Search the Community
Showing results for tags 'modding'.
-
Hi Guys 'n Girls, can anyone of you share the current version of the EDM Exporter for Blender? All links are currently offline... I want to start creating own mods for DCS, with own 3D-Models... I would appreaciate your help very much!! best regards, Chris
- 10 replies
-
- edm
- edm exporter
- (and 7 more)
-
Hey Everyone, I am Working on a Nike Hercules Mod, Missile+Launcher is already working. Base is the Mod of Acidpro08. And Thanks to CH for allowing the use of his code as A base. Rightnow working On The Lowpar Radar .Greatings From Germany
- 25 replies
-
- 14
-
-
-
Я скачал скрипт, засунул его в Макс 12, делал все по инструкции, указываю путь к папке Shapes а модельки не открывается, приложу видео для просмотра проблемы более понятно, заранее спасибо большое за помощь VID_20250110_190403_802.mp4 I downloaded the script, put it in Max 12, did everything according to the instructions, I specify the path to the Shapes folder, but the models do not open, I will attach a video to view the problem more clearly, thank you very much in advance for
-
Hello, help me find a script to add a missile guidance TV screen to a custom cockpit, or tell me how it can be implemented э. Здравствуйте, помогите пожалуйста найти скрипт для реализации в кастомной кабине в игре Lock on flamming cliffs 2 этого ТВ экрана для наведения ракеты таких как Х-29Т или Х-29ТЕ, если не скрипт, то подскажите как этот экран можно реализовать
-
- су-25
- су-27
-
(and 53 more)
Tagged with:
- су-25
- су-27
- су-30
- су-33
- су-34
- су-35
- су-25т
- су-30см
- су-33см
- су-25утг
- су-27 f-15c
- кабина су-33см
- subs
- surv
- suez
- sufa
- su25
- su27
- su30
- su35
- su33
- su57
- su75
- su-25
- suche
- su-27
- su-30
- su-33
- su-34
- su-35
- su25a
- su-57
- cockpit
- cockpit id
- cockpit mod
- cockpit view
- cockpitmod
- cockpit plans
- cow
- cockpit views
- cockpit sounds
- cockpit glass too dark
- tv
- flamingcliffs
- script
- 3d
- 3ds max
- model
- mod
- mods
- models
- modul
- mode
- modex
- modding
-
I am having a bit of trouble trying to mod Jester as I have had an issue with him and his search routines specifically not using high enough gain to detect farther-away targets. The problem isn't knowing how to code in Lua, it is rather that the files that I would like to mod are encrypted such as any files in this directory "C:\DCS\DCS World\Mods\aircraft\F-4E\Jester\radar". Am I looking in the wrong place? is there a way to decrypt the files? I'd rather not remake the entire thing ground up.
-
I'm almost finished with a massive undertaking of a fully fledged ID4 (independence day) experience, but have this simple little hickup, that I can't figure out. I'm amazed how far I've gotten with this mod (though with many sleepless nights, forgotten meals and severe sanity loss as a price), only to get this little detail in the way. I've managed to get the animation with their respective arg's (each within 100 frames) to work in the model viewer as seen in the added images. Tried getting the arg's to play via ME, but I keep getting a static version (as show in the "in game" image), stuck in 0 for each arg-nr. The link to my google drive folder contains videoclips (also contains the images in the post in original quality): https://drive.google.com/drive/folders/1rZrrC487FlppDiahGMyItWEspzyQL_AM?usp=sharing In the clips, you can see how I want the result to play out in game, so in addition to get the animation to work in game at all, I need to know how to apply different durations from -1 to 1 for each arg. Originally I had two