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Posted
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: 

 

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Posted

Congrats!!! I posted a comment on instagram as well but your work deserves much than that!

THANK YOU!

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Posted
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 🤔

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Posted

Nice work Massun92.

Should we uninstall your mod from our saved game folder?

thank’s in advance

Rem27

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Posted
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.'

 

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Posted

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.

 

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Posted (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

K-500 Front.jpg

K-500 Green.jpg

K-500 Tan.jpg

Belgian_AF_loading_US_CUCV_on_C-130.jpg

Edited by Woogey
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Posted

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?

Posted
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:

 

UmAKhIq.jpg

 

The same can be used as Statics (to save computing resources):

 

ADlSVQy.jpg

 

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:

 

w1lQ0Yx.jpg

 

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

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Posted (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):

l3DFj1d.jpg

W2qBTiK.jpg

Vietnam era mats:

K8XGjl5.jpg

wZgWYvR.jpg

liMQQFc.jpg

eCPqGww.jpg

or like this simply (modern):

wJWwAwe.jpg

coUyCWp.jpg

eeC518L.jpg

DZnGJ8q.jpg

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 by YoYo
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Posted

Should we Delete the mod now that the patch is out adding that pack.. Weird question I know.. Lol.

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Posted

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

Unbenannt.jpg

Posted
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

Unbenannt.jpg

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

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Posted

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?

Posted
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...

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Posted
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.

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Posted
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:

 

wDAwdIN.jpg

 

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 

 

 

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Posted

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.

 

Posted (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:

 

wDAwdIN.jpg

 

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 by Massun92
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Posted
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.

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Posted
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

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Posted
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? 

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