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Everything posted by Flanker562
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And some various WIP images:
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Okay some things while doing some work on the DCS: Super Hornet project on the "off-time": Gun pack - Broke down and made a 10-inch SBR HK615, given I play Insurgency a lot with CSAT I prefer it better. - Tweaking inertia to reflect SBR lengths, I'm using the base Ultimax 100 given it's a longer barrel (don't remember the length) and reducing base weapon inertia from there. - Broke things down to three PBOs like the UH-60, as it's getting annoying waiting around 12 minutes for one small fix. All configs (Launchers, Items, Pistols, etc.) are now in one PBO so I can get things done quicker - Magpul magazine models for the HK615s. Just a modified version of the 30-rounder that the 5.56mm weapons. - Still need to verify zeroing distance settings for the Barrett M107s and M103. UH-60 pack: - MH/UH-92s have two MFD pages for the pilots, the FLIR display and the Slingload page (both are on when spawning, so if needed you can turn them off, currently operable in the pilots slot still - Condensed some textures for less impact and usage, the less I have the less to worry about, things seem okay with the changes, so nothing special. - For the MH/UH-92s only I removed that inert rescue hoist. If there's a way to make it worth the polys I'm open ears as I felt they would be useless on those aircraft, and it cleans up the lines a bit. - The S-94 Sling Load MFD is a better geometry, looks better than a slab of geometry. I may move it to the pilot's MFD instead. - Various other fixes and tweaks Kiowa: - Very little time but finally got the rotors to start in the place that they should be, but the main rotor is being retarded so I'll have to see that next week.
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Been getting some complaints about zeroing with the M107, I have tweaked it and seeing if that will help given a couple complaints that were brought up during gameplay so next version I'll hopefully fix that issue.
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Some Ideas
Flanker562 replied to Constellation1710's topic in Digital Combat Simulator Series Modding/Skinning Chat
Eagle Dynamics/The Fighter Collection is very stringent as far as License Agreements and using their code for third party mods. Given the amount of fidelity that can be modeled that the simulation can employ, it's a real concern as far as modeling various aircraft. Where TK is a bit more lassez faire (to a degree) you have to remember that injecting real world classified data could land you in jail, and them a serious black mark on their own reputation. -
DCS/LOMAC Screen Shot Thread
Flanker562 replied to Dave's topic in Digital Combat Simulator Series General Discussion
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Modding airplanes for DCS?
Flanker562 replied to Stratos's topic in Digital Combat Simulator Series General Discussion
Right now a human can only fire the gun, and use A2A systems. Right now we're using the F-15C cockpit until we're able to integrate a proper model for the Supers so right now a human player can use iron bombs and that's it (along with the gun of course). Further along more will come out but for now only the AI can use the "fun stuff". -
Black Initiative Truck:
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And Initiative Offroad/Armed Offroad in black. I could go darker but overall it's looking good where it's at, and frankly needs a Decepticon symbol somewhere :) :
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Modding airplanes for DCS?
Flanker562 replied to Stratos's topic in Digital Combat Simulator Series General Discussion
Given our varied histories we don't get any official support from ED. Yes, SkateZilla is part of the Testers Team and is killing it as far as integrating the systems and coding. I do a lot for A3 but not nowhere near what's required for DCS, so we're "Code bashing" off of FC3 until we can work on our own code. So essentially we're like the other Third-Party developers, doing it as we go along. -
Okay moving on: - Gun pack work (textures and related work) - DCS skin work, been putting it off but needs to do some for the Super Hornet project. - Kiowa work - And any UH-60 stuff based on feedback and so on.
