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Showing results for tags 'ground'.
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Hi everyone, since there are no charts maps or diagrams included in the Germany CW map by Ugra Media, I want to open the topic here and share/discuss any possible sources and charts we can use for our awesome missions on this map! If you have any period correct charts and you are willing to share them, please do so here. I am aware of the MilAIS.org page which publicises the CENOR FLIPs and other charts, however these are not particularly usable any more since there are several severe discrepancies between them and the map we have in the game. Thanks in advance and I am looking forward to see what you have to share, Rohrkrepierer o7
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CGTC is an alternative package to improve the looks of the Caucasus map of DCS World, with extensively overhauled ground textures. It modifies everything texture related to the Caucasus terrain. From ground, mountain, rocks, to fields, trees, towns, airport terrain textures (and matching hangars), etc. It also modifies the gamma, palette and overall colors of the Caucasus, through readjusted ingame files (there are no Reshades here). It just doesn't modify the water or buildings/houses, as I see no need. It covers both the "High" and "Low" textures, so that it can be used also by those with older/slower GPUs, as well as those struggling with VR requirements. Latest 2.84.1 version of CGTC (release 21/May/2023) represents the biggest update to the mod since the initial release, with many improvements, additions and bug fixes. I don't find bugs with this mod but, if you find any, feel free to report them in this thread. DCS is constantly updated and it may break something in this mod at some point. At this point, the "CGTC project" is to be considered concluded. But then who knows about tomorrow... ________________________________________________________________________________________________________________________________________________________ - This mod was tested and made compatible with DCS 2.84 (but should be compatible with later versions) and does work with older versions as well (from 2.5 and up). - No performance impact as all of the texture replacements have similar format and size as stock defaults, and both "High" and "Low" terrain texture packages are included. - With no other mod dependencies, just install over vanilla (default) Caucasus map of DCS and off you go. - As usual with this type of mod, for Multiplayer it's only usable on servers with “Pure textures” disabled (in the integrity check). ________________________________________________________________________________________________________________________________________________________ CGTC (v2.84.1) download: https://www.digitalcombatsimulator.com/en/files/3321589/ I've included a "READ ME" in .PDF format (also available HERE) with all the necessary info: mod description, installation notes with suggested settings, credits/thanks, etc. Please take a moment to read it before using the mod or posting, as it should clear the most common doubts. _____________________________________________________________________________________________________________________________________ Also, as optional, you have two different options for the Caucasus' Shading Options, which slightly alter overall tones: - Modified based (CGTC uses this one by default) - Original based If you ever wish to change this, go to the main DCS folder and then into "...\Mods\terrains\Caucasus\shadingOptions\CGTC - shading options selection". Use the respective file as of your preference. _____________________________________________________________________________________________________________________________________ And now for the mandatory screenshots... Enjoy it!
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I would like to see the option for DCS terrain tech to allow mission designers to modify the ground texture and grass properties. This would enable them to paint in tire marks or "used" zones around SAM sites or logistic assets placed in ME. One big visual problem - mostly on "green" maps - is the lack of possibility for the terrain to react to placed assets. When placed on grassland, these assets look out of place. At the same time, the lack of tire marks makes logistic-heavy sites (Long range SAMs f.e.) more difficult to spot from the air than they would be in reality. I propose a system where the DCS terrain engine could take info from the ME to create areas that override the default ground properties. With this mission editors could "paint" in small dirt roads, foot paths and areas "beaten up" by heavy vehicles. It would be desirable to have this system working during mission runtime also, so that moving units could create these areas dynamically, but i think a "static" system that is fed from ME input solely is "good enough" for most situations. Technically it should be less difficult than it may perhaps seem. Texture blending/masking is surely already possible in DCS. This feature would dramatically improve the visual footprint of editor-placed ground assets and create a much more realistic visual representation of military installations of any kind... If you like the proposed improvements, please rate this thread 5 stars: Thanks!
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Hi developers, Is it possible to add the 'visible before activation' to late activated planes/AI on the ground ? See it there for all ground vehicles. This will be great while editing a mission to see the supporting planes already parked instead of popping up suddenly. Thanks in advance RWC
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Got my hands back on 3DS thanks to a good friend so i can hopefully finish what i've once started. Figured that lights only work when you use your object as ground/fortification. What bothers me so far is that all my objects are not even with the ground when the ground is not even.. ehh.. just take a look It allready has a working collision shell Any Ideas?
