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Everything posted by jackd
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Great and thanks ... was only wondering about the visual prop wash disk; saw this also with an old Fiesler Storch model, is there a (general) fix for it? ....
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Hi. Got a DDR5 MSI Edge 790 (not the i version) Was just wondering if upgrading my CPU from a i9-12900K to a 14900K or KF is worth it. Test sites show about 12% general speed improvement. 24 cores versus 16 on the 12900K.
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Now i gave up on target a long time ago, as without it for practical worked well. Wonder how many Warthogggers still use it ..
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yep, 1080p did it, thanks
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Had a look at this video, but i can barely read the text .. is there any high-res video available?
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Is this the whole map area? I am merely interested in WW2 stuff and miss the Norwegian fjords (besides the whole German area LoL). Saw a video, some terrain stuff (still?) looks quite primitive ...
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Case for full fidelity Douglas C-47 Skytrain
jackd replied to Gunfreak's topic in DCS Core Wish List
Is the South Atlantic map something where you van find a similar scenery? Boy, i'd now love the C47a to be flyable plane ... -
Trackhat v2 Face Tracking - Tips on Getting Started.
jackd replied to Snacko's topic in PC Hardware and Related Software
You need Trackhat Opentrack v.3.2 drivers for the backlighting and shakyness fixes. Got it working with othet games by manually putting the npclient and freetrackclient dll drivers in system32 and the 64 versions in sysWOW64 .... It works OK, but why Black Shark instead of DCS? -
V1 rocket launcher with game 2.9; any updates or mods for it?
jackd replied to jackd's topic in DCS: WWII Assets Pack
Yep, they fly too low and alas you cannot adjust height with 'enroute' waypoints. In IL2 one can and chase 'em at the proper altitude. But it's great we have any ! -
ModelViewer2.0 - loading custom skins how? - SOLVED
jackd replied to jackd's topic in DCS World Tutorial & Help Requests
FINALLY THUS I FOUND THE CAUSE OF MY PROBLEMS due my saved games folder"s naming ..... there were hidden --- to it's name, only visible in the file explorer bar ... When i removed them (only possible with correct permissions) all worked. Thanks for all your help ! My Liveries show up now in ModelViewer2 !!! Now i need to fix the game probably since the moved Saved Games folder has the (hidden) --- removed from it's name. -
ModelViewer2.0 - loading custom skins how? - SOLVED
jackd replied to jackd's topic in DCS World Tutorial & Help Requests
Hi SkateZilla, i did all that, but how do you load the actual livery. The ModelViewer2 drop down menu system, Tools-Livery Tools still only shows the standard liveries when the correct edm is selected .. Opening container gets to the correct location, but shows only all default the dds files involved in a zip, clicking on one opens Photoshop. Not my own created ones at my separate created and autoexec.lue addressed DCS LIVERIES folder as mentioned above. ADDED i noticed something weird: two -- were added to my Saved Games folders, and only visible in the search bar .. .now where did that come from? I.E. C:\Users\Administrator\Saved Games --- and in the moved one F:\Saved Games --- too. Had to use Take Ownership to get rid of 'em; starting all over again. -
That's the feller in need to hunt down in a career mission with a Hurricane it seems ... alas we have only a Mediterranean map in Cliffs/Tobruk. PS you got torpedoes working again? How?
