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Hey everyone, happy new year! We've been training for two years to get at the formation/aerobatic level we are at now. I'm proud to share with you the demonstration we performed at the Virtual Festival of Aerobatic Teams last month! https://youtu.be/xyo5sCY0V6A Best Regards, Kirby
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Hi, I noticed a problem.When I install a community mod to my Saved Games folder, I can see the logo at the bottom of the screen in DCS world. But when I press Mission Editor, I cannot find the aircraft. Now I can only play instant action with it. Is that a bug?
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I present a mod to improve the rain inside the cockpit, surely I will be able to improve it, as a clarification there are 2 files requesting the VR or Monitor system, since both (I do not know if it is a problem or if it really works like that) renders differently . In VR the dynamic drops are not present hopefully ED take note and improve this problem. Don't get me to manage to make it look its best. I upload videos without / with the mod in VR and without / with the mod in Monitor. All Aircraft Pass the IC Check INSTALL: Extract to main DCS install path. JSGME or OvGME or other Mod Managers recommended. DEFAULT VAINILLA MOD BEST RAIN COCKPIT VR UPDATE 2.7 DEFAULT VAINILLA RAIN MONITOR MOD BEST RAIN COCKPIT MONITOR UPDATE 2.7 Updated to 2.8.0.32235.1 with some improvements, compatible with VR and Monitor interchangeably. https://www.mediafire.com/file/47xvvyg76e46587/Pastrana_rainmod_2.8.0.32235.1.rar/file MOD BEST FOR MONITOR Update latest version DCS 2.7.18.30348 https://www.mediafire.com/file/wqyy4vet85fecuc/Pastrana_rainmod_MONITOR_V+2-7-18.30348.rar/file MOD BEST FOR REALIDAD VIRTUAL (There are no raindrops in VR since some versions, I hope ED will fix it soon) Update latest version DCS 2.7.18.30348 https://www.mediafire.com/file/469fxn6w5n5a54i/Pastrana_rainmod_VR_V+2-7-18.30348.rar/file Update latest version DCS 2.7.15.26873 FIX BRIGHTER FIX SHINE RAIN MOD BEST FOR MONITOR https://www.mediafire.com/file/zbyd1i2h1mgxn2e/Pastrana_rainmod_MONITOR_V2-7-15-26873.rar/file MOD BEST FOR REALIDAD VIRTUAL https://www.mediafire.com/file/bdfmfx2npfyurbj/Pastrana_rainmod_VR_V2-7-15-26873.rar/file MOD 0.1 BEST VR RAIN COCKPIT UPDATE 2.7 https://drive.google.com/file/d/139fOqZjt9Spl8gNEbtDsn2yrRZEW0Qh_/view?usp=sharing MOD 0.1 BEST MONITOR RAIN COCKPIT UPDATE 2.7 https://drive.google.com/file/d/1GpqWgPjMLTibDhc-oJDmlh0tiOxvLIO5/view?usp=sharing MOD 0.1 BEST VR RAIN COCKPIT FOR DCS VERSION 2.5.XXX https://drive.google.com/file/d/1E01iKmSlgXt2NKahZ1yiYugRFzjSZI6-/view?usp=sharing MOD 0.1 BEST MONITOR RAIN COCKPIT FOR DCS VERSION 2.5.XXX https://drive.google.com/file/d/1sYFH5wfQgz4MPoFpwxXkImxwL8EreJGV/view?usp=sharing Pastrana_rainmod_2.8.0.32235.1.rar
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After doing the UH-1 attachments to make it look like a MH-60T Jayhawk (see here: https://www.digitalcombatsimulator.com/en/files/3314170/?sphrase_id=1498612) I finally could adapt those for the standard AI UH-60 model, plus the obligatory external tanks of the MH-60. If you like, you can checkout these here: https://www.digitalcombatsimulator.com/en/files/3314781/ Now we "just" need a flyable UH-60 and a working winch.... Cheers, r.