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I often spend most of my time making missions and I would just like to make suggestions for units to be added. Artillery: Australia, Canada, Colombia, India, Saudi Arabia, Ukraine, and the United States: M777 Howitzer 155mm (Modern 2000-present) ________________________________________________________________________________ Soviet Russia/Russia, and many many other countries from South Africa to Asia, Vietnam war to current: M46 130mm (1951-Present): ________________________________________________________________________________ United States, South and North America, Middle Eastern and South Eastern Countries, used in Vietnam war to present conflicts M114 155mm (1942-present): _________________________________________________________________________________ NOTE: In order to make them mobile, some sort of animation will be needed where a truck could hitch up an artillery piece and tow it, this would also make for more interesting scenarios for convoys but as a start can do without mobility ____________________________________________________________________________________________________________________________________________________________ Ground launch ATGM (Stationary Units): United States and many others, BGM-71 TOW, from Vietnam War to present (1970-present): _________________________________________________________________________________ Soviet Russia and many others, 9K111 Fagot, from Vietnam War to present (1970-present): Note: It would be interesting to have troops able to deploy these ATGM Launchers in the field after getting to their destination ____________________________________________________________________________________________________________________________________________________________ Yes this is a game/sim for aircraft, but I reckon most players spend their time doing air to ground then any other in DCS, more cold war aircraft are coming out and these units I suggested I tried to aim for a cold war setting to add life the those dates. In Mission Editor for the Towed Artillery and ATGM Launchers, it would be great to have a box to tick to weather or not have a semi circle wall of sandbags as a defence. Picture below with the Artillery or ATGM firing from behind it.
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Hi everyone, Something I've never been satisfied with is how DCS names units in the unit listing. It often doesn't use full names, or specific variants, won't include things like NATO reporting names, or even occasionally gets the name wrong. 2.7 did change things a lot, and it largely made things a bit more consistent, but for me it still missed a few things and in some cases it changed for the worse IMO. What I was in the process of doing, is editing the default .lua files in the database folder of DCS and changing the display names I was then going to bundle them into a folder for a mod, and see what people thought of it. Unfortunately in 2.7, all of those files got hidden and so I'm now unable to do that. At the moment I've only done the ground and naval units, and for English localisation. I'm pretty much okay with the aircraft as they are, and if I were to make any changes they'd be more minor. The only other one I was going to do is the weapons so it's a bit tidier and more consistent, but I'm going to gauge that on this thread. Another thing I might do is propose a change to the sub categories too, but I'll leave that to a new thread. I still might tinker around with it, so watch this space for edits, what I currently have in mind is rearranging NATO reporting names and native names for ships, as well as putting the approximate year the ship is a representation of. Anything I've marked with a square bracket and a number is in the spoiler below. I know this is a very nitpicky, rivet-counter-esque request, but let me know what your thoughts on it are, do you like what I've done and prefer it? Do you prefer the current system? Do you prefer the old system? Is there anything you'd do differently? And of course, if you notice any mistakes, please let me know and I'll make an edit. Rename Overhaul (Ground and Naval Units) v.1.xlsx
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Hello, first of all, of course, thank you for the map, I'm glad that we finally have Afghanistan, at least in part. However, I would like to draw your attention to the rather poor "quality" of the ground textures, compared to other desert maps: PG, Syria, Sinai or even Nevada. The map is very uneven in terms of texture quality. Of course, I'm talking about the current area, which is EA, but as I understand it, this part should be 100% completed? Compared to Syria, for example, we unfortunately have a much worse map in terms of background textures. Few examples: sometimes the map looks very good and everything is great here unfortunately, sometimes we have transitions between the areas made probably by hand and the phototextures (?), in the form of sharp edges, unfortunately it looks terrible, sometimes it takes strange shapes that do not match the rest, it looks like... old "textures ideas" from texture autogen from Flight Simulator 2004 even with an error caused during installation and finally, there are areas that are quite blurry, probably a phototextures but somehow I have the impression that it looks worse than on other desert maps (resolution problem?) and worse than on Kola and SA maps. Not my screen, maybe not even the worst, but you can see it on the sticker: Will the current map area be improved in this respect? Syria is perfect in this respect, here it is somehow strange, flying low. Maybe it will be ok for jets at 13.000 ft +, but for low altitude flights it is, let's be honest, very average by 2024 standards.
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This has been an ongoing ‘feature’ of ground units for many years now and I’m not sure if it’s intended or just an overlooked bug. Scenario: Mission editor making a miz that has an AI ground convoy HOLD at a certain waypoint until a helo/aircraft destroys some enemies up the road. Once the enemy GROUP IS DEAD trigger is activated I want the convoy to move to the next Waypoint along the road. AI set to ON ROAD. Issue: Triggers works fine and the convoy sets off but it does not stay on the road. It makes a direct compass bee line for the next waypoint you set it move to in Advanced section and it goes cross country. This isn’t helpful as it’s a. Slower, b. Not what I asked and c. They often get stuck in woods/buildings etc. How do you make them stay on the road?
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I was curious to where I could find details on creating skins for ground objects/equipment? For example, I grabbed a copy of the "RSZO_SMERCH_Base.dds". And made some new skins for it, i.e. Kuwaiti, Armenian and some fictional camos. Just to break up the mundane look a little bit. And, if I can do it, I plan on making skins for a lot of other ground units that only have a default paint job. But, I need to learn the requirements to create the new description.lua and point it toward the textures location.........I think that's what I mean. Anyway, does anyone know of a forum post or tut on linking new asset skins to DCS so they'll be available in-game? Thanks
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Hi, I've created a couple videos going into some detail about conducting CAS or close air support. I am testing the waters to see if there is a number of people that would like to see something like this continue. Its my first attempt at making a Youtube video and my two videos do have a watermark until I see if others can use this info or even care to take their DCS experience to another level. Thanks for your time! Rifle.
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