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ModelViewer2.0 - loading custom skins how? - SOLVED
jackd replied to jackd's topic in DCS World Tutorial & Help Requests
Still does not work, but i found this info somewhere in the past. The model loads OK. ====================== ON LIVERY loading: This is because the textures cannot be loaded. To fix this open the following file with a good text editor (e.g. Notepad++): DCS World\Config\ModelViewer\autoexec.lua Insert the two lines marked in red. You must adjust the path so that it fits your environment. print("----------------------------------------------------------------") print("scan for textures and liveries") scan_for_textures("CoreMods") print("----------------------------------------------------------------") scan_for_textures("Mods") scan_for_textures("C:\\Users\\kaltokri\\Saved Games\\DCS.openbeta\\Mods") scan_for_textures("C:\\Users\\kaltokri\\Saved Games\\DCS.openbeta\\Liveries") scan_for_environment_cubes("Bazar/EffectViewer/envcubes") print("scan done") print("----------------------------------------------------------------") =========================== Now the notepad++ opened autoexec.lua file reads: ========================== log.set_output('animator-log', 'ANIMATOR', log.ALL, log.MESSAGE) --autoexecute sample for model viewer --mount_vfs_liveries_path("Mods/aircrafts/Wunderluft/Liveries") --mount_vfs_texture_path("Mods/aircrafts/Wunderluft/Textures/base_zip_package") --LoadModel("Bazar/World/Shapes/A-10.edm") --LoadLivery("A-10C","184th FS Arkansas ANG, Fort Smith (FS)") --SetArgument(0,1) --SetArgument(3,1) --SetArgument(5,0.75) animator = { statistics_enabled = true; } local lfs = require("lfs") local function service_file(file) return file == "." or file == ".." or file == ".svn" or file == "_svn" end function scan_for_environment_cubes(path) local lower_case = path:lower() for file in lfs.dir(path) do if not service_file(file) then local fn = path.."/"..file local attrMode = lfs.attributes(fn, "mode") if attrMode == "file" then local ext = string.sub(file,-4) if '.dds' == ext then AddEnvironmentMap(file) end end end end end print("----------------------------------------------------------------") print("scan for environment cubes") print("----------------------------------------------------------------") scan_for_environment_cubes("Bazar/EffectViewer/envcubes") print("scan done") print("----------------------------------------------------------------") print("mount extra stuff") print("----------------------------------------------------------------") mount_vfs_liveries_path ("CoreMods/tech/USS_Nimitz/animations/liveries") mount_vfs_animations_path ("CoreMods/tech/USS_Nimitz/animations/animations") mount_vfs_models_path ("CoreMods/tech/USS_Nimitz/animations/models") mount_vfs_textures_path ("CoreMods/tech/USS_Nimitz/animations/textures") mount_vfs_liveries_path ("CoreMods/tech/Animals/Liveries") mount_vfs_models_path ("CoreMods/tech/Animals/models") mount_vfs_textures_path ("CoreMods/tech/Animals/Textures") mount_vfs_animations_path ("CoreMods/tech/Animals/animations") mount_vfs_models_path ("CoreMods/characters/models") mount_vfs_textures_path ("CoreMods/characters/textures") mount_vfs_animations_path ("CoreMods/characters/animations") mount_vfs_animations_path ("Mods/tech/WIP/Animations") mount_vfs_models_path ("Mods/tech/WIP/Shapes") mount_vfs_animations_path ("Mods/tech/WIP/characters/animations") mount_vfs_models_path ("Mods/tech/WIP/characters/models") mount_vfs_textures_path ("Mods/tech/WIP/characters/textures") mount_vfs_animations_path ("Mods/aircraft/AH-64D/animations/animations") mount_vfs_liveries_path ("Mods/aircraft/AH-64D/animations/liveries") mount_vfs_models_path ("Mods/aircraft/AH-64D/animations/models") mount_vfs_texture_path ("Mods/aircraft/AH-64D/animations/textures") mount_vfs_animations_path ("CoreMods/aircraft/FA-18C/animations/animations") mount_vfs_liveries_path ("CoreMods/aircraft/FA-18C/animations/liveries") mount_vfs_models_path ("CoreMods/aircraft/FA-18C/animations/models") mount_vfs_texture_path ("CoreMods/aircraft/FA-18C/animations/textures") --here is textures for Bazar/World/Shapes/air_closedguardhouse_03a.edm mount_vfs_textures_path("Mods/terrains/Caucasus/Models/Communication/Communication.texture.zip") print("done") print("----------------------------------------------------------------") --local f = LoadStaticCharacterModel; --local file_name = "carrier_technician.chanimgpu"; --local file_name = "carrier_shooter.chanimgpu"; --local file_name = "carrier_tech_USA.chanimgpu"; --f(file_name); --[[ LoadModel("d:\\Projects\\trunk\\LockOnExe\\Bazar\\World\\Shapes\\farp.edm"); Move(0, -1.22, 0); local d = 10; local f = LoadLodModel; local file_name = "tech.lds"; --local f = LoadStaticCharacterModel; local file_name = "tech_animation.chanimgpu"; --local f = LoadCharacterModel; if f ~= nil then for i = -d,d do for j = -d,d do --f("d:\\Projects\\trunk\\LockOnExe\\Data\\tech_animation.lua") --f("d:\\Projects\\trunk\\LockOnExe\\Data\\tech_animation.chanimgpu") --f("tech_animation.chanimgpu") f(file_name); Move(i, 0, j); end; end; end; --]] --LoadModel("d:\\Projects\\trunk\\LockOnExe\\Bazar\\World\\Shapes\\farp.edm"); --Move(0, -1.22, 0); --AddModel("carrier_shooter.chanimgpu") --LoadCarrierModel('c:\\Work\\Trunk\\LockOnExe\\CoreMods\\tech\\USS_Nimitz\\Shapes\\Nimitz_CVN_71.lods'); --LoadCarrierCrew('c:\\Work\\Trunk\\LockOnExe\\CoreMods\\tech\\USS_Nimitz\\scripts\\crew.lua'); ======================================== Where should the adapted lines ....... scan_for_textures("C:\\Users\\kaltokri\\Saved Games\\DCS.openbeta\\Mods") scan_for_textures("C:\\Users\\kaltokri\\Saved Games\\DCS.openbeta\\Liveries") .................. be inserted? I think at least the double \\ should be one \ ... -
First results:
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Install with JSGME or OvGME (into your SavedGames folder). Basically variations of the Green nazi skin from the great template by Warlord64 made for a mission that still needs finishing .. Download (liveries only): https://www.mediafire.com/file/9h38cwui4t36ji9/Junkers_88a4_JJ.zip/file PS it's a large 400MB file, and i tested them in the latest 2.9 game version, you'll need Normandy 2.0: Junkers_88_skin tester 01_jj.miz AND the ww2 assets pack, BTW right now on sale ... ADDED: FILES UPDATED nov 2023 ! .. some fixes ...
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Yep, and there are more files it seems ... just got it to work with Palemoon and GetThemAll addon plugin. Funny enough Firefox blocks the first post link, not the second.
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3 years later, but my FTP program asks for a user ID and password. My DCS ones won't work however.
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I got it working, the skins in it are a bit simple, 2k, useful however. Found no PSD template yet with some wireframe for easier skinning. Must come to grips with that ModelView tool, can only see the edm or lod files there, no livery.
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OK, been in contact with Hawkeye60 about an old game 1.5 Heinkel H111 he's working on for 2.9 already, thanks again, you Saved my Game day.
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Thanks, i understood that (some?) added plane mods by 3rd parties only work from within the main game folder, In my case called DCS World OpenBeta instead of DCS .openbeta. No workaround for this licensing error? Should these planes go into my Saved Games\ DCS .openbeta instead? Could not get them to work from there still. I'd love to get that Fieseler Storch working! I just got a Stuka working from there ... so i think so?
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BTW i just tried to abandon JSGME for DCS and adapt to Open Mod Manager, v1.1.1, gave up, too figgin' complicated, but have OvGME running now. Made separate installation presets for the savedgames and one for the main game mods folder as i understood only works with 3rg party aircraft. Only now i get this error starting DCS OpenBeta: PS how do you enter a description in OvGM for the selected mod? Thnx.
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Just a general remark on pagefile settings i've been using for quite a while regarding professional video and audio work: Turn on Backround services, create a pagefile almost as large as your memory size on a separate (not the boot) drive and leave a page file on your boot drive active for about 200MB. Turn pagefiles OFF (none) for all other drives. (unmark "Automatic manage paging file size ....")
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Thanks, tried to set up a livery (skin) but probably did something wrong regarding changing luas and incorporating your dds edited files all in a JSGME file. Probably to do with that weird location in WWII units for the B-17. Had no problems with skins made with Urbi's c47 template and ported into the 'normal' liveries folder with JSGME. Alas i give up now, have to go offline for a while, and experiment on later. I hate that complex livery placement business in DCS. They should redesign this stuff LoL.