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Posted
43 minutes ago, tripod3 said:

Thanks!

The only way is to arrange trees manually, this will put a lot of strain on the mission maker and on the computer.

I was interested in making so-called decals, which would allow creating a realistic asphalt or concrete substrate for various factories and military bases.

 

Ok, thanks for answer, maybe these decals does not have to be much poly, maybe like satelite image, just to have sense to fly over some land and not endless green parts. This would be most usable on parts of map of Ukraine or Crimea. Maybe even some decal of airport.

  • Like 1
Posted (edited)
14 hours ago, currenthill said:

Great work @tripod3!

Your structures are very useful additions. 👏🏻

Good to hear!

8 hours ago, Valium said:

I made a template by adding each building in the same group (vehicles/fortifications) and then templates.

image.png

 

I hope this is much more convenient than arranging numerous workshops and pipes around 🙂

Could you share the files?

Edited by tripod3

Mr. Croco

Posted
1 hour ago, Valium said:

Not sure how to share it with you guys.

It doesn't work well. You must know in what degrees you want to set the whole template because changing it when it's done doesn't work.

Okay, I will try to implement templates later. Thanks for the idea!

  • Like 1

Mr. Croco

Posted (edited)

As you can see, it's something like that.

You can set it in different direction before adding to map.null

nullBut if you'll try to set it to different direction after adding on map, it will not be together.nullnull

image.png

image.png

image.png

image.png

 

And, if you want to make it for a few locations, you can save it as static template so in case of creating new mission on the same map, you just can load it into it or different mission on the same map.

null

 

null

image.png

 

For example, once I made my own static templates for most of airports with all objects. With new mission on Caucassus, I can choose with airport I want with objects or not.

 

null

image.png

Edited by Valium
  • Like 4
  • Thanks 2
Posted (edited)

large military chemical processing plant is under construction.

I think only carpet bombing will be effective enough.

Since there will be a lot of repeating structures placed in different positions, the Factory will be placed as a fortifications template.

Factory-4.jpg

Factory-5.jpg

Factory-2.jpg

Factory-3.jpg

Edited by tripod3
  • Like 21

Mr. Croco

Posted
On 7/24/2023 at 6:53 AM, tripod3 said:

large military chemical processing plant is under construction.

I think only carpet bombing will be effective enough.

Since there will be a lot of repeating structures placed in different positions, the Factory will be placed as a fortifications template.

Factory-4.jpg

Factory-5.jpg

Factory-2.jpg

Factory-3.jpg

 

Hi Tripod3, Where did you go? We have all been waiting for your fine work!! 

  • Like 2
Posted
54 minutes ago, Timex3 said:

Hi Tripod3, Where did you go? We have all been waiting for your fine work!! 

My colleague at the main job quit and now I work for two!🫠 When I find and train a new employee, I will take up mods again. But nevertheless, I am finishing this plant, only at a slow pace.

  • Like 7
  • Thanks 1

Mr. Croco

Posted
3 hours ago, tripod3 said:

My colleague at the main job quit and now I work for two!🫠 When I find and train a new employee, I will take up mods again. But nevertheless, I am finishing this plant, only at a slow pace.

I completely understand, I was kind of joking because you release amazing very good work. I have to admit that I've been addicted creating missions in the Mission Editor. Take as long as you need! How can I drop you a few bucks. Sorry it won't be millions, I'm retired. Keep up your fine work!

Thank you,

Timex 3  

  • Like 2
Posted
On 7/27/2023 at 3:13 AM, aztec01 said:

This is a priceless addition to DCS!!!

I second this. Amazing work. Much better than doing it with existing facilities. I think things like this make airpower more than tank plinking like you see so much of on MP servers, we need more of it and more of it included with the game so players don't have to do mods. But man I am sure glad you are doing these. Thank you!

  • Like 1
Posted

Two questions as I am spamming your wonderful material around the map. Wait... Three. 

1. Is it ok to use on a MP mission?

2. Is there a diagram showing how things are meant to go together?

3. Is there an ability to add steam to some of the stacks - like have one with and one without to show an active plant or a dormant one?