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// New Download Link: https://drive.google.com/file/d/0B8BGm0Pi3UmtTGRZWUNoUGZtLXc/view?usp=sharing /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// EricJ UH-60 Pack RC18A - UH/MH-92 series known as the Cherokee. - Raven PMC UH-92 shows up in Zeus correctly. - Revamped the HUD code, with thanks to Kimi-uy for allowing me to use his code from his HUD MOD (I'd check it out if you haven't). It should be noted that measurements are in Imperial and not in Metric. - Added a TF 160th pilot unit, for the SOAR birds. It has an added HK416 with BIS suppressor capability only (They're pilots, not commandos), a linked ARCO and IR pointer. - Added PVS-15s for the SOAR pilots, models and textures courtesy of Warlord554, available in Tan and Black. - SOAR birds have adjusted internal cargo loads, now have two HK416s as additional weapons as well as 14 magazines (7 per weapon) in case of self defense needs. - Added various bits to the xx-92 birds, geometries courtesy of ADuke823. - TextureList finally works. - HMD code added to the MH-60S series birds. - Cleaned up more Geometries as well as improving existing ones for all models - Added an MH-60L, basically an M version without the EOTech sights and old school dashboard. - Fixed the UH-60 MEV and UT (Unarmed/ESSS) shadow LODs. - Tweaked some textures. - Added an S-94, which is a civilian version of the Cherokee series, it has no HUD and carries 16 instead of 12 people, and has no weapon capability. - Added the 160th Special Operations Aviation Regiment as a new faction. - Added the US Navy as a Faction - Added the US Army as a Faction - MH-60S (M197/DAGR) and MH-60S (M197/Hellfire) missiles fire from the right side only. - XX-92 series have specific Wrecks when damaged or destroyed. - S-94 series have sling load cameras for sling load operations. Normal UH/MH series still rely on people interaction for sling loading. - Pip screens now work, a "One Geometry size fits all" and is set only for the birds that have the various FLIR systems installed. - Revamped the majority of geometries with A2 Sample Model stuff, to enhance the look of the XX-92 series aircraft. - Added some more animations for control sticks on various birds, as well as updated Memory points. - Added SKRAM (Survival Kit, Ready Access, Modular) Kitbags for the normal UH-60s, as well as SOAR and PMC, and Civilian specific bags. They are in the helos and specific to each type. - Fixed the M240 traversing issue, weapons now move as they should (no reverse axis). - Added two MH-92 DAP versions, one "Assault" version that can carry up to four additional soldiers and is equipped with Hellfires and DAGRs. The other one mimics the MH-60M version, one M230, four Hellfires, as well as DAGRs. - Added a Defensive IR Jammer courtesy of Kimi-uy and is installed on all aircraft. - Added sling load points for all aircraft, with the exception of the MH-80. It should be noted that not all aircraft can be slingloaded due to weight. - Tail elevators now animate. - Added formation slimers for the UH/MH-92 aircraft, and is operable separate from the normal lights as per real world use. - Added a slingloadable container, purchased from TurboSquid here: http://www.turbosquid.com/3d-models/container-3d-model/821292. - Added some RotorLib Support, should work fine for those who use the Advanced Flight Model to all aircraft - UH-60M and UH-60 (Unarmed) have accurate weights, so can be slingloaded by the CH-67. - Containers support Hiddenselections (thanks to poolpunk). However they cannot be lifted, not even by a Huron. - Added Sling load Memory points to various helos that were missing the memory point. - UH-60 (Medevac) and UH-60 (Unarmed/ESSS) have a lift capacity of 3,600kg. Other aircraft have it listed on the Readme. - Added an "MH-6 Little Bird", as well as an "AH-6 Little Bird", which are basically reskinned AH/MH-9 Pawnee/Humminbirds. They are specifically for the 160th Aviation Faction only. They have the same gear as the other 160th birds. - Uodated Hellfire models courtesy of ADuke823. - Added "Speedballs", which are large modified Carryalls with basic BIS supplie (Frags, 40mm grenades, First Aid Kits) for immediate resupply for basic ammo. It should be noted that other than the Raven PMC specific version, it is up to milsim units to design custom versions for their specific needs. Every aircraft has 4 bags that can be used (including the MH-80). - Doors now animate properly, with help from Frandsen's source models in getting it working. It should be noted that the pilot, and crew can open the doors, to include the infantry in the compartment. - FFV positions have been tweaked to accomodate for the new door animation change. - Hellfires support ACE3 functionality, as well as the MEV should support ACE3 medical functions. - Broke down the various PBOs so now there is one main config PBO, one actual mod file PBOs, as well as for any gear due to game mechanics for gear related models and equipment. - Only the Pilot MFD can be shut off via the Action Menu, when able functionality will be given to the Co-Pilot/Gunner - Added a fake PNVS turret system. Right now it cannot do anything special other than move with the turret. KNOWN ISSUES (RC18A) - Left door opens and closes when a player enters the cargo area. Doors still can be opened and closed normally afterwards (make sure everybody is inside first and then go from there). - For some reason the actions on the UH/MH-92s are separate commands, however the S-94s and UH-60s work fine. Why? I don't know. - Hellfires on the MH-92 DAP (Assault) and the MH-92 DAP (M230/DAGR/HF). Once they appear I will re-upload (as RC18) and go from there. - Fastrope system doesn't work. Also thanks to ggrotor for good SME advice.