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I decided to make a retexture of the F-15C with Latvian air force markings. I am sorry if seems low quality, this is my first retexture. https://drive.google.com/drive/folders/1Ntr2M6ygzKwP0nmBqmopaPbw9YvQytaj?usp=sharing Installation: Download and extract the folder and place it in the C:\Users\(user_name)\Saved Games\DCS\Liveries\F-15C
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Hey guys I was wondering if someone could run me through how to add Kneeboard pages to a map specifically. Everything I’ve seen or read deals with adding only to a specific aircraft but I’m looking to add some pages to the Persian gulf map Kneeboard pack with airport info and other such things. I know the general got to saved games all the way down to the last creation of the new folder with the aircraft name but I’ve tried every variation of the words Persian gulf I could think of and the pages won’t show up, is it even possible. Thanks
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I ran across this old mod from years ago recently. Since the original dev has apparently given up the project, I decided to give it a facelift. So watch out, the F/A-18E is coming! It currently uses the F-15C cockpit/avionics like a lot of the VSN mods, and the external model isn't great, could do with roughmets and better textures at the very least, but it's free and it doesn't require you to own the F/A-18 Hornet module (unlike the CJS mod). Credit: DOL for the original mod. Download link on User Files: https://www.digitalcombatsimulator.com/en/files/3328157/
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su33 weapons panel doesnt show what type of weapon we choose or what type of mode we on it just stays on the |////| where as the su27 and in j-11a the weapons panel is showing details whether we choose air to air nullmode or air to ground , gun ammo. please implement this in su33, its our fav plane please!!!!.... it will really improve our game play experience
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Hey all, Are there any mods / plans to bring any Mine launcher cannisters to DCS? With the Tornado module in the works, I thought about its time in the Gulf littering runways with anti-runway and anti-personnel munitions. Will we see such weapons brought to other airframes I wonder? JP233 as fitted to the Tornado was divided into a rear section with 30 SG-357 runway cratering submunitions, while the front section carried 215 HB-876 anti-personnel mines
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Hello! id like to know if we could somehow get anyone to model the AMASE pods onto the wingtips and try removing the ASPI or making a 3D model where the ASPIs are removed, a lot of people would love such a feature/option to use but ED is sticking to an American apache, the AMASE Pod is only being used by the Dutch air force AH-64D and the ASPI is the upwards exhaust which again is only in use by America. Would love an answer to this question.
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Hi, Total noob to modding DCS (not texturing) and I have this problem where I go an retexture a missile it (and make required .luas etc to make it work) it overrides existing textures ingame for the missile (I know the livery approach but the texture resets to it's original one after release so theres that). The question is: is there a way to make a skin, for example for the AIM-120C that only loads on one plane?
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Hello, is it possible if someone could model the RCEFS (Reduced size Crashworthy Fuel System) on our apache, maybe use the current Legacy 230 gal tank and change its size to the smaller RCEFS. The RCEFS carries 122-125 gals of fuel compared to the old Legacy fuel tank which carried 230. here are images of the RCEFS. Would love to know if we can get it modelled.null
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After seeing a VFC-13 livery for the MiG-29S on the User Files, I decided to see what a USAF clean-sheet 4.5 generation replacement for the F-16 might look like if it was a twin-engine design (unlikely, but possible). So I present the Bell/Boeing F-29A Kingcobra II, a 4.5 generation single seat, twin engine lightweight fighter for the USAF. If I can get hold of a suitable cockpit for this thing, I will make it available for download, but until then it will remain private. F-29A Kingcobra II Specifications: Crew: 1 Length: 17.32 m (56 ft 10 in) Wingspan: 11.36 m (37 ft 3 in) Height: 4.73 m (15 ft 6 in) Wing area: 38 m2 (410 sq ft) Empty weight: 11,000 kg (24,251 lb) Gross weight: 14,900 kg (32,849 lb) Max takeoff weight: 18,000 kg (39,683 lb) Fuel capacity: 3,500 kg (7,716 lb) internal Powerplant: 2 GE F424-100 Adaptive Turbofans (16,000lbf thrust dry, 29,000lbf thrust with afterburner) Armament: 7 pylons for up to 14 AIM-120 or AIM-9 air to air missiles, 20mm M61A2 Vulcan with 578 rounds Max Speed: Mach 2.5 Service Ceiling: 70,000ft Range: 1000 miles G Limit: 9 Thanks to Wyvern for the USAF Have Glass livery.
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Needing a LUA expert, I think. Wanting to alter HUD only view to remove the DDIs and AMPCD. I have searched forums and guides and YouTube videos… so many directions are outdated, or don’t work, etc. Anyone know how and can help? Only for F/A-18. Thanks.