AWESOME work! The more I'm looking at it the more impressed I am. Thank you for sharing. 

Posted

Hello everyone, thanks for your attention to mods!
I haven't got my affairs in order yet, but I need advice on structures.

  • how to make glowing night windows
  • how to make an animation of destruction (falling into the ground)
  • how to add smoke

So far I've only found a way to make the building a "ship" structure, but this is nonsense and I'd like to find another way.

  • Like 3

Mr. Croco

Posted

@tripod3

I cannot begin to thank you enough for doing these power plant and structure mods for the community.  Where ED and designers have for some reason (no clue so dumb) failed to include some really critical strategic assets on the PG map, you have filled in the gap.  Thank you so much for this. 

This will really add an insurmountable amount of depth and even more mission design and variance for mission editors and content creators.   I am sure I can speak for a fair amount of the community when for years we have just piled together iterations of "water towerA" and "structure B" in mish mash form to resemble a power plant or Bushehr etc.   This is absolutly awesome, and I will be following this mod pack closely.  It is awesome to see creators with the ability fill in the void of things that actually would be targeted in a combat simulator.  Map editors are so focused on houses and roads and other things however overlook the strategic targets that actually would be targeted in an engagment.  Power plants,   Factories, Ammunition depots, train and rail stations and hubs,   destructible ports and harbors,   destructible bridges and highways etc. 

I do ask to put some consideration towards any syrian assets in the future that we dont have models for but could be used throughout many other maps and senarios.   Obvously with the onset of the F-15E and F-16 Operation Inherent Resolve is rather timely.  Syria is by far of the most detailed and beautiful maps still in DCS, as well as maintaining great performance.  We do not have any of the critical buildings in the targeted sites such as Al-Safir missile base storage structures, chemical facilities etc.
https://www.nti.org/education-center/facilities/al-safir-missile-base-2/

Barzah Research Center

https://en.wikipedia.org/wiki/Barzah_scientific_research_centre


Underground bunker entrances, storage buildings, hardened shelters etc. would be a great target packages to fortify these sites and recreate scenarios. 

Lastly any type of missile launch facility would be a great target asset also.
https://www.military.com/daily-news/2021/06/23/iran-likely-had-failed-rocket-launch-preparing-another.html


thanks again for all your contributions to the community.  You have by far provided us with over a year of mission making content and rich assets to develope scenarios around for any aircraft and airframe.  

  • Like 6
Posted
On 7/7/2023 at 8:28 AM, tripod3 said:

Creepy meltdown scene!

image.png

 

"If you fly directly over that core I promise you by tomorrow morning you'll be begging for that bullet!"

  • Like 2
  • 3 months later...
Posted

Tripod, 

I can't download file 2 the thermal plant, it's more than likely a MediaFire issue but it keeps trying to generate a new key and just keeps failing.

  • 2 weeks later...
Posted

I am new to DCS mods so sorry if this question seems a bit stupid...

Could someone write a more detailed instruction of how to install it?

Normally I use OVGME but the downloaded zip is not recognized by OVGME.

 

Posted
11 hours ago, FreeCandy said:

I am new to DCS mods so sorry if this question seems a bit stupid...

Could someone write a more detailed instruction of how to install it?

Normally I use OVGME but the downloaded zip is not recognized by OVGME.

 

Just put in in "C:\Users\XXX\Saved Games\DCS.openbeta\mods\tech" and you're good to go

  • Like 1
Posted
54 minutes ago, Jannik said:

Just put in in "C:\Users\XXX\Saved Games\DCS.openbeta\mods\tech" and you're good to go

You need to create a Mods folder, Users, Saved Games, Openbeta, create a Mod Folder, and add Aircraft, Tech folders. 

Posted

Having difficulty with these...

 

I've place the unzipped folder for the "Heat Power Plant" in my "Tech" folder, but nothing is showing up in ME.  Looking in the folder, there are no LUA files inside.  Is something missing, or am I missing something?

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