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Posted

The new LODs and fixes are coming along well. LODs 1, 2, and 4 are finished. TacNumbers are pretty much finished, however the numbers for the tail still need 5 numbers if the user intends to use all 5 slots; otherwise modify the description.lua to only show 2, 3 or 4, etc.

 

The Nosecone is fixed; AGAIN. There will be a UV change-up for the middle section of the fuselage. The model's 3D normals were causing some lighting differences when using a normal map. (even a blank one)

 

Due to a bad upload to ED's servers, several textures and description.lua files were replaced with old ones in the hot fix. Apologies. :joystick:

 

Other than that, I have a lot of livery exporting to do to accommodate the changes.

 

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Posted

Sensational work, Rudel. The Mig-21 just keeps going from strength to strength. It sets a very high bar.

I don't test for bugs, but when I do I do it in production.

Posted

Niiice! :thumbup:

 

The Mig-21 model and textures are probably the best I've seen so far in DCS. Can't wait to see your new planes.

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Posted
Please excuse my ignorance, but what is LOD?

 

Level of Detail.

 

It governs the complexity of the 3d models at different ranges from your point of view. Basically, the further away an object is, the less detail it will have, which is often done in several stages in the rendering engine. This is done to reduce load on your GPU while redering far away objects, especially if there are lots of them. Also, with far away objects you wouldn't be able to see much of the detail anyway.

Posted
Please excuse my ignorance, but what is LOD?

 

Level of Detail. There are several 3D models with different levels of detail and the game engine chooses the one that is the most appropriate under the given circumstances. Which model is used depends on graphic settings and range from the camera to the 3D model. You see there's no point in rendering at full detail when you barely see the model in the horizon. The detail is only needed when you get close. Several LOD's are necessary to keep the game running at acceptable framerates while still looking good. This is not only a DCS thing. Almost every game out there use this method.

Posted

Thanks guys :) As for external cockpit colors, I really don't have the time, however, I will include the material names in the description.lua for those interested in painting their own.

 

:music_whistling: Ye or Ne?

 

NOunaii.jpg

https://magnitude-3.com/

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https://www.youtube.com/@magnitude_3

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Posted
Thanks guys :) As for external cockpit colors, I really don't have the time, however, I will include the material names in the description.lua for those interested in painting their own.

 

:music_whistling: Ye or Ne?

 

NOunaii.jpg

 

wohooooo. . . very nice to see the new visor color. maybe it should be a little darker?

 

and: could you find a solution that the visor shadow doesnt appear on the top of the helmet when it´s closed?

Posted

Great progress on the MiG! really looking forward to every improvement :)

As for the visor..IMO looking better with transparency but also agree that it needs to be darker and maybe more gray/brown shade and loosing the static shadows on the helmet

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Posted
Probably the best beer in the world... errr... vodka... errr... plane.... well, at least it was :D and Leatherneck let us taste it...

 

it is definitely the best module with the most passion. . . i love every little detail. . .

Posted
Thanks guys :) As for external cockpit colors, I really don't have the time, however, I will include the material names in the description.lua for those interested in painting their own.

 

I think you misundertsand me. What im proposing to you is that i would like to see that you ( LEATHERNECK ) could implement this http://www.digitalcombatsimulator.com/en/files/1052438/ and this http://www.digitalcombatsimulator.com/en/files/1411916/

 

in your next build as a standard option to choose from like the cockpit language dropdown list.

 

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Posted
Where are we going to have a pilot model inside cockpit ? Maybe if you make one for the tomcat you can adapt it to the Mig ?

 

That's what I am waiting for as well. More immersion that way! So +1.

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Posted
That's what I am waiting for as well. More immersion that way! So +1.

 

Our character artist is currently busy for a few more weeks -- after that we'll turn some attention to the new MiG-21 pilot sculpt.

Possibly implemented by end of year.

Nicholas Dackard

 

Founder & Lead Artist

Heatblur Simulations

 

https://www.facebook.com/heatblur/

Posted
Our character artist is currently busy for a few more weeks -- after that we'll turn some attention to the new MiG-21 pilot sculpt.

Possibly implemented by end of year.

 

I don't care about when is going to be implemented, knowing that someday I'm going to have the model in cockpit is enough for me.. :thumbup:

Posted
With regards to alternate default cockpits; currently too low on time to implement this -- hope to make it happen towards Q1-Q2 2016.

 

It's not a priority, many thank's for your work :thumbup:

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Posted

Speaking about the cockpit and textures 'n' stuff ... what about the missing bits and ends of the english version? There are still a few cyrillic labels - can you say when this will be fixed?

Posted
With regards to alternate default cockpits; currently too low on time to implement this -- hope to make it happen towards Q1-Q2 2016.

 

Ok thank you for the reply. Love your work guys :thumbup:

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