Jump to content

Tetra

Members
  • Posts

    239
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Tetra

  1. Hi Rudel, many thanks for the help, sadly that did not seem to fix the issue. I'm not quite sure what's going wrong with this, doesn't seem to matter what size, shape or type of collision mesh I make it is just ignored in-game, although in the ED model viewer I can see the collision mesh with showcol (only actually shows it in the standalone model viewer as opposed to the DCS world one for some reason). I can also load my lods file in the model viewer and see the collision mesh there with showcol. I'm really lost as to what is causing this. Many thanks for your help again.
  2. Thanks Rudel, I actually solved this by saving my normal map in another format, DXT1 was causing the issue. Thanks again for your help.
  3. For the life of me cannot get my new static object to have any kind of collision in-game at all. The process I (think) is what I should be doing is as follows: 1: Export my main static model (this works fine in-game). 2: Create my lower poly collision mesh 3: Assign the low poly collision mesh user defined property TYPE = "collision_shell"; Does not seem to matter if I assign it a material or not as its not rendered 4: Create a MyModel.lods file model = { lods = { {"MyModel.EDM",1000000.000000}; }; collision_shell = "MyModel_CollisionShell.EDM"; }5: Create my MyModel.lua file mounting the model file path: -- Simple Bomb Target mount_vfs_model_path (current_mod_path.."/Shapes/") mount_vfs_model_path (current_mod_path.."/Shapes/MyModel.EDM") mount_vfs_model_path (current_mod_path.."/Shapes/MyModel_CollisionShell.EDM") mount_vfs_model_path (current_mod_path.."/Shapes/MyModel.lods") mount_vfs_texture_path (current_mod_path.."/Textures/") GT = {}; set_recursive_metatable(GT, GT_t.generic_stationary) set_recursive_metatable(GT.chassis, GT_t.CH_t.STATIC); GT.chassis.life = 1 GT.visual.shape = "MyModel.EDM" GT.visual.shape_dstr = "" --Burning after hit GT.visual.fire_size = 0 --relative burning size GT.visual.fire_pos = {0,0,0}; GT.visual.fire_time = 0 --burning time (seconds) GT.time_agony = 180; --Name Stuff GT.Name = "MyModel" GT.DisplayName = _("MyModel") GT.Rate = 1 GT.DetectionRange = 0; GT.ThreatRange = 0; GT.mapclasskey = "P0091000076"; GT.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ, }; GT.category = "Civilians"; add_surface_unit(GT)My main model EDM and Lods file and Collision shell mesh EDM are all in the shapes folder. (not sure if it's even necessary for me to mount each file when I have already mounted the /shapes/ folder but doing so or not doesn't seem to make it work.) However this does not seem to work. No collision is shown and if I view my collision model inside the ED model viewer I can see nothing aside from the model axis (which are correct) or if I choose to show bounding box, then it does show the correct bounding box size for the collision model. Using the console command "showcol" doesn't seem to work either in the ED model viewer on my collision model. Also obviously no collision in-game either. The question is is having my lods file and my main model EDM named the same all that is necessary for the collision mesh to function (seeing as it's called in the lods file) or do I need to call it somewhere else. Have tried all sorts of things but cannot seem to get my model to use the collision mesh EDM in-game at all. Can anybody see where I am going wrong with this? Any pointers would be hugely appreciated.
  4. Thanks guys.
  5. Just noticed this today and confirmed it in several tests. Whenever cockpit lighting is turned on in the SU-27 I experience a quite hefty FPS loss of between 10 and 15 frames. This does not seem to occur at all in any of the other FC3 aircraft, only the SU-27. Can anybody confirm this their end? SU-27 Cockpit Lights Off - 51 FPS approx SU-27 Cockpit Lights On - 39 FPS approx
  6. That's a nice idea, not sure how realistic it is, although the RWR knows it's an active radar missile and its not just picking up on the plume like the MWS does, so I guess it might be.
  7. Yeah I believe a few people have done so before, it's a good way of doing it for personal use, just can't distribute the sounds due to license issues. Also I don't believe BMS has tones for naval or active missile systems, but I may be wrong.
  8. Just to confirm this solution fixed FaceTrackNoIR for me also. Mine was working in 1.2.6 but the axis had become inverted, and it only worked once per session, ie. if I launched a new mission headtracking would stop working until I quit out of DCS world and re-launched FaceTrackNoIR. The solution posted in this thread solved the issue and brought it back to how it was before 1.2.6. So many thanks to all involved! :thumbup:
  9. Looks very promising! Nice work :) Will give this a try for sure. +1 that would be nice while its pending.
