

DmitriKozlowsky
Members-
Posts
2555 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by DmitriKozlowsky
-
I do not understand view of ground targets through HUD I just dont see them I dont see them. I can see ground targets in external view and when looking through canopy. But when look at ground targets, like SAM or truck. It is not drawn through HUD unless I zoom max in view, which makes engagemnt useless. At bes t ground targets are shaded pixels, just single pixel, against ground. This is at 2560 X 1440.
-
You have to disable AOA limiter/ flight envelope protection on left side console near throttle. Turn it back ON after maneuver. However your stick and rudder skills have to spot on or you will depart the aircraft. Probably into spin.
-
Well, IMHO, thats a DCS issue and is laid at feet of ED. What should happen is when Request Landing is made or when Inbound, the ship should respond with "Copy, turning into wind, BRC 'azimuth'' . Or similar. That should be helicopters and for Harrier. Not just for F/A-18C. As a minor point, the air burble should be for all ships with flight deck or rotary pads. In fact burble is more pronounced for LHA and for surface vessels. Its complex interplay of wind, wave, and ship motion. NASA made many studies for Navy , USAF, and Army, for landing VTOL and rotaryies on various types of ships.
-
UDIM is extention of UV coordinates by allowing geometry UV coordinates to resides in UV space that is higher then 1 in V (horizontal or longitudal). Naming of texture maps is changed to name.XXXX.dds . If no padding is included, like name.dds, then UDIM is default 0,1. However if name.0002.dds is used then texture map is applied to geometry outside 0,1 space in adjacent UV square. Name.002.dds is two UV squares over. Assuming tiling is disabled. This is 3D CGI advanced training. UDIM technology was invented by Weta Digital, I beleive, for LOTR , and refined for King Kong (2005), and later for Hobbit. Its standard now in gaming, AR, VR industry. It allows for many polygon groups to be in a single 3D object , and each group can take advantage of full UV space, thus full texture map. So there is no need to create ultra large 16K or above, 8K for games/realtime, texture maps. Render engines are more efficient in handling multiple lower resolution textures thenfew large ones. Results are dependant on render engine.
-
I gather that. I already fixed it. The other issue, I fixed, is orientation. Z front Y up in 3D DCC is 90 off on Y (up axis) in DCS. This is all by trial and error. Very frustrating. Its not really interactive. In livery description.lua with pointers to DDS texture maps. If texture maps are named with UDIM , that is name.001.dds, will DCS recognize that and place the map accordingly? So that UVs in EDM files can be outside standard 0,1 UV space.
-
As size is set by EDM file, what do these lines do? GT.shipLength = 73 GT.Width = 9.6 GT.Height = 22.7 GT.Length = 7.3 GT.DeckLevel = 2.3 GT.X_nose = 61 GT.X_tail = -52 GT.Tail_Width = 15 If those units are in meters then why is the static unit appears so large in DCS? So units ins EDM and in descriptor.lua have to match up? polnocny.lua
-
Help on decription LUA and physical parameters
DmitriKozlowsky replied to DmitriKozlowsky's topic in How To Mod for DCS World
OK HullFOrm Block coefficent is ratio of underwater volume of vessel hull to overall volume box of the hull. Importance is to the hull not to the overall volume box of the vessel. How deep does DCS goes into hydrodynamics? If ED understands aerodynamics , hydrodynamics are just everything multiplied by 1000 and no compressibility (at seal level on standard day). ED could make high speed missile catamaran boat sims. -
OH-6A by Tobsen and Eightball
DmitriKozlowsky replied to tobi's topic in Flyable/Drivable Mods for DCS World
