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Everything posted by Flanker562
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Announcing RAZBAM DCS: A-7E/D
Flanker562 replied to Dave's topic in Digital Combat Simulator Series General Discussion
I know, but what happened is hard to wash off and hard to forget as well. But otherwise it'd be great if more established groups get to workin, I mean I have a thing for the A-7 (USAF or USN) in a small way as well as the Intruder, but as said, promises but no action, and kinda leaves us hanging. -
Announcing RAZBAM DCS: A-7E/D
Flanker562 replied to Dave's topic in Digital Combat Simulator Series General Discussion
Fair enough, and in my case (or team's case rather) when you got morons offering you to send classified data makes it real hard to move forward. I mean seriously do they think it's "cool' to do so? But anyway yeah, had that not happened it would have been in full swing. -
Normal or Hard FM?
Flanker562 replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I fly Normal, and pretty much good to go with that, as Hard is a bit too unrealistic even for my tastes. -
Announcing RAZBAM DCS: A-7E/D
Flanker562 replied to Dave's topic in Digital Combat Simulator Series General Discussion
My only curious question is how does it take so long even without using sensitive information? I mean before the Super Hornet project was nixed I was looking at less than a month to get a flyable prototype (the AI could fly it at least reasonably well) working. And even then back on SimHQ I predicted an FC level version with six months (man was I wrong, in a good way). So yeah okay, ED hasn't been much help given the lack of documentation but overall... I figured if we kept on trucking as they were, within two months we probably would have at least the E and F in a flyable condition to include basic weapons use and texture work done (even with a small or large list of basic liveries). So... Granted yeah okay, they got other things going but overall even that two week period we were killing it easy. So I don't see how it's so difficult. -
Silver_Dragon 3D Modeling
Flanker562 replied to SilverDragon's topic in Digital Combat Simulator Series Modding/Skinning Chat
Looking cool, going to be a target rich environment... -
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Yep, even with more reliable and better performing PCs, laptops, the more you can fit on a template the less video RAM you use to render the texture in-game (which helps framerates too). The Super Hornet above uses 3 2048 x 2048 textures, along with a 512 x 512 texture for the drop tank itself. In comparison the DCS:W A-10A and A-10C use 12 2048 x 2048 textures and at least my laptop doesn't choke on them. But again ti's a matter of getting as many parts on one 2D Texture map as possible and still manage to look good when in-game and textured.
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There's a lot of things that go behind the scenes as far as development work, ant of course isn't just ED... There's stuff that I don't remember but I'm still under their Non-Disclosure Agreements, so it's a tricky proposition but in the end it's not so much an "elite club" but moderating gone a bit awry and not so much beneficial. True, and I think it sent a signal that shouldn't have been sent, i.e. I wasn't out there to screw ED on the project. So right now I'm a bit gunshy on ANY project in the short or long term.
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Agreed, but hopefully the feedback from other forums will hopefully do something for the better, given the apparent backlash it generated not just here... Besides it may be a cultural thing as well as other issues, so now that a lot of people have voiced their grievances (real or imagined, but the imagined may naturally be ignored) out we'll have to see if they finally realize that yes, the community that they have to support is worth it and not only about the bottom line, but general customer relations as a whole.
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View File F/A-18E VFA-35 Blk II CAG [Fictional] The same style as below, this is a "later" skin for a Block II Super Hornet as opposed for the previous Blk I version. This too can be used on the F version (though slight differences in fuselage will of course change the appearance). Submitter EricJ Submitted 06/27/2015 Category F-18
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Agreed, when I started to do a map for a failed project I would map every bit as ONE texture, rather than adding the main parts on the map, and adding the bits. Adding the bits and in the Case 1 format makes it easy for us texture artists as the parts are laid out better and makes texture work so much easier to accomplish... Here's a good example of how it could look:
