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Everything posted by NRG-Vampire
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[WIP] 53rd TFS BITBURG F-15A & C. 1980s SKIN PACK
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
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 -
[WIP] 53rd TFS BITBURG F-15A & C. 1980s SKIN PACK
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
Fine Typo ? and plz don't forget the "cannot make" F-15Ds -
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#
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[WIP] 53rd TFS BITBURG F-15A & C. 1980s SKIN PACK
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
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 -
[WIP] 53rd TFS BITBURG F-15A & C. 1980s SKIN PACK
NRG-Vampire replied to SOLIDKREATE's topic in F-15C
Nice ! I'm suggesting a release one by one (that way we can report possible issues quickly) and finally the package release. -
Looks good
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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}; }
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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
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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
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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
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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.
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AI ignore wind direction on takeoffs
NRG-Vampire replied to Mangrove Jack's topic in Bugs & Problems
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 -
AI ignore wind direction on takeoffs
NRG-Vampire replied to Mangrove Jack's topic in Bugs & Problems
AFAIK if windspeed above 10 m/s then the AI will check&change (a better headwind for) takeoff direction. -
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
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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.
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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.
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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)
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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
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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▼
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DCS World 2024 Screenshots and Video Thread
NRG-Vampire replied to MiGCap1's topic in Screenshots and Videos
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NRG-Vampire THEME : (primarily) Lightning McHornet thundering (Thunderstorming) above Batumi BONUS : The Final Countdown
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Found the promo video and the discord link but no 3D model download link
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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
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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