Slight improvement. Replaced Yosemity Sam with TerrorBusters logo. Moved MP Crossed Pistols where AirCav Crossed Swords Wings or Cav unit guideon would be. Kept it slightly mettalic glossy. As thats how I perceive aviation metal. Even when painted and weathered, the water vapor and sunlight and air stream still give it slight gloss. Even on tactical matte finishes of modern combat rotaries. Also my RTX effects desaturates in game by 15% and blooms slightly. So your look may vary. Funfact. On night time missions, I set RTX effects to desat almost 100%. Army_MP_Sec_TerrorBusters.zip -
Help on decription LUA and physical parameters
DmitriKozlowsky replied to DmitriKozlowsky's topic in How To Mod for DCS World
In Naval architecture Displacelemt is calcuted as Displacement (D) = l × b × d × c length 'l' X beam 'b' X draft 'd' X block coefficent 'c' I am not certain what block coefficient refers to, and it is not referenced in LUA. To achieve 834 tons displacement block coefficient has to be .5175 834 tons = 73 meters X 9.6 meters X 2.3 meters X .5175 834 = 73 * 9.6 * 2.3 * .5175 Where would each of those numbers go in the LUA file. LUA does not have displacement parameter , it has mass. Which may be assumed to be the same thing for DCS. -
As a starter project for AI ship I settled on Polnocny LST . A Polish design for modest sized amphib vessel, I got the model, from SketchFab, converted it to edm then edm2 using ModelViewer2 (EDM tools). Created polnocny.lua and entry.lua for Encyclopedia. BUT!!! In game the model is kilometers long!!! Is the size set in EDM model or in the LUA? Following file structure mod location C:\Users\USER\Saved Games\DCS.openbeta\Mods\tech\Polnocny C:\Users\USER\Saved Games\DCS.openbeta\Mods\tech\Polnocny\Shapes\polnocny.edm C:\Users\USER\Saved Games\DCS.openbeta\Mods\tech\Polnocny\Textures\polnocny.zip DDS files C:\Users\USER\Saved Games\DCS.openbeta\Mods\tech\Polnocny\Textures\description.lua texture assignment In polnocny.lua which located in C:\Users\USER\Saved Games\DCS.openbeta\Mods\tech\Polnocny Lines 9 -35 GT.visual = {} GT.visual.shape = "polnocny" GT.visual.shape_dstr = "polnocny" GT.life = 800 GT.mass = 8.34e+005 -- Displacement 834 tons. Thus 834,000 kg GT.max_velocity = 8.2 GT.race_velocity = 9 GT.economy_velocity = 7 GT.economy_distance = 8.5192e+006 GT.race_distance = 2.9632e+006 GT.shipLength = 73 -- Length 73 meters GT.Width = 9.6 -- Beam(Width) 9.6 meters GT.Height = 22.7 GT.Length = 7.3 GT.DeckLevel = 2.3 GT.X_nose = 61 GT.X_tail = -52 GT.Tail_Width = 15 GT.Gamma_max = 0.35 GT.Om = 0.05 GT.speedup = 0.365728 GT.R_min = 247 GT.distFindObstacles = 300 GT.airWeaponDist = 7000 GT.airFindDist = 4000 Real life stats on vessel Displacement: 834 tons Length: 73 meters Beam: 9.6 meters Draft: 2.3 meters Why is vessel so giant in DCS? Is it eh EDM geometry or LUA Why is not centered on its axis and on its bounding volume? Thank you Polnocny.zip polnocny.lua
-
OH-6A by Tobsen and Eightball
DmitriKozlowsky replied to tobi's topic in Flyable/Drivable Mods for DCS World
MH-6 Little Bird. Militarized MD-500. More powerfull powerplant. 5 bladed rotor. Higher VNE. Used 160th Special Operations Aviation Regiments "Nightstalkers' . Has 'Round out' training and qualification detachement assigned to Missisippi National Guard. Root traced to failed 'Eagle Claw' mission . Participated in 'Blackhawk Down' episode in 1993 in Somalia. -
OH-6A by Tobsen and Eightball
DmitriKozlowsky replied to tobi's topic in Flyable/Drivable Mods for DCS World
Adjusted existing skin set to make semi-fictional Army MP heliborne security. Saw something similar IRL around Rachel, NV, JB HIckam, and in vicinity of Elmendorf. Basically a counter infiltration and security. Actual aircraft are MD-500, UH-1N(USAF Sec Forces), and yet to be deployed USAF Grey Wolf suppourt/security helicopter. Made with Intel DDS Tecture Tools and Nvidia RTX Tools. Cheers Army_MP_Sec.rar