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DCS/LOMAC Screen Shot Thread
Flanker562 replied to Dave's topic in Digital Combat Simulator Series General Discussion
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Modding airplanes for DCS?
Flanker562 replied to Stratos's topic in Digital Combat Simulator Series General Discussion
Of course I'm involved with the Super Hornet for DCS, those are my skins :D -
Current RC18A UH-60M cockpits:
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WIP MH/UH-60M cockpit (latest build is different): And some reskins of the vanilla helos: FIOR NOW there is no emphasis on doing any ports as they're just better looking than the Olive Drab that A3 put out. If you need a better AH-6 obviously look into the MELB by Diesel.
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Wax Off: Currently it works for the Pilot MFD and not yet for the copilot/Gunner, and the new MH-60M/S right MFD. I'm thinking of moving the compass to the left MFD (where the artificial horizon is) and work on that post-RC18A:
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Been working on the UH-60M series cockpits and giving some analog function, so far the Altitude and Knots dials work, the Vertical Speed one is being a bitch, so I may just position the needle and call it a day, it just won't be nice. This is a WIP functions video showing the UH/MH-92s and some basic functions. The door commands show up like that ONLY on the MH/UH-92s, they work fine on the S-94s, the civilian birds (had to rename due to there is a real S-92 in existence) and the -60 series fine, go figure:
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After some thought I'll push for a release for the UH-60 pack as an "alpha" until the Hellfires show up. Other than getting the -60M cockpits working reliably there's not much else for me to add so yeah, Monday once I get the cockpit working.
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And finally without too much trouble: On the Gun Pack front: - Took a leaf from ACE3 and added some Laser Guided mortar rounds, only four though for some game balance, and the M252/L16 has only four smoke rounds instead of eight, had to sacrifice some things. - Barrett M468 needs some polishing up and then I'll be able to integrate it into the pack, as well as take it to the WeaponSmith and get it setup for use. That so far will be the only gun addition as I don't have much. - Got the Initiative Pawnee and :Little Bird setup so that's good to go. Just need to do the Offroad texture and Kamaz textures and they'll be good to go. Kiowa: - Haven't forgotten about it, it's as it comes along, so not given up on it but there is a lot of things to play with for the UH-60s so that's been my major focus, but won't leave the Kiowa to rot.
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Some shots from the small training session: https://www.facebook.com/EricJ56/media_set?set=a.10153975481194855.1073741843.768464854&type=3&pnref=story
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Some more work, added a NON-FUNCTIONING SO FAR PNVS geometry. If I can get it to slave to the CP/G it'll be a cool feature but for now it's just "there": And for the gun pack, a basic black scheme for the Initiative Pawnee (BIS scheme): And some UH-60M version MFD work:
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And some -L cockpit tweaking as well:
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RVMAT tweaking, seeing how things look with a SOCMOD version from Warlord554. Also note the new geometries I lifted from the A2 Merlin, given that the door anims work now, I had to move to these in order for the windows to move with the doors properly. And giving a bit of a facelift for some cockpit textures. I"m also in the process of removing the old A2 geometries and adding better displays:
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Training is still on for tomorrow night. Sometimes drama has to force it's way in my life, and frankly I have no time for it. I just don't. Anyway, been pulling my hair out trying to get the UH/MH-92 doors to operate all day and last night. Turns out I needed to adjust some setting and it works, somewhat. Funny thing is the S-92s worked fine without any tweaking, but the UH/MH versions needed some special settings. So right now the UH/MH-60s all work, remember those that actually have a troop carrying capacity (even the two bubba MH-60S) have animated doors. I'm sure there are some who want to look at a cheaply textured box but no, I'll leave those alone.
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Due to the continued harassment from Karen Libera Smith, Public Training is canceled. I'm sorry but she wants some attention, so I'll spend that time filling out some reports to the FBI.