  10. I was in a similar situation to you, I had the X52 (non pro) and a good profile which worked fine, even if many of the A-10C functions were on shifted buttons. However I wasn't overly happy with the actual stick itself, the incredibly loose travel on it etc. Ended up picking up the TM Warthog and I have to say it just transformed my actual ability to fly the A-10 and every other aircraft I have exponentially. The stick itself is incredibly heavy in motion which, I find, leads to way less twitch in your input and leads to a much smoother flight experience. Obviously not to mention the amount of buttons and switches which are fantastic for every sim, not to mention the plug-and-play A-10C layout. Overall I would say it's the best investment I made so far for flying.
  11. Just to add to what Evil.Bonsai suggested, make sure the relevant type search radars, tracking radar and launcher units are in the same group, otherwise they will not operate properly, or at all.
  12. G-BREATH MOD: Simply replaces the stock G-breathing sounds introduced with 1.2.6 with a new version. I just felt the originals lacked a little something but obviously that is just down to personal preference, so I thought I would share it none the less. DEMO: https://soundcloud.com/fortransd2012/gbreathmod-demo INSTALL: Either manually copy the files to your DCS World installation and overwrite or utilize JSGME to install the mod. Backup copies of the 4 overwritten files are included should you wish/need to roll it back from a manual installation. UNINSTALL: Either use JSGME or Replace - DCS World\Sounds\Effects\Aircrafts\Cockpits\GBreath.ogg with GBreath.ogg from the ORIGINALS folder in the rar file. Replace - DCS World\Sounds\Effects\Aircrafts\Cockpits\GBreath_End.ogg with GBreath_End.ogg from the ORIGINALS folder in the rar file. DOWNLOAD: DropBox: https://dl.dropboxusercontent.com/u/916762/GBREATHMOD.rar
  13. Hi Rudel many thanks for the reply, will give that a go. When you say material settings do you mean the ED material attributes? Anyway thanks again, will report back if I manage to track down what caused it.
  14. Ah many thanks :)
  15. Is there anything other than generating a tangent space normal, adding it to the bump slot and choosing default as the ED material attributes that I need to do to get my normal maps to show correctly? Each time I add my normal map and export the EDM it darkens the diffuse texture in-game. Strangely it does not show it as darker in either the standalone or DCS world model viewer though, only in-game. Any ideas on this?
  16. Eagle Dynamics\DCS World\bin\DCS_updater.exe or from the start menu find the updater there.
  17. As above, have heard it on the SU-27 and F-15 so far, not had a chance to check the A-10C yet.
  18. Ah sorry paulrkiii, either way thanks! Certainly a welcome addition instead of the blank button tops. :) Just out of interest what purpose do they serve on the actual A-10?
  19. Nice addition! Seen that on some of the 476 VFG vids so I'm guessing Eddie might have had something to do with this :)
  20. Before 1.2.6 the left side of the HUD displayed the closure rate between yourself and the tanker when in Tacan mode (with the fuel door open). Since the patch today it seems to be missing.
  21. Hi Devilman, I definitely agree it is the best way in general, I just find getting a starting point from another profile or seeing the essentials laid out just gives me a bit of a running start on the learning process. I will start going through the tutorials again and jotting everything down. When you mention the useless key combos which ones are you referring to?
  22. Anybody have a TM warthog target or just plain in-game lua profile for the FC3 SU-27? Or failing that a graphical representation of a good layout? Been having a look around and can't seem to find anything. Huge thanks for any help on this :thumbup:
  23. It's a study sim, so, true to name it needs studying :) Just keep running the tutorials for a start until you get more comfortable with each component and keep the manual close by to look up the things you don't get. It's much simpler to focus on one thing at a time and get a good basic understanding of how it functions rather than run head-long in to it and try and grasp it all in one go. In my opinion first step should just be to get comfortable with flying it, ie. no weapons, no navigation, no radios, just the absolute bare bones, throttle, stick, flaps and speed break, and rudders, learn the basic flight gauges and the HUD info you need to accomplish that. Just get comfortable with how it handles as a jet and not as a weapons platform. Once you are at that stage then just start focusing on specific tasks such as navigation etc. Run the specific tutorials for that task several times until you get it. Depending on what gear you have also learning your hotas layout is essential for getting to grips with everything faster, not to mention getting a grasp of the cockpits control layout, ie. switches etc. There are tons of brilliant tutorials on YouTube and here on the forums that cover pretty much everything you could need to know. Don't get overwhelmed, it seems like a ton of info to begin with but you will rapidly pick up all the info you need. Aside from it being an immense amount of fun to fly and operate the learning process is really where the joy is with this sim.
×
×
  • Create New...