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Megalax

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Everything posted by Megalax

  1. Current model textures are 2048x2048. 4x more or 400% increase just means they went with 4096x4096, as a 4096 sheet has 4 times the pixel capacity of a 2048 sheet. Those complaining about texture sizes and numbers saying it will drag resources down should stop playing with the F-16, HB F-14 and F-4 then.
  2. Because the livery makers who made those liveries never corrected/updated them. When the change happened it was on the livery makers to change their lua files, not on ED devs to do it for you.
  3. Willing to bet its the normal maps for the cockpit doing that, but one can't check that because they're locked up tighter than Fort Knox.
  4. Here to put a Plus One for this feature.
  5. Yeah I just found that.
  6. I have the exact same issue with Caucausus now, but even after I've removed all mods it still hangs at Terrain Graphics Init ; 97, caucasus.ng5. I'm running a deep repair to see if it it helps.
  7. If you want realistic, sling lines are not usually hooked up from the top down, but from bottom up. This means that you need a crew to hook up the load on the ground while the helicopter hovers over them, at around 10 feet above ground. If you wanted even more realistic, you'd have to hover over to your load and settle down about 10 feet away, have the crew chief/flight engineer get out and hook up the load, then he'd come back in and recalculate your performance numbers for you. Then after all that he would voice marshall you over the load, after which you should get the cue that you are over the load and can begin moving up, with a count down to when you'll take up strain and then check your numbers with the load off the ground by 1 foot.
  8. Best I could do, F-5A and F-5E F-5E is longer and has a wider wingspan. Wing strakes(LEXs) were enlarged, and cockpit was moved forward 12 inches in order to rebalance the airframe. A quick way to ID an F-5A vs and F-5E is to look at the position of the centerline fuel tank. If its forward and nearly touching the NLG then its an A.
  9. Best to report it as a bug, it seems that even the description.lua points to the VMFA-251 fuel tank texture so its most likely and error.
  10. While I only searched briefly, I couldn't find any evidence of the contrary. Even at rest they have the dual launchers:
  11. Love these Chervo.
  12. The official templates are what you see available for download on the main site. Any 8K stuff has been user made.
  13. Its not just a problem of supporting them its the problem of them being hidden. All .edm models were accessible until the last few model updates which included the new S-3, B-1B and B-52, and now this one. I also forgot to mention earlier that not only do we rely on the Model Viewer for its ease of use and functions, but we also rely on the texture folders in order to modify such things as pilot patches, helmets and flight suits. Some people add mad details to other parts of the models such as landing gear as well and they benefit from having access to those textures in order to modify them. If the Model Viewer had a functionality like the Mission Editor does where the models are accessible through a drop down that should solve the problem for them where they get to continue encrypting things but make them available for skinners.
  14. I think what they're worried about is the 3D model more than anything.
  15. As others have said, having a template ready for skin makers is amazing and we really appreciate the fact that they are provided. However, livery artists heavily rely on Model Viewer in order to help them create their skins so that the rest of the community can enjoy them. Currently the new format that ED is using is not only encrypted but also hidden. It is understandable that a company with so much time invested into a product would want to protect it, as I myself absolutely hate when people pilfer my own liveries and upload them as their own work later on. Model Viewer is an amazing tool that saves time and resources for livery artists, it simplifies our process and work flows. The ability it provides to refresh the livery without restarting the whole game is a huge time saver. Not only that but it also serves to create fresh description.lua files which are required to have the game understand what textures the artist needs loaded so they can modify them to their liking. It has tools that help us see the roughmet files as well as normal maps which help tremendously when creating visual effects. There are tons of livery artist out there that create for the game, and a large part of the User Files section. The skins section dwarfs all the others by a wide margin. Forcing livery artists to use the game to check their work is off-putting and will likely result in the new F-5E not getting as much love as it could. There are users out there that have bought modules solely based on the fact that their favourite livery for that aircraft was available in the User Files. It might seem like much but as a company ED should definitely look into helping out livery makers rather than hindering them.
  16. Just an FYI from a texture guy Spino, your pilot in the back looks a bit rough because you should rename 000001A7595CF338.dds to 000001A7598713B8_roughmet.dds so that it is applied as a roughmet instead of a specular. It should make the visor shiny after that change.
  17. Canada doesn't use any single rails for their 120s. The pic I posted above dates to November 2014. The only single rails they had were for their Sparrows, which they used up until around that same timeframe.
  18. F models?
  19. I was testing it to see if it would be a viable option to include in my own liveries. It wasn't.
  20. Just be careful doing this lua trick for the canopy if you're going to use that skin for air starts. Otherwise this happens:
  21. It stopped working when the new helmet was a WIP. Removed may have been the improper thing to say, but at the time it had stopped doing anything.
  22. The lua line is {"cockpit_f18c", DIFFUSE , "f18c_cockpit_dif", false}; and the texture is in the textures zip file aptly named f18c_cockpit_dif
  23. Arg 509 has returned, and now was 3 options : JHMCS, NVG and No HMD Helmet.
  24. From a professional standpoint, I am a serving Flight Engineer/Crew Chief/Guy yelling in the back/Door Gunner on helicopters. Part of my job consists of calling out heights and distances for the two warm meat autopilots sitting in the front, as from their perspective some tactical sequences can be tricky for them without eyes in the back. As part of my job, when entering confined areas I have to call out heights above the trees as well as above ground once we are clear to move down to land. One thing I noticed right away about flying helicopters on the Caucasus map is that the trees were very tall for a region at this latitude. I operate on a daily basis in similar latitudes to the Caucasus and can say that the trees are propably 30 to 50 feet too tall. A few techniques we use to call heights in the back is to gauge off the radalt for an initial reading, then use the trees around us and mentally break them down in order to give skid heights as we are usually preoccupied with the clearances around the tail and the sides. Average deciduous trees are 60 feet in height, while the average evergreen will go between 70-80. Lone pine trees often break the 100ft mark, and can usually be found going up to 120 feet or so. Taller trees, often found in open areas, will sometimes be 10-20 taller than their average counterparts. The 3 or so types of trees we seem to have on the Caucasus map are very tall. You can easily check your skid height against them and cross check your radalt. The short leafy trees are 110 feet, the Fir evergreen ones 130 and the taller lankier pines are about 150-160. Reducing their height by 30-50 feet would definitely feel more realistic than how they are in their current state.
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