additional args, one that also moved the entire ship from point A to point B and a second that kept the ship rotating (which you can see in the clip with rotation) throughout it all. Ideally, I'd like to go back to using those args as well. The idea is to make the entire animation play once from start to finish throughout a mission (30 minutes) that this animation is intended for. The ship moving from point A to point B for 28 minutes, followed by the ship opening and firing its primary weapon for 1 min and 30 seconds (leaving it at the last frame those last 30 seconds) while having the ship rotate the entire 30 minutes. If the engine is somehow too restricted for such grand ideas, my backup plan is to settle with only animating the primary weapon by itself (as shown in the clip without rotation) those last two minutes of the mission. (as shown in the clip without rotation). Please can someone help me with this? If you need more info than what I already added, ask away. Best of regards, Jahn
-
Bonjour, je me présente. Feauxe, je suis un petit moddeur sur Dcs qui a comme projet de réalisé le grandiose Dassault MirageIV. Je viens ici pour demander un coup de pouce si certains sont assez calé dans le domaine. Le coucou a donc son modèle 3D fait par ma main, des textures et tout ce qui graphiquement sont nécessaire pour l'instant. Le problème étant que le MirageIV en question est déjà posé sur une base d'EFM. Mais voila, je suis une brèle pour codé un EFM et donc je cherche quelqu'un qui bénévolement est assez fou et attiré par mon projet pour pouvoir taffé sur un EFM et occasionnellement sur le MirageIV avec moi. Si vous souhaitez plus de renseignement sur le projet n'hésitez pas a me contacter via discord ou par Mail. Mon Mail: marais.gaby@gmail.com Mon discord: Feauxe#5990 Toutes aides est le bienvenue, Merci beaucoup ! Des photos du projet si joins.
-
Where is the LUA file that defines what the RWR should play for each event?
-
Hi, I am working on a mod for DCS that requires building a model and then exporting it. I have the model in 3ds Max 2020, and I have tried several different versions of the EDM Plugin (including the most recent one) and none of them have succeeded in exporting a .edm file that can be read by ModelViewer2. At this point, I am pretty sure the problem is with the plugin, and not my 3ds Max install. Does anyone have a sure version of the plugin that they know 100% works with Max 2020? If so, could you please attach it, or tell me where to find it. Thank you so much, Armada
-
Hi, my name is Morris and I am CAG of vitural Carrier Air Wing 22. Part of our flight training is Field Carrier Landing Practice on Rota Island to get our pilots used to carrier procedures as it is done in real life. Since there is no Shore Based IFLOLS system in DCS (at least not anymore) I figured, I'll code a mod to trigger a IFLOLS overlay similar to the one coming with supercarrier, so that the pilots can learn to fly the ball, without the need to fly to the ship. I got a solid understanding of most programming terms from years of python coding, but most of my programs were only single scripts. So I need a little help with using functions from one file inside another and stuff like this. Furthermore I do not really get how the structure of DCS Mods works and what triggers what or what depends on what. First of all: What is the minimum I need to do to show my overlay inside the game after loading into an aircraft? The overlay I am using is a copy of the FLOLS from supercarrier. So I assume the DLG file works. The next thing: How do I read the aircrafts coordinates from DCS? To calculate the position of the Ball, I need to know the aircrafts coordinates and altitude I know I need to write a hook, so that I can get data from DCS. But how do I do this? This is my first try to mod DCS, so any help is appreciated. I hope you guys understand what I am trying to do. Thanks in advance, Morris "Cuzy" Messing
