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MASSUN92´s ASSET PACK MOD -- DOWNLOAD IT FROM: HERE! - Who I am? Hi to all! My name is Patricio Massun, I'm a 3D artist and architect from Argentina. My job is mostly related to arch visualization and asset creation for renders. I use this mod to practice some lowpoly, game-ready, real time rendering technics. I use Blender for all my work. All the models of the mod are created entirely by myself and the textures are from ambientcg (old cc0textures.com). All the export process is based on the EDM exported made by Tobi and use the tutorials from Grajo (Without them the mod would not have been possible). - About the mod: For those that don't know, the mod is an asset pack with a wide variety of elements (statics objects and drivable vehicles) that are created with the idea of adding immersion to the sim. In the beginning I was modeling some stuff to create some FOB´s, but I add more and more elements related to airfields, FARPS and more. The mod receives updates time to time (depending on my interest to model a new stuff) and I am always welcome to petitions for some model (but to make it needs to interest me -- sorry guys but all these are related to enjoy the process for me). The mod is totally FREE, but the contributions always help to keep the development of the add-on. But what I prefer more than a dollar is to see what people make with the mod and maybe a good comment about it (or a constructive critic). - What is incluide on the mod? v3.0 (03/2024) Re-done of almost all assets - a lots of changes to write here. -- You will find almost all assets on: statics -> fortifications. Lots of them has liveries check them out! -- The vehicles that can be driven IRL, are drivable (CA needed) in the asset pack. You will find them on: ground units -> unarmed -- You will find the crew´s on: ground units -> infantry / and on: statics -> personnel -- All elements as _dst version. Feel free to put a GBU12 on any of the assets -- Some elements are removed from the asset pack and some other change their name. That will make incompatible with older versions. Sorry for that! -- Personnel and lights will no longer be supported on the main asset pack (I´m working on a new ground crew -- you can have a little snapshot of the progress with the drivers of the vehicles of the asset pack) ... BUT for the moment, I provide you with a second pack with all humans and lights. You will find two links to download stuff when you access to the content. -- Even better things will come in the near future. 2.3 (12/2023) Last update of the year!! - Hope all of you have a great 2024 All the new stuff is made to fit 70´s to 90´s look --- I´m waiting to use this stuff with the F-4E NEW! GSE NF-2 flood light - Statics that you will find it on fortifications with multiple liveries -- 3 types, one with the lights ON (note: I move some elements that should be on "deck & equipment" because for some reason is the only way to select multiple liveries for them -- so, they are on fortifications) NEW! GSE MJ-1 "Jammer" - Statics and drivable with multiple types and liveries NEW! GSE m32C-10c Air conditioner - Static with multiple types and liveries NEW! Step-van P20 Chevrolet - With multiple liveries. The drivable version will come in the future. The damaged model is not ready yet. UPDATED! Revetments short and long (x4 and x8 modules) -- amazing looking vietnam inspired modules. Hope you enjoy this new update! have a nice flight! 2.2 (10/2023) NEW! Set of sandbags fortification (_SB_) NEW! Camouflage nets improved HESCO´s watchtowers and hesco post (reduced poly count with new sandbag models) New damage placeholder 2.1 (01/2023) NEW! 3x Animated ground crew (You can find them on the "Ground units -> infantry" They move BUT they dont have a walk animation cycle yet. Check video on the bottom of the page. -They have 5 liveries each - NEW! 4x Buildings (Real life buildings from a very known airport on Europe.. who can identify from where they are?) UPDATE! 7x ground crew (they don't move: "Statics -> personnel")- They have 5 liveries each - UPDATE! R11 WAH volvo refueler truck. Amazing detailed. I recommend to check the interior, is preety cool! (static and animated) UPDATE! Heavy TUG -> now JBT B400 real life size and "prototypical" it came with interior too! Destruction models for the new elements will be added later* 2.0 (08/2022) NEW! 7x Hescos structures with sandbags and more details NEW! containers with more details and lods NEW! container towers with and without lights (for the night-- maybe a little unreal BUT super awsome looking) Destruction models for the new elements will be added later* PD: You can put soldiers inside the structures!! Try it, is awesome! 1.8 (03/2022) NEW! 3 types of lights to improve your night ops!! (now you can see illuminated other aircrafts in the dark. (I provide a Incirlik light templete) 1.7 (01/2022) NEW! R11 volvo refueler truck drivable! 1.6 (12/2021) NEW! 2 types of revetments NEW! USAF shelter (green /white) NEW! 2 types T-walls UPDATE! Improved textures for sandbags walls UPDATE! Improved textures on Containers add an office container and improved destroyed textures for them. Bug fixed - objects disappear from the view - added destroyed versions to cargos 1.5 NEW! 4 types of barriers NEW! 5 types of tents improved TUG Heavy 1.4 NEW! 3 Cargo variants NEW! Boarding ladder 1.3 NEW! Tug Heavy NEW! Fire Extinguisher NEW! Cones NEW! Platform B-4 - open and closed NEW! Toolbox 1.2 Changes: The file system is totally reworked (Thanks to WarLord!!) The different elements are in their categories Now the same elements woth other colors you can change it with the liveries tab 1.1 NEW!! Tug Ram 2500 NEW!! Tug Harlan NEW!! AMMO Loader MHU-83 NEW!! Generator (electricity and air) AM32a60 from the USAF 1.0 Conteiners (blue, light blue, green, tan and dobles with 2 variatons) Outpost (super HD version of the original outpost of DCS) Road Outpost A Road Outpost B Military tent A Barrier (closed and open) Sandbags (line, "l" and "C") Hesco Barrier (simple and doble) - How I install it? 1 - Go to the download page: here! 2 - In the right side you will find two "products", choose "MASSUN92`s ASSET PACK" 3 - Type "0" if you want to get it for free (if you want to contribute choose another value.. like: u$s1.000.000 or something similar) 4 - Click on "buy" 5 - Extract the rar file inside of C:\Users\--*YourUser*--\Saved Games\DCS.openbeta\Mods\Tech (if there is not a "Mods" or "Tech" folder just create it with that name) - How to use it? On the Mission Editor you will find some new elements named: "M92_", all these elements are part of the mod. Some of them are located on the ground units - unarmed vehicles. That vehicles you can control them with "CA" if you choose "Player can drive" option. (I´m in the process of re-made some of them with super cool and realistic interiors for take some really cool shots for videos/pictures) You will find more asset on the "statics" objects. They are on the categories: "deck equipment" / "structures" / "personnel" If you don't want to populate every airfield on every mission you can create a blank mission, populate your favorite airfield, save it and use it like a templete (importing the enterally "mission" /aka templete to the new real mission). I recommend select the "hide" option to all the elements to avoid a lot of icons on your screen when you are creating a mission. - Things to have in mind: · Most of the first elements to be added are made without lods (level of details) because I wasn't able to make them work. So, I keep the vertices count suuuper low for all of them. The newer elements have proper lods, so the quality of the models is better, and the fps impact is less. I don't recommend adding hundreds of elements and don't expect some fps drops. You need to test on your machine the impact of the scenery. ·You can use "remove scenery" option to remove some buildings on the bases to add new elements to the airfields. ·Most of the models have their own destruction models... some other don't. I will add them "innn the futuuureeee". ·There are some lights that you won't be able to "see them" but they work at the night. Are very cool to illuminate airfields, farps and more. The main difference with the standard lights on the airfields is that these illuminates the exterior models of the airframes. But they don't illuminate the cockpits (limitations of DCS -- I don't test them on PG maybe with the new light system of the map they work there... who want to test it?). The direction of the lights matches the direction of the arrow when you place them. And you can download a Incirlik templete from the same page where you download the mod. · Some of the elements are not aligned to the direction arrow when you place them... sorry for that (rookie mistake) - Why opens a thread? I open this thread for a couple of reasons: First, I think that some people are afraid to all the stuff that are not on the forum of ED, so here we are. Second, I need proper feedback that gumroad/facebook groups don't bring it to me and I think that the mod can gain a lot of from the community interaction. Third, I NEED HELP! Time to time there is something that I can´t solve by myself and I know that there is some brilliant mind over there that can help me. - Analytics: (29/10/2023) · 14.130 USERS · Top 5 countries (users): USA: 3651 / UK: 1293 / Germany: 1242 / France: 973/ Spain: 677/ - NEWS! (06/01/2023) Youtube video - ANIMATED GROUND CREW Testing the upcoming animated ground crew with trigger zones
