fagulha Posted May 21, 2024 Posted May 21, 2024 2 hours ago, Springfield-902 said: hello am new here,and just want to ask if anyone can sharing ur work .miz with animated crew on airport example ? so i can learn it. thank you before. This is one way of doing it, i use "Unit Speed more than" for triggers instead like is shown in the video: 1 2 About carrier ops: "The younger pilots are still quite capable of holding their heads forward against the forces. The older ones have been doing this too long and know better; sore necks make for poor sleep.' PC: 14th I7 14700KF 5.6ghz | 64GB RAM DDR5 5200 CL40 XMP | Gigabyte RTX 4080 Super Aero OC 16 GB RAM GDDR6X | Thermalright Notte 360 RGB | PSU Thermaltake Though Power GF A3 Snow 1050W ATX 3.0 / 1 WD SN770 1TB M.2 NVME + 1 SSD M.2 2TB + 2x SSD SATA 500GB + 1 Samsung 990 PRO 4TB M.2 NVME (DCS only) | Valve Index| Andre´s JeatSeat.
cfrag Posted May 22, 2024 Posted May 22, 2024 Congratulations, well deserved! And THANK YOU for your great work! 3
simo-dj Posted May 22, 2024 Posted May 22, 2024 Congrats!!! I posted a comment on instagram as well but your work deserves much than that! THANK YOU! 1 "If you low&slow you're BBQing, if you hot&fast you're grilling, if you low&fast you're flying an Apache"
Massun92 Posted May 22, 2024 Author Posted May 22, 2024 18 hours ago, fagulha said: This is one way of doing it, i use "Unit Speed more than" for triggers instead like is shown in the video: now you let me want to know how to use the "unit speed more than" for doing it, and which is the benefit 3
rem27 Posted May 22, 2024 Posted May 22, 2024 Nice work Massun92. Should we uninstall your mod from our saved game folder? thank’s in advance Rem27 2 Intel® Core i7-7700K @4,20GHz - 64 Go RAM - GeForce GTX 1070 Ti - Windows Pro 64 bit - Stream Deck - HOTAS Warthog
CrimzN Posted May 22, 2024 Posted May 22, 2024 Curious if there are any plans to include the Humans pack and the lighted assets in DCS in the future? 1
fagulha Posted May 22, 2024 Posted May 22, 2024 7 hours ago, Massun92 said: now you let me want to know how to use the "unit speed more than" for doing it, and which is the benefit The end result is the same, it was a test because to set the trigger zone right i must load the mission a few times to have the trigger in the spot i wanted but with "Unit´s Speed Higher Than" trigger it´s easier for me to set when the animated crew activates. I didn´t try it lately (i just been using your static equipment etc) but is should work as before. Thank you and congrats once again! I´m happy for you. Enjoy. Compliments from Portugal, F. About carrier ops: "The younger pilots are still quite capable of holding their heads forward against the forces. The older ones have been doing this too long and know better; sore necks make for poor sleep.' PC: 14th I7 14700KF 5.6ghz | 64GB RAM DDR5 5200 CL40 XMP | Gigabyte RTX 4080 Super Aero OC 16 GB RAM GDDR6X | Thermalright Notte 360 RGB | PSU Thermaltake Though Power GF A3 Snow 1050W ATX 3.0 / 1 WD SN770 1TB M.2 NVME + 1 SSD M.2 2TB + 2x SSD SATA 500GB + 1 Samsung 990 PRO 4TB M.2 NVME (DCS only) | Valve Index| Andre´s JeatSeat.
Dr Zaius Posted May 22, 2024 Posted May 22, 2024 So Keep the Massun92-Humans but delete Massun92 Asset Pack is that correct @Massun92? PS Many thanks for for all the hard work, your mods really are excellent. 1 System Specs: Intel Core i9-9900K 3.6GHz @ 4.8GHz, Gigabyte Z390 Aorus Master, 32 GB G.Skill Trident Z DDR4-3600 RAM, GeForce GTX 4090, Crucial SSD (2TB), TrackIR 5, TM Throttle, VPC WarBRD Stick, TM T-Flight Rudder Pedals, Samsung 49” Odyssey G9
Woogey Posted May 22, 2024 Posted May 22, 2024 (edited) Good Day Patricio, @Massun92 I see you have included a tanker truck. I am not sure of the make and model, never seen it before. A Mack K-500 would be another iconic tanker truck from the 1980's that would fit really well with late Phantom and Cold War ops. Another couple of vehicles that would be very welcome to have are Chevy CUCV M1008 and M1009 in the sim. These are light utility trucks seen all over US and NATO military installations During the 1980's - 2000's. https://www.meshfactory.com/m1008-cucv-us-nato https://www.meshfactory.com/m1009-cucv-us-nato https://www.turbosquid.com/3d-models/3d-mack-r-truck-1608203 https://youtube.com/watch?v=8Ap1wdCYkCg&feature=shared Edited May 22, 2024 by Woogey Add Tag 2
noremorse1004 Posted May 22, 2024 Posted May 22, 2024 hi guys, unfortunatelly after todays update the asset pack is not shown for me in the editor but if I check here I see the files: C:\Program Files\Eagle Dynamics\DCS World OpenBeta\CoreMods\tech\Massun92-Asset Pack Although I can not activate it or anything in the module manager within DCS . There is also a comment in the readme file: "USE: You will find the objects in the Mission Editor - Statics - fortress/ personal/ platform equipment and they are named as "M92 ...." However I do not have such folders there within statics . Anyone having any idea what might be the problem?
Rudel_chw Posted May 22, 2024 Posted May 22, 2024 20 minutes ago, noremorse1004 said: hi guys, unfortunatelly after todays update the asset pack is not shown for me in the editor but if I check here I see the files: C:\Program Files\Eagle Dynamics\DCS World OpenBeta\CoreMods\tech\Massun92-Asset Pack Maybe you have the historic filter enabled? I have not tested it, but it is likely that the Massun's Assets have not been included on the Filter yet. 20 minutes ago, noremorse1004 said: Although I can not activate it or anything in the module manager within DCS . it is part of the DCS core and so its active by default, that's why it does not show up as a separate Module. 20 minutes ago, noremorse1004 said: There is also a comment in the readme file: "USE: You will find the objects in the Mission Editor - Statics - fortress/ personal/ platform equipment and they are named as "M92 ...." However I do not have such folders there within statics . Anyone having any idea what might be the problem? The vehicular assets are these: The same can be used as Statics (to save computing resources): And most of the other assets are Static only, they are several dozens, this is just a partial list, but they all have the M92 prefix: Unfortunately the crew figures and the lights, are not yet part of these core assets, you would need to keep using those with a separate User Mod. I truly hope that they can be added as a later date, since they are extremely useful. Eduardo 4 For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
YoYo Posted May 23, 2024 Posted May 23, 2024 (edited) Hello @Massun92 , thx again for the mod, just pity, that ED didnt add your ground crew, this is one of the strongest points of this mod but I'm still very glad that we got it as an official version. I have a question (if its possible), I saw that you add "hard surface" object (LHD fake runway): can you do also as objects - steel panels or something like this (even ordinary concrete slabs)? US style like this: WW2 example (steel mats, Marston Mats): Vietnam era mats: or like this simply (modern): The problem with DCS for many models is that they can get stuck on grass. So making a road base (example: Kola map + Viggen) is practically impossible (no U-turn). Apart from the road, we have soft surfaces everywhere, so something that simulates a hard surface would be useful for us. The user could arrange such boards one by one to create cool mission concepts. Is it possible to do one such panel to be placed as an object, with some small dimensions, not like this LHD deck? I'm sure ED would add it too. Thank You. Edited May 23, 2024 by YoYo 4 Webmaster of http://www.yoyosims.pl Win 10 64, i9-13900 KF, RTX 4090 24Gb OC, RAM 64Gb Corsair Vengeance LED OC@3600MHz,, 3xSSD+3xSSD M.2 NVMe, Predator XB271HU res.2560x1440 27'' G-sync, Sound Blaster Z + 5.1, TiR5, [MSFS, P3Dv5, DCS, RoF, Condor2, IL-2 CoD/BoX] VR fly only: Meta Quest Pro
KrazyPilot Posted May 23, 2024 Posted May 23, 2024 Should we Delete the mod now that the patch is out adding that pack.. Weird question I know.. Lol. Rig Specs: 34" 3440x1440 Monitor - CPU: Ryzen 7800X3D - GPU: XFX RX 7900 XT Speedster MERC 310 - MOBO: GIGABYTE B650 AORUS ELITE AX - SSD: WD BLACK SN-850X 2TB + SN-770 2TB - RAM: 6000Mhz 64GB
Mantikor Posted May 23, 2024 Posted May 23, 2024 Hi everyone, I'm really happy that Massuns asset pack has made it's way into the DCS core But I'm missing one building, that I was using in the past as insurgent compound really often xD, can anyone help me, where it is gone? (name/category of the static) I'm looking for the red boxed one
Abburo Posted May 23, 2024 Posted May 23, 2024 Just now, Mantikor said: Hi everyone, I'm really happy that Massuns asset pack has made it's way into the DCS core But I'm missing one building, that I was using in the past as insurgent compound really often xD, can anyone help me, where it is gone? (name/category of the static) I'm looking for the red boxed one Was removed by Masun since his last update...for reasons. You need to replace it with something else for now. Maybe in the future will be back... meanwhile let's enjoy the great work and achievement to have these in core DCS 1 Romanian Community for DCS World HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom
Mantikor Posted May 23, 2024 Posted May 23, 2024 Thanks for the fast response! Haven't recognized the removement. Ok, then back to the oldschool ugly compoung model xD
Vox Posted May 23, 2024 Posted May 23, 2024 Hi, The majority of my missions include objects from Massun's Mod (a big thank you to him), since the last update all these objects have disappeared from my bases. Should the work be redone? Is there a way to keep the missions as is despite the integration of the Mod into the core of the simulator?
Abburo Posted May 23, 2024 Posted May 23, 2024 26 minutes ago, Vox said: Hi, The majority of my missions include objects from Massun's Mod (a big thank you to him), since the last update all these objects have disappeared from my bases. Should the work be redone? Is there a way to keep the missions as is despite the integration of the Mod into the core of the simulator? While is not a real practice to change assets names even in mods... this time I think Massun did it just because they've ultimately made it in DCS Core. Your work must be redone, but this time you'll bee using the DCS core assets so that the chances to be broken a second time are minimal... 1 Romanian Community for DCS World HW Specs: AMD 7900X, 64GB RAM, RTX 4090, HOTAS Virpil, MFG, CLS-E, custom
draconus Posted May 23, 2024 Posted May 23, 2024 1 hour ago, Vox said: Is there a way to keep the missions as is despite the integration of the Mod into the core of the simulator? If you know old unit names and their current names you can edit the mission file and rename them. 2 Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
Rudel_chw Posted May 23, 2024 Posted May 23, 2024 3 hours ago, Vox said: Hi, The majority of my missions include objects from Massun's Mod (a big thank you to him), since the last update all these objects have disappeared from my bases. Should the work be redone? Is there a way to keep the missions as is despite the integration of the Mod into the core of the simulator? Hi, I have been testing the Massun92 assets that are now incorporated onto the core DCS, and I have found this: 1) The updated assets have a different internal name than those on the v3 of the User Mod, the ones that are now built-in DCS have names starting with "M92 " while the ones on the User Mod start with "M92_" ... for example here you can see assets from both the User Mod and the DCS core: 2) DCS seems to recognize the old names and ignores them, so you can't have two copies of the same asset (one from the Mod and another from the DCS core). So, even if you load the User Mod on /Saved Games/DCS/mods/tech/ .. DCS will ignore them, it does not even generate an error message on the log, they are just ignored. This means that any mission or template that you had with the older Massun assets, can't be loaded anymore, at least not without losing every mod object on it. What you can do, is open the mission on a Zip utility and extract its "mission" file from within. Now open this file with an editor like Notepad++ and run a search and replace: "M92_" with "M92 " ... this would convert most assets to the new Core version of it, but those assets that were not adopted by DCS (the humans and the lights) would be affected, so be careful with the replace ans ask to be confirmed before each replace. Honestly, I would have liked that DCS do not ignore the old assets, this way the user has the option to edit the missions and exchange them manually ... I assume this was done to not confuse the users, as the name difference is very slight. best regards, Eduardo 3 2 For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Vox Posted May 23, 2024 Posted May 23, 2024 Thank you for your answers and the mutual help here. I'm a bit disappointed (and discouraged) so I'll have to go back to the drawing board.
Massun92 Posted May 23, 2024 Author Posted May 23, 2024 (edited) 27 minutes ago, Rudel_chw said: Hi, I have been testing the Massun92 assets that are now incorporated onto the core DCS, and I have found this: 1) The updated assets have a different internal name than those on the v3 of the User Mod, the ones that are now built-in DCS have names starting with "M92 " while the ones on the User Mod start with "M92_" ... for example here you can see assets from both the User Mod and the DCS core: 2) DCS seems to recognize the old names and ignores them, so you can't have two copies of the same asset (one from the Mod and another from the DCS core). So, even if you load the User Mod on /Saved Games/DCS/mods/tech/ .. DCS will ignore them, it does not even generate an error message on the log, they are just ignored. This means that any mission or template that you had with the older Massun assets, can't be loaded anymore, at least not without losing every mod object on it. What you can do, is open the mission on a Zip utility and extract its "mission" file from within. Now open this file with an editor like Notepad++ and run a search and replace: "M92_" with "M92 " ... this would convert most assets to the new Core version of it, but those assets that were not adopted by DCS (the humans and the lights) would be affected, so be careful with the replace ans ask to be confirmed before each replace. Honestly, I would have liked that DCS do not ignore the old assets, this way the user has the option to edit the missions and exchange them manually ... I assume this was done to not confuse the users, as the name difference is very slight. best regards, Eduardo Hi Eduardo! -- You shouldnt have to face any trouble with it.. When you set an object in the .lua you specify two names. The "object" name that needs to be unique in the enterally game, and if you change it DCS will not able to put the new model in the old spot. And then you have another name, the one that use the interface. This one don`t need to be exclusive and you can change it without problems (in this case M92 vs M92_). I opened missions made with the latest mod, without the mod installed, and the objects were there. Because the "object name" did not change. But if you try to use some base created with older mods, the object name changes and for that reason everything will not appear. In the last mod I change A LOT of centers, rotations, scales, shapes, etc. If you would still be able to open an old mission with the new mod, everything would be misplaced. So, to be clear: If you were using v3.0 -- You can remove the mod and open the missions created with that version. Everything will work as usual. If you were using v2.3 -- You can keep that mod enable and you will have the opportunity to add the olds models and open the old missions with it. Edited May 23, 2024 by Massun92 5 4
mkrasin Posted May 23, 2024 Posted May 23, 2024 52 minutes ago, Massun92 said: Hi Eduardo! -- You shouldnt have to face any trouble with it.. When you set an object in the .lua you specify two names. The "object" name that needs to be unique in the enterally game, and if you change it DCS will not able to put the new model in the old spot. And then you have another name, the one that use the interface. This one don`t need to be exclusive and you can change it without problems (in this case M92 vs M92_). I opened missions made with the latest mod, without the mod installed, and the objects were there. Because the "object name" did not change. But if you try to use some base created with older mods, the object name changes and for that reason everything will not appear. In the last mod I change A LOT of centers, rotations, scales, shapes, etc. If you would still be able to open an old mission with the new mod, everything would be misplaced. So, to be clear: If you were using v3.0 -- You can remove the mod and open the missions created with that version. Everything will work as usual. If you were using v2.3 -- You can keep that mod enable and you will have the opportunity to add the olds models and open the old missions with it. Based on what I see in my templates that's exactly how it works. All the assets from v3.0 I used are in their respective places with no issues. 2
Rudel_chw Posted May 23, 2024 Posted May 23, 2024 2 hours ago, Massun92 said: … So, to be clear: If you were using v3.0 -- You can remove the mod and open the missions created with that version. Everything will work as usual. If you were using v2.3 -- You can keep that mod enable and you will have the opportunity to add the olds models and open the old missions with it. Hi Patricio, thanks a lot for the clear explanation, I did my testing with the latest v3.0 of the Mod and a new mission, but didnt notice that my prior missions were created with v2.2 of the Mod, so of course their objects wouldn’t load. now I have the situation much more clear. Do you know if the lights and ground crew will eventually be added to the DCS core? In particular the lights are so so useful for night missions Greetings, Eduardo 1 For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Massun92 Posted May 23, 2024 Author Posted May 23, 2024 6 minutes ago, Rudel_chw said: Hi Patricio, thanks a lot for the clear explanation, I did my testing with the latest v3.0 of the Mod and a new mission, but didnt notice that my prior missions were created with v2.2 of the Mod, so of course their objects wouldn’t load. now I have the situation much more clear. Do you know if the lights and ground crew will eventually be added to the DCS core? In particular the lights are so so useful for night missions Greetings, Eduardo your welcome - unfortunately I dont know why they do not want the lights and the ground crew. I will improve the ground crew and add some lightning elements (not just the lights by themselves) and MAYBE they show interest on them. Who knows right? 7 5
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