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crazyeddie

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Everything posted by crazyeddie

  1. Bring it on, I'm getting ready .... :thumbup:
  2. You'll never get a Flying Commission into the RAF with an accent like that ... unless they are looking for somebody to run their pigeon loft .... :cry::cry::cry: Enjoyed the video's boys, and only joking about the accent. :thumbup: Fly Navy ... we take anybody !!
  3. Wait until you meets his next project up there in the clouds ... be afraid ... be very afraid !
  4. Sorted ... many thanks to Patrick56. Submerged Submarines minus the bow wave and any wake, perfect.
  5. If that worked it would remove the wake from ALL ships, I'm trying to remove it from a specific submerged submarine in the ME, I can get rid of the tail wake which would not be there if the sub was submerged, that detail is all contained in the boats .lua file, but cant find a way to remove the bow wave as well, but thanks for your interest. We have a boat on the surface, bow wave, wake all as it should be, we have a boat sitting just under the water with a periscope up, no tail wake, but that huge bow wave, way too big as it is, and the boat submerged, also with that bow wave ... the bow wave is the problem. Submerged Submarine with a surface bow wave, perhaps not that great an idea after all, sadly, the Shipyard Manager is not going to be happy !!!!
  6. This is the long shot to end all long shots. Anyone know how to remove the bow wave from ships, not all ships, I dont want to remove the facility completely, just a specific ship (a submerged submarine which is underway). I have done all the speculating about how it might be done, nothing obvious works, so I'm guessing its hard coded in the game somewhere. I can adjust the tail wake, its width, where it starts, even what it looks like, thats all adjustable in the .lua, but the bow wave has me stumped. All sensible suggestion will be reviewed, all stupid ones will get you lashed with a length of smelly seaweed !! :smilewink:
  7. Not exactly what you are asking for, but free to a good home ... https://www.digitalcombatsimulator.com/en/files/1858295/ https://www.digitalcombatsimulator.com/en/files/1841650/
  8. Well, I have almost completed my Mod, its huge so its in 3 parts and I am wondering if I should wait until the maps are merged before I release it. Experience tells me wait and try it out myself first when the merge is with us, fixing any issues first. It should work in all versions of the game but it is designed for DCS2 with a mix of modern style buildings and Spanish Civil War/WW2 buildings based on what I would want in my game and what is not already available from other Modders, some good stuff out there already the VPC/Virpil Mod is superb in every respect and you should grab that if you dont have it already, nothing compares. However, I doubt I will ever try to do the block_texture file again, that was a huge pain in the ass for very little reward in terms of graphics value, and who knows, DCS might find a better way to do that, we will see.
  9. Sorry, forgot to post these as well, 3 blanks RN skins to tart up yourself. No badges, no roundels. https://www.dropbox.com/s/h7htqldcvbxd0wp/Harrier%20Blanks.ZIP?dl=0
  10. RN Sea Harriers Here are three I made years ago, 1 x Gr7 Joint Harrier Force and 2 older RN skins, the Sqns are not accurate for Falkland War Sqns but you can change the tail badges if you want to use them. I do not have a Template. Grab them quick, I need the space in my dropbox and I will delete them soon. https://www.dropbox.com/s/2y8zdoar32pd8tk/Sea%20Harriers.ZIP?dl=0
  11. Does the # = an a (You said "shot down", by Ack Ack perhaps !!) Nope # = 2 letters, clue, the first one is F - the first word that crosses your lips when you get shot down. To succeed in life, you need three things: a wishbone, a backbone, and a funny bone. Like that mate, good attitude.
  12. No, that would be (#ck), and the # isn't an a ... !
  13. Okay I will bite ... it was a thread about the problems I have discovered in modding the latest updated version of DCS2, which nobody responded to. I then discovered two other threads started after me about the same subject, so I dumped my views in there instead and that has been wobbling along with some useful information and just as much misinformation. I could not delete the thread, or the content, it wont let me, so I had to leave something in there otherwise it kept taking me back into it, a vicious circle I tell thee, a (.) seemed to be appropriate, perhaps a (?) would have been more appropriate.
  14. Or you could just try this if you are