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So, one thing I've floated around all over the place, including in a few related topics here in the forums is proper ground handling for the planes in DCS. Now, since all of these topics are scattered, I figured I'd create a more comprehensive list of the various subjects I've seen, and my own personal vision of how I think it would look and feel in the game. 1. Ground Crews When you load in you'll first be greeted by the aircraft ground crew, who are busy with the aircraft making final checks, and then they clear out. When you are ready to start, the marshal will give you the appropriate hand signals to guide you in starting your jet (and letting you know that you are clear to start), he/she will also tell you when ground air/power is hooked up or detached, when the chocks have been removed, and a host of other commands. When you're cleared to taxi out, he'll guide you to the ramp (sometimes with wing-walkers helping), and then salute you as you pass by. These same guys will also greet you when you land and taxi to your designated parking space. The wing-walkers will meet you at the edge of the ramp, and hold up wands marking where the parking space is (or where you enter the parking area), and then walk with the plane until you're lined up with the marshal who will guide you to your stop point. Once you've stopped, he'll give you further instructions depending on the aircraft, such as telling you to shut down (by doing a 'cut' hand signal), and telling you to open the canopy. (this will be especially useful for those using FC3 planes, as you have to be shut down to rearm/refuel) 2. Ground Support Equipment (GSE) On top of the normal ground crews, you'd also see various vehicles running around the base doing their normal activities (including maybe some Easter eggs like the HotShots! baggage cart and some guy roasting a hot-dog), but also when your plane arrives, you will be greeted by several vehicles that will assist the ground crews with doing various tasks. Tugs: In instances where you're needing to be pushed back to leave, a tug will latch onto your plane and push you back to a point where you can taxi out. Repair Crane: When you request a repair, a repair crane (similar to the ones you see on the Carriers) will rush out to you and lift the plane up off the ground while repairs are made. As a bonus, instead of just placing you back down where you were (if on grass obviously), it'll put you back down on the concrete where you can actually taxi away. Fuel and ammo trucks: When you request rearm and refuel, a fuel truck (appropriate for your aircraft, so an F-16 will see a fuel HEMMT while a Mig29 will see a Russian truck), and either an ammo truck or a tug towing ordinance carts will come to your aircraft. When they arrive, they'll park just outside the aircraft "Safety Diamond", and then the refueling and rearming process will begin. If a tug towing the ordinance is what meets you, you'll actually see the weapons you requested being towed. This will include a drum for the gun (if you requested gun ammo), a 'hot box' for flares, and since it exists, a 'hard case' for the Mig21s nuke. These may be things that are optional though, and able to be adjusted in the game settings. For example if you only want to see your ordinance being loaded, just select it, if you want to see everyone's ordinance, you select that option, if you don't want to see any of it, you can select that. (or just select a simplified option, which is just the trucks). Once you're loaded up, the tug and fuel truck will depart back to where they came from and 'despawn' (which will usually be a shed not far from where you parked) Guide vehicles: As some of you know very well, some of the air fields are massive, and if you're not that familiar with them, you may need assistance getting to where you need to go. If this is the case, you can stop on a taxi way, and request a ground vehicle to a specific point (such as to the parking area). At which point, a truck of some sort will come out, lights flashing (or just 'on', this will be an option for those that have epilepsy to turn off), and guide you to where you need to go. Not everyone will need this obviously, and not every airfield will have it (just the bigger ones), but if you do need it, it's an option for you. 3. More options for static objects in the mission editor Aside from all of these things, we should get some more airfield related objects in the mission editor as well, such as jet blast deflectors, sheds, and other assorted items to place down when building our missions to make the airfields feel more alive. Some of the stuff made by the guys behind the VPC airfield objects mod should become something that is part of DCS naturally (if not the actual assets, something akin to them). 4. ATC While I know that a new ATC system is coming, the details haven't quite been fully fleshed out, so here's what I'd like to see. First off, tell us which runway we're cleared to use, and what the weather conditions are when we request clearance to land. Also, like a real world ATC, we should be hearing from multiple members of the ATC crew, one that handles things outside the airfield, one that handles approach/departure, and one that handles ground, unless it's a small airbase/airport in which we may only hear from one or two of such a thing. 5. Renaming the airfields Although a rare thing, it would be nice if we could rename the airfields in the mission editor to reflect certain events, or just to have a different name as needed. For example if during a multi-week campaign one faction captures an airfield, they may choose to rename it, and even if it's something silly, it should be something we should be allowed to do (within reason). So what do you guys think? Would you like to see any of these? Feel free to discuss below.
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