... dark red canopy frame(s) and black ejection seat - AFAICR only testbed Eagles got gray seats. 3. ...and what most of the Eagle skinners usually forget (Mach3ds made it very nicely/authentically) under&behind the movable/rotatable wedge/pyramid shaped intake doors there is an unpainted (maybe primer only) triangle shaped surface on the fix part (visible when intake door lowered). Moreover on old F-15As this part is larger (on moving doors too) than on later C/D variants. Tthere is this unpainted surface on the E models too but it covered mostly by the front edge of the CFTs. ps. I'm a little confused because it looks like these larger "triangle" parts are painted white in the bottom picture: BT-76-0036 Thanks
  9. Maybe i'm a bit late to respond but just be sure removing the shadows/dirt on the wing+belly pylons and the inner side of the vertical stabs what is the most unrealistic part of the template: it tries to imitate kinda fake ambient occlusion effect but in a very ugly way. Unfortunately no REAL AMBIENT_OCCLUSION = 9; EDM map added to the F-15 model, however would be very useful with an arg-based-visibility "texture-switch" (Mi-8 model use it) around wing/belly pylons especially when external fuel tanks hang on these. ( Iv never seen a single Eagle with dirty tails. There are weathered and worn-out tails but not dirty/shadowed ) IRL the inner surfaces of the vert-stabs are a bit cleaner than the outside coz of the smoother airflow between the tails. Turbulent airflow develops mainly on the outer side at/during high AOA: can cause the flutter effect and harmful/damaging vibrations ) https://airfighters.com/photosearch.php?key=F-15A&lim=5&dis=tiles
  10. Yeah, meetoo Im glad you are a bit more active around here Eric. Maybe Dave can help a little. AFAICR USAFMTL-Dave (and old friend all of us: R.I.P.-LockOnFiles-Tom Weiss) made Eagle skins in huge quantities 10+ years ago included BT, SP, CR, etc.
  11. BTW: there are some "only-1-way" runways (as design intent): regardless of wind direction AI will takeoff to and come from to land using same heading
  12. AFAIK if windspeed above 10 m/s then the AI will check&change (a better headwind for) takeoff direction.
  13. I know this would be job of ED to provide/improve support for map designers/developers but It's been 10+ years already we seen (dynamic?) wetmaps (puddles), dirtmaps, and snowmaps for terrains: Avia-TS, SmartGraf, AltWolf, Aeromash etc. showed/used these features for a very long time. So, Very nice to see interiors of map-objects-control towers and vehicles -and drivers too- but I am asking again: will we get slightly reflective glass materials/shaders for those parts of buildings/cars/buses/hangars ? TY
  14. I am actually worrying about when we would get an authentic/normal looking map-object-glass-material for rendering (.REF models/packages) what is transparent but slightly shiny.(something similar to what .EDM models use) I see that this glass-material is completely missing from the screenshots (and from the current map-object-3D-models on/of other maps), such as the windshields of the vehicles, the windows of the hangars and control towers, for example.
  15. IIRC in some video seen BR118/DR180 and DR130 "Ludmilla" too. However DR120 "TaigaTrommel" (Taiga-Drum) or "Sergey" and DR100 (DR Class V 100) would be nice as well.
  16. Unfortunately no Arg what can remove that AF60 and the first digit (zero) on the nose (thousands). These are permanent, no visibility switch on those polygons/textures. The only one way to remove it could be using "empty" texture (in description.lua) but we should know the material names what calls the B-52H_bort_numbers.dds (probably that texture used for the 8 tris/polys what show AF60 also)
  17. You can remove tail-code, tailtop-stripe, noseart/patch in description.lua using the custom_args lines. Arg is 52, currently value above 0.7 or less than 0 ( I tried value: -0.5) removes textures, so you will able to use/see your individual (painted) tailcode/noseart. Arg52 value 0.1, 0.2, 0.3, 0.4, ( .etc, +so on) changes "builtin" decals: tailcode/tailstripe/noseart. Cheers
  18. I see another typo: Sinai got 20% (in E-Shop) and Normandy map with 20 % discount too (missing from the list above)
  19. Will we get any (planned?) new weapons for the F-5 ? - or current weapon(s) but on other hardpoint(s) as well ? (4 sidewinders maybe ?) - or any new 3D models (or new version-specific Arg-based-visibility-objects/parts: like swiss dorsal antenna on screenshots/in videos) for new AI variants ? - on external 3D model: correct length of rope and shape of drag chute, arrester hook (length and pivot point), nose wheel steering mechanics, boarding ladder, intake/nozzle covers, updated animations for nozzle petals, optional wingtip fuel tanks, aerial air refueling probe etc. ? TY ▼ wrong length and pivot point/axis of the arrester hook The hook: how it should look like when lowered ▼ (+comes lower in the air) nose wheel steering mechanics ▼ brake-chute shape and length Nozzle petals: fully closed on the right and fully opened on the left▼
  20. NRG-Vampire THEME : (primarily) Lightning McHornet thundering (Thunderstorming) above Batumi BONUS : The Final Countdown
  21. Found the promo video and the discord link but no 3D model download link
  22. Nice Skins Does the *Little easter eggs remark means the new 3D model of AIM-9 hemisphere/half-ball nose AMA / AMD pod ? If yes, please give us a download link too
  23. The problem is a bit more complex: Phantom modul first read entry.lua (\CoreMods\aircraft\F-4E) and read Weapons.lua (\CoreMods\aircraft\F-4E\Entry) but seems like the "primary" weapon data(s) (aim7_family.lua in \CoreMods\aircraft\AircraftWeaponPack) overwrite HB's weapon data(s) wrong AIM-7E2 3D model problems comes from aim7_family.lua too line 252 and line 302 model = "HB_F-4E_AIM7E", file = "HB_F-4E_AIM7E"; both line(s) must be: "HB_F-4E_EXT_AIM-7E2" in aim7_family.lua as well
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