Zeagle 发布的所有帖子
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Eagle Dynamics should modernize the APA-5D Ural 4320 as well as give us some tow bars and other ramp items. I also once used the Virpil mod. Now I am inclined to build these things myself. But that will take a while. However, lack of an official API for modding these things puts a damper on community mods.
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I don't think they have all that much say Skate.
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Takeoff feels better in the Yak. Landings appear to be better too.
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I don't think balanced is more fun. It's arcade like. If DCS ever goes "balanced", then I am out.
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Which motherboard? Also I don't know how well the 3070 does at VR.
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That's one of the best things about flying a sim
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Good luck man. It's a long journey.
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My advice is start small and watch plenty of tutorials. In the model above, the materials are all procedural. The tires,long handle, and cotter pins were made from Bezier curves. I create all my materials in blender using nodes. Then I bake them to whatever textures I need for export. The Blender texture painting tools are great for final touchups and weathering. I still have some work to do on this model. But Blender is my choice for 3d work. You can channel-pack PBR textures from within Blender as well using compositing nodes. The rubber material on the tire, the paint, and the rust were all created from scratch using procedural nodes. I suppose substance painter and the others will help a lot in a production environment. But I like doing things by hand.
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I took a 1/48 plastic model kit and used it as a reference to make my first blender 3d model for dcs. I used calipers to measure the dimensions of the objects and scaled them appropriately.
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I think I know the video you are talking about.
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hi Lace. Blender is my recommendation for modelling software. Grajo has some really informative tutorials on the basics of getting a static model in game. You can find his files in the ED downloads area. Start with something small. Get a workflow going. Try not to get discouraged. Youtube blender tutorials are life savers. Learn to use Node based materials. Some familiarity with lua is also required. Lua is easy to learn. Good luck.
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I have been working on a ramp. If you want vehicles to roll over your collision surface, you need to use vertex normals smoothly interpolated over the surface. Blender can screw up the normals when you use a cube mesh. I prefer to make a plane, then extrude it and set it to shade smooth. DCS uses the normals to figure out things about drag and collision. Exactly how this works, I do not know. But you need smooth vertex normals for the collision surface. The collision mesh can be as simple as a plane with 4 verts. I have found that ai vehicles will go through my ramp when a manned vehicle (combined arms) will drive up the ramp. Full module aircraft seem to handle the ramp ok. FC3 do not. This may be simply because I am not using the correct ws_Type designations in the .lua file. More experimentation is needed.
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work is underway on this ramp
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Those kinds of TACANS were "Yankee" meaning they did not do DME.
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I have recently been taking a deep dive into Lua. I must say that coming from mostly C++, GLSL, and back in the day a lot of Java programming, I really like it.
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What nice work you guys do. I have recently re-discovered plastic models. I have a goal to build the aircraft that I flew in real life as well as the ones I fly in DCS. So far, I have been ordering kits. But I will be building soon. I have experience airbrushing RC models. But the last plastic model I built was back in the 1980's. Here is my 80mm EDF L-39 that I custom airbrushed. Hopefully I can do the same in 1/48.
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This would be nice to see exacty how the unit fits into the local scene. It would improve mission design time considerably.
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you already have random failures option
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I agree with cfrag. However, I do spawn all my OPFOR ground forces via scripts