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I am the Project Lead for a new team and we are proud to announce our first project; Project Arrow. Please enjoy. We are looking to add to our team so if you are interested please reach out Project Arrow Teaser.mp4
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Need guidance on Lua code for custom US SAM mod
Acidpro08 posted a topic in How To Mod for DCS World
Howdy all, I have been currently working on making my own custom SAM mod for the US (Nike Hercules) to try out my hand at modding. So far I have got the 3d models made and working in game using other similar mods. I have also made a very simple 3d structure mod with code that works in game but now I'm having trouble getting my sam mod to work in game. I could find little to no guidance on the web into making a sam mod and have used lua scripts from other sam mods and game files. Looking to see if anyone here on the forums could take a look at the lua scripts and point out anything that needs to be fixed. Any help is appreciated, thanks! null entry.lua Nike_Launcher.lua MIM14.lua -
Hi, is it possible that you would somehow unlock the ability to mod your planes? I'm not talking about releasing the whole code, but about some small pieces, e.g. the ability to add additional pylons, change the maximum amount of fuel taken, subtle changes in the flight model (higher weight of the plane), etc. Modifications such as SuperBug or F-16I Sufa are really interesting and they have potential, but they lack a few things (and I'm not talking about AESA radars here), but they lack additional pylons, larger bags, etc. In my opinion, this solution has its advantages, I know a few examples where someone who had a free version of DCS bought the F-18C to fly the Super Hornet. I know you can create a separate mod with your own systems, flight model etc. but it takes a lot of time. Consider it, because it may pay off for you. The community will love you even more and good PR is worth its weight in gold these days. So, this is my wish. Sorry for my bad english.
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Just for info for fans of Normandy 2.0 map , new mod for N'2'0s textures incoming too thanks of @Barthek: Topic about it is here:
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Does anyone know how to increase the amount of G’s pulled before the wings break on the F/A-18C? I would like to mess around with this and see what’s possible
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I just wanted to show off a mod to my throttle. I added a potentiometer axis for antenna elevation (i imbedded a small secondary board into the unit for more axis/buttons) that I can switch between absolute value (F-16 Radar Elevation) or I can screw in a return to center on it for the F-18 and upcoming F-15E. null In total, my throttle modifications include: 2 new push buttons on the right throttle grip 2 new push buttons on the left throttle grip 1 new axis (antenna elevation) Optional return to center / absolute TM Warthog Slew mod Push through AB detent I must say that the return to center axis using a potentiometer (with really tight rubber bands) feels really good. Well worth the work. Hopefully this helps out some of you looking for a good solution for the upcoming F-15E, while still having it work for the F-16.
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Hi, I've seen since the multi threading update was released that the beacon light of the f5 was always on instead of blinking. I decided to make a simple mod to fix it. I've only tested in single player so far and it will break the integrity check. If someone want to try it in multiplayer, adding the arg "192" in the net_animation. ex: -- add model draw args for network transmitting to this draw_args table (16 limit) net_animation = { 13, --[[right LE flap]] 14, --[[left LE flap]] 23, --[[chocks]] 25, --[[hoook]] 35, --[[drag chute]] 36, --[[drag chute]] 37, --[[drag chute]] 192, --[[Beacon light]] 274, --[[left aux inlet]] 275, --[[right aux inlet]] 327, --[[left up gun door]] 328, --[[right up gun door]] 329, --[[left down gun door]] 330, --[[right down gun door]] 474, --[[nose strut]] 475 --[[nose strut]] }, the net_animation can be found in: "DCS World OpenBeta\CoreMods\aircraft\F-5E in the F-5E.lua" Installation (OVGME Ready): -OVGME (recommanded): 1) unzip the file in your _MODS directory 2) enable in your ROOT configuration. (Usually you have 2 configuration, one in "Saved games" that is not used here, and one where the game is installed called "ROOT" where you install the mod) -"Classic install" 1) do a backup of your F5 files in your Mods/aircraft directory (the only files that will be affected are "devices.lua" and "device_init.lua", you can find them under: "DCS World OpenBeta\Mods\aircraft\F-5E\Cockpit\Scripts") 2) unzip the file at the root of your dcs install Known issue with my mod so far: -Blinking very fast 1-2s when enabled, then it will go back to normal I hope you enjoy this mod until a fix come. If you find any issue or want to improve the mod, feel free to post it below. Happy flying, Zen F5_beacon_fix.zip