-
I'm trying to make a custom surface-to-surface missile right now. So, I renamed and pasted the Scudlauncher.lua file under the DCS world folder into the Saved games folder. I prepared all shapes and textures, but they are not visible in the game. how do i solve it? this is my code GT = {}; GT_t.ws = 0; set_recursive_metatable(GT, GT_t.generic_wheel_vehicle); set_recursive_metatable(GT.chassis, GT_t.CH_t.MAZ543M); GT.visual.shape = "HY4"; GT.visual.shape_dstr = "HY4_D"; GT.toggle_alarm_state_interval = 3.0;-- AMENDED THIS BUILD GT.animation_arguments.alarm_state = 4; local missileLaunched = {30, 1.0}; -- when the missile is present the 30th argument value is 0.0 -- times local legsFinishTime = 10;-- AMENDED THIS BUILD local mainArmStartTime = legsFinishTime+3; local mainArmFinishTime = mainArmStartTime + 90;-- AMENDED THIS BUILD local rocketLockInterval = 20; local rocketUnlockStartTime = mainArmFinishTime+3; local rocketUnlockFinishTime = rocketUnlockStartTime + rocketLockInterval; local mainArmDownStartTime = rocketUnlockFinishTime + 1; local mainArmDownFinishTime = mainArmDownStartTime + 90;-- AMENDED THIS BUILD local totalDuration = mainArmDownFinishTime; GT.animation_arguments.alarm_state_sequence = { totalDuration = mainArmDownFinishTime, -- support legs {2, {{startTime=0.0, endTime = legsFinishTime}, {startTime=legsFinishTime, endTime = totalDuration, startVal = 1.0, endVal = 1.0}}}, -- rocket pad {4, { {startTime=0.0, endTime = mainArmStartTime, startVal = 0.0, endVal = 0.0}, {startTime=mainArmStartTime, endTime = mainArmFinishTime, startVal = 0.0, endVal = 1.0}, {startTime=mainArmFinishTime, endTime = totalDuration, startVal = 1.0, endVal = 1.0} }}, -- main arm {5, { {startTime=0.0, endTime = mainArmStartTime, startVal = 0.0, endVal=0.0}, {startTime=mainArmStartTime, endTime = mainArmFinishTime, conditions={missileLaunched}}, {startTime=mainArmFinishTime, endTime = rocketUnlockFinishTime, startVal = 1.0, endVal=1.0, conditions={missileLaunched}}, {startTime=mainArmDownStartTime, endTime = mainArmDownFinishTime, startVal = 1.0, endVal=0.0, conditions={missileLaunched}} }}, -- rocket locking arms {6, { {startTime=0.0, endTime = rocketUnlockStartTime, startVal = 0.0, endVal=0.0}, {startTime=rocketUnlockStartTime, endTime = rocketUnlockFinishTime, conditions={missileLaunched}}, {startTime=rocketUnlockFinishTime, endTime = mainArmDownFinishTime-rocketLockInterval, startVal = 1.0, endVal=1.0, conditions={missileLaunched}}, {startTime=mainArmDownFinishTime-rocketLockInterval, endTime = mainArmDownFinishTime, startVal = 1.0, endVal=0.0, conditions={missileLaunched}} }}, } -- Turbine GT.turbine = false; -- Turbine -- Sound GT.sound = {}; -- Engine params GT.sound.engine = {}; GT.sound.engine.idle = "GndTech/BradleyEngineIdle"; GT.sound.engine.max = "GndTech/BradleyEngineMax"; GT.sound.engine.acc_start = "GndTech/BradleyEngineAccStart"; GT.sound.engine.acc_end = "GndTech/BradleyEngineAccEnd"; GT.sound.engine.idle_formula_gain = "0.625 x * 0.875 +"; GT.sound.engine.idle_formula_pitch = "0.55 x * 0.89 +"; GT.sound.engine.max_formula_gain = "0.75 x * 0.25 +"; GT.sound.engine.max_formula_pitch = "0.7025 x * 0.4195 +"; -- Engine params -- Move params GT.sound.move = {}; GT.sound.move.sound = "GndTech/TankMove"; GT.sound.move.pitch = {{0.0, 0.6}, {10.0, 1.2}}; GT.sound.move.gain = {{0.0, 0.01}, {0.5, 0.5}, {12.0, 1.0}}; GT.sound.move.start_move = "GndTech/TStartMove"; GT.sound.move.end_move = "GndTech/TEndMove"; -- Move params GT.sound.noise = {}; GT.sound.noise.sound = "Damage/VehHit"; -- Sound -- chassis GT.swing_on_run = false; GT.sensor = {}; set_recursive_metatable(GT.sensor, GT_t.SN_visual); GT.sensor.height = 2.617; --Burning after hit GT.visual.fire_size = 0.8; --relative burning size GT.visual.fire_pos[1] = 1.575; -- center of burn at long axis shift(meters) GT.visual.fire_pos[2] = 0; -- center of burn shift at vertical shift(meters) GT.visual.fire_pos[3] = 0; -- center of burn at transverse axis shift(meters) GT.visual.fire_time = 1000; --burning time (seconds) local HY4m = { category = CAT_MISSILES, name = "HY4m", wsTypeOfWeapon = {wsType_Weapon,wsType_Missile,wsType_SS_Missile,WSTYPE_PLACEHOLDER}; Escort = 0, Head_Type = 5, sigma = {10, 10, 10},-- AMENDED THIS BUILD M = 2000.0,-- AMENDED THIS BUILD H_max = 230000.0,-- AMENDED THIS BUILD H_min = -1, Diam = 880.0,-- AMENDED THIS BUILD Cx_pil = 1, D_max = 595470.0,-- AMENDED THIS BUILD D_min = 12000.0,-- AMENDED THIS BUILD Head_Form = 1, Life_Time = 9200.0,-- AMENDED THIS BUILD Nr_max = 6.0,-- AMENDED THIS BUILD v_min = 370.0,-- AMENDED THIS BUILD v_mid = 1900.0,-- AMENDED THIS BUILD Mach_max = 5.00,-- AMENDED THIS BUILD t_b = 0.0, t_acc = 9.0,-- AMENDED THIS BUILD t_marsh = 172.0,-- AMENDED THIS BUILD Range_max = 595470.0,-- AMENDED THIS BUILD H_min_t = 0.0, Fi_start = 3.14152, Fi_rak = 3.14152, Fi_excort = 3.14152, Fi_search = 99.9, OmViz_max = 99.9, warhead = { mass = 985;-- AMENDED THIS BUILD expl_mass = 975;-- AMENDED THIS BUILD other_factors = {1, 1, 1}; obj_factors = {1, 1}; concrete_factors = {1, 1, 1}; cumulative_factor = 0; concrete_obj_factor = 0.5; cumulative_thickness = 0.6; piercing_mass = 987.0; caliber = 880, }, exhaust = {1,1,1,1}, X_back = -5.5, Y_back = 0.0, Z_back = 0.0, Reflection = 0.3967, KillDistance = 0.0, shape_table_data = { { name = "HY4m"; file = "HY4m"; life = 1; fire = { 0, 1}; username = "HY4m"; index = WSTYPE_PLACEHOLDER; }, } }; declare_weapon(HY4m) -- weapon systems GT.WS = {}; GT.WS.fire_on_march = false; GT.WS.maxTargetDetectionRange = 595470.0;-- AMENDED THIS BUILD local ws = GT_t.inc_ws(); GT.WS[ws] = {}; GT.WS[ws].pos = {-6.0, 1.0, 0.0} GT.WS[ws].angles = { {math.rad(180), math.rad(-180), math.rad(-90), math.rad(90)}, }; GT.WS[ws].reference_angle_Z = math.rad(90) GT.WS[ws].moveable = false GT.WS[ws].LN = {} GT.WS[ws].LN[1] = {} GT.WS[ws].LN[1].type = 8 GT.WS[ws].LN[1].distanceMin = 12000-- AMENDED THIS BUILD GT.WS[ws].LN[1].distanceMax = 595470-- AMENDED THIS BUILD GT.WS[ws].LN[1].reactionTime = 3-- AMENDED THIS BUILD GT.WS[ws].LN[1].show_external_missile = true GT.WS[ws].LN[1].external_tracking_awacs = true GT.WS[ws].LN[1].sensor = {} set_recursive_metatable(GT.WS[ws].LN[1].sensor, GT_t.WSN_t[0]) GT.WS[ws].LN[1].PL = {} GT.WS[ws].LN[1].PL[1] = {} GT.WS[ws].LN[1].PL[1].ammo_capacity = 1 GT.WS[ws].LN[1].PL[1].type_ammunition = HY4m.wsTypeOfWeapon; GT.WS[ws].LN[1].PL[1].name_ammunition = HY4m.shape_table_data.username GT.WS[ws].LN[1].PL[1].reload_time = 1000000; -- never during the mission GT.WS[ws].LN[1].PL[1].shot_delay = 3-- AMENDED THIS BUILD GT.WS[ws].LN[1].max_number_of_missiles_channels = 1; GT.WS[ws].LN[1].BR = { {connector_name = 'POINT_ROCKET', drawArgument = 30}, } GT.Name = "HY4"; GT.DisplayName = _("HY4"); GT.Rate = 20; GT.DetectionRange = 0; GT.ThreatRangeMin = GT.WS[1].LN[1].distanceMin; GT.ThreatRange = 595470.0; GT.mapclasskey = "P0091000208"; GT.attribute = {wsType_Ground,wsType_Tank,wsType_Miss,wsType_GenericMLRS, "SS_missile", "Artillery", "Datalink", }; GT.category = "MissilesSS"; GT.Countries = {"Egypt", "Iran", "Kazakhstan", "North Korea", "Libya", "Oman", "Syria", "Vietnam", "Yemen", "Belarus", "Bulgaria", "Czech Republic", "Hungary", "Iraq", "Poland", "Romania", "Yemen", "Ukraine", "United Arab Emirates", "Yugoslavia", "USSR"} This is my file https://drive.google.com/file/d/19Ry9NiJHwUdrEk9e0romoGmtdTiJMmVJ/view?usp=sharing
-
Hello friends, let's face it - "George" isn't the smartest when it comes to assisting in reconnaissance of targets. So we mostly fly into the unknown. It may look different in multicrew, but what I'm working on here is intended more for the classic single pilot (but it should also work in multicrew). Even if we might soon all be flying around with a radar on our heads, George should actually be able to do “reconnaissance” innately. Take a look at the video and you'll understand better what I mean VIDEO - Apache/George AI DEMO Completely scripted in lua. MOOSE is required. What do you think? Is it worth moving the project forward? Do you have any comments or suggestions? Let me know...
-
Is there any chance that ED would allow users to make their own terrains? And I dont mean by that the huge static object that pretends to be a map but actually isnt. There already is a thread on similar topic but Im hoping for response from some of the devs if they are planing something like this, considering it or just why not. It would be awesome to have fictional battles around Moscow for example or in the Himalayas. Here is the thread Ive been talking about
-
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.
-
Hello, I am slowly starting to understand the way lua works within DCS, and I have a "simple" idea. I would like to get the Horizontal Acceleration value, and have it represented on a scale on the controls indicator. Like the SU27 acceleration meter, but continuous, so not 0, 1, 2 states Could someone with more experience explain where they would maybe start? I can learn how to do it, but I just need some guidance linking it all together. Thankyou
-
Hello, I hope you are having a good day. If I am making this post on this Forum is because I need help with the development of my aircraft carrier mod. In fact, I have been developing a French aircraft carrier mod for the community for some time. And I'm encountering some problems, particularly with the new Supercarrier update. Indeed my mod could accommodate stations such as the LSO station for aid to the country and therefore add a touch of entertainment and simulation to the mod. With the arrival of the Supercarrier update and the AIRBOSS functionality, I therefore wanted to work on the Charles de Gaulle Airboss Station and that's when I realized that the Stations no longer worked on the mod despite code that appears correct. I deduced that the new update made the stations on the mods unusable.. However, it is important for me and for the mod to make it as complete as possible and therefore to make the stations work in order to make the mod as complete as possible for the community. If anyone has solutions or if official DCS developers can see the post in order to discuss it that would be extraordinary. I thank you all very much for the attention given to my post and I wish you all an excellent day. If you are looking to contact me to discuss the mod, solutions etc. I will put my contact details below. Discord : feauxe Gmail : Marais.gaby@gmail.com Thanks very much everyone.