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I have started gathering data for the B-57B Canberra T.O.1B-57B-1 - FLIGHT CREW MANUAL, 17JUL69 T.O.1B-57B-34-1-1 - AIRCREW NONNUCLEAR WEAPONS DELIVERY MANUAL, 17JUL1969 T.O.1B-57B-34-1CL-1 - FLIGHT CREW CHECKLIST, 17JUL69 T.O.1B-57B-34-1S-24 - SAFETY SUPPLIMENTS, 05NOV69 Green text is a link B-57B bombers at Phan Rang AB South Vietnam 1968
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Update 24.05.2020: New Download Links in this Post Update 05.05.2020: Download Depth Of Field 2.0 OvGME Ready - Thanks Morpheus. Update 05.08.2020: Download Heatair V2.0 OvGME Ready Update 05.11.2020: Download MotionBlur V2.0 OvGME Ready Scientific article about Boke from Zeiss [GER] Hello pilots and modders, as an owner of a film company, a problem jumped right into my eye at DCS. For some reason (the reason is: ED uses Focal Length as well as Focal Distance and Distance for calculation. That is correct. But in DCS the zoom is not controlled by the focal length, but by the zoom - equivalent to a digital zoom. But this is not considered in the formula. Would be correct in reality, but nobody zooms this far lossless digitally and let's be honest - it doesn't look cool! And they missed the distance from the Camera to the Object to be noticed) the depth of field is not really calculated correctly. As you can see in the following picture, the background gets blurred the more you increase the focal length or simply zoom in. This is true for the same aperture, of course. But currently it looks like this in DCS. (v2.5.5) Wide Normal Tele Furthermore, the further you are away from the object, the less blurred the background becomes. At this point I am really a filmmaker and not a mathematician or full-time programmer. However, with my rudimentary knowledge and a lot of time of reverse code reading I have been working on the DOF.fx. You can find it here: *DCS Installation Path*\Bazar\shaders\PostEffects\DOF.fx The formula used here is obviously correct focalWidth * abs(focalDistance-dist)/dist but various parameters seem to be identical all the time especially the focalDistance and focalWidth where the latter should be called focalLength. Therefore the maximum blur does not change when zooming, nor when changing the distance to the object. Even worse. It has the effect that the image becomes sharper when zooming in. Simply because you have more image and details at the same bokeh. First of all I tried to transfer the real values from the camera into the formula. For this purpose I read out the zoom, the target point of the camera as well as the camera position, because these values seem to remain always the same in the current DOF.fx of DCS. Strangely enough I had to leave the value focalDistance in the formula anyway. So my calculation is still far away from perfection. Unfortunately, without debugging I don't know what values and value ranges DCS spits out here. So I had to test a lot with try and error. I have edited the following lines and tried to correct the incorrect calculation. At the beginning #include "../common/samplers11.hlsl" #include "../common/states11.hlsl" #include "common/context.hlsl" //added to get access to some camera values out of the game then the function of getBlurFactor float getBlurFactor(float dist) { //get game camera values float near = gNearFarFovZoom.x; //get nearest point rendered float far = gNearFarFovZoom.y; //get farest point rendered float zoom = gNearFarFovZoom.w; //get fov value of the camera float3 camOrigin = gOrigin; //get camera origin float3 camPosition = gCameraPos; //get camera pos //calculations float focalLength = 1/zoom; //it looks like the zoom is defined from 0.0 - 1.0 where 0 is the largest zoom - with more zoom you get more bokeh - simply inverted that thing and called it like what it is in our context float clipminmax = far-near; //calc the distance between clipping - that is normaly the range where the depth map is calculated and I think the dist value is something between 0.0-1.0 float3 d = camOrigin-camPosition; //calc absolut values of x,y,z - distance float cameraDistance = sqrt((d.x * d.x)+(d.y * d.y)+(d.z * d.z)); //calc absolut direct distance aka focalDistance (Pythagorean theorem) cameraDistance = 1/clipminmax*cameraDistance; //remap the distance to something like 0.0-1.0 float aperture = 2.8;//the standard blur looks like aperture 1 - this multiplier reduces the heavy blur (https://en.wikipedia.org/wiki/Aperture) aperture = aperture*aperture; //calc the size of the bokeh with this aperture. The aperture² gives you the ammount of reducing light. Also its the ammount the bokeh decreases. For example 1 = 1. Maximum Bokeh. At Aperture 1.4 you have the half ammount of light and the half size of bokeh. //output return focalLength * abs(cameraDistance + focalDistance - dist)/dist/aperture; //default -> focalWidth * abs(focalDistance-dist)/dist; | I cannot delete focalDistance, then you see extreme blur. In theory that means that my calculation of cameraDistance is wrong. I'm pretty sure it is, but hey at this moment it works. } float getRadius(float2 uv) { #ifdef MSAA float depth = DepthMap.Load(uint2(uv*dims), 0).r; #else float depth = DepthMap.Load(uint3(uv*dims, 0)).r; #endif float4 p = mul(float4(uv*2-1, depth, 1), invProj); float f = getBlurFactor(p.z/p.w); return pow(f, 1.5); //does the boke effect really grow exponentially with distance? - but this does enlarge the area where it is sharp. Default 1.5. } and then something for the performance here #define GOLDEN_ANGLE 2.39996323 #define NUMBER 150.0 #define ITERATIONS_STEP 8 //increasing this value means more fps because of less calculations. But also the look is different. Less iterations creates smaller bokeh. There is something in the loop down. Maybe in it could prevent. #define ITERATIONS (GOLDEN_ANGLE * NUMBER) // This creates the 2D offset for the next point. // (r-1.0) is the equivalent to sqrt(0, 1, 2, 3...) float2 Sample(in float theta, inout float r) { r += 1.0 / r; return (r-1.0) * float2(cos(theta), sin(theta)) * .06; } float3 Bokeh(Texture2D tex, float2 uv, float radius, float amount) { float3 acc = float3(0,0,0); float3 div = float3(0,0,0); float2 pixel = float2(aspect, 1.0) * radius * .025; float r = 1.0; for (float j = 0.0; j < ITERATIONS; j += ITERATIONS_STEP) { //using here ITERATIONS_STEP instead of GOLDEN_ANGLE float2 s = Sample(j, r); float2 tuv = uv + pixel * s; // rebuild tuv float nr = min(getRadius(tuv), radius); tuv = uv + pixel * s * (nr/radius); float3 col = tex.Sample(ClampLinearSampler, tuv).rgb; float3 bokeh = float3(5.0, 5.0, 5.0) + pow(col, 9.0) * amount; acc += col * bokeh; div += bokeh; } return acc / div; } The code can be optimized for all cases, but is easier to understand at this stage! This is how it looks like after my tuning. Wide Normal Tele and... Wide Normal Tele I would be glad about feedback and further developments to make DCS even more beautiful. Best greetings from Germany!
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Hi. I use English version of DCS World: Black Shark 2. Naturally the texts in my cockpit are all in English. And you know that some characters on HUD, Shkval and PUI-800 was in Russian. Tonight I've decided to convert them to Latin characters. And now it's fully English version for me. (And I have no idea what I've done, or is that good or bad thing, I don't know...) This is the list of translations: HUD: Auto-Tracking: ТА to AT Memory Mode: П to M Laser Range-Finder Active: ИД to LA Beam-Riding Laser Channel Active: ИУ to LC Pause: ПАУЗА to PAUSE R-ALT Symbol: Р to R INU Normal Warm-up: ИКВ НВ to INUNW Processing Target Point: ОТ to PT Updating Coordinates: КОРР to COOR Launch Authorized (Shoot): С to S Training Mode: ТРЕНАЖ to TRAINING Ground Collision: H to G SHKVAL: TG Symbol (Ground stabilized): ТГ to ST TA Symbol (Auto-Tracking): ТA to AT P Symbol (Memory mode): П to M C Symbol (Launch Authorized): С to S Ground Collision: H to G PUI-800 Rockets: НР to RK Anti-tank Missiles: ПС to AT Bombs: 6Б to BB Gun Pod: ПП to CP But, one or more letters are disputable and changeable. *** By the way; While doing this work I've noticed that ED has cancelled indicator of laser temperature, located on HUD. I've enabled this part and seen the laser temperature on HUD. Is that 370°C??? At ~390°C, laser was paused and being cooled. Nice... In mod file, this code is enabled. And a sample video (Duration 4:49) EDIT: And, the last thing is that I've edited, changed and justified the EKRAN_localizer.lua file. I'm pleased if you give attention for Ekran in game. If you don't like it, you may find original files in mod. *** Well... What do you think?... DOWNLOAD: Devrim_DCSWBS2_EnglishHUDShkvalPUI-800_v1.7b.zip Updated: 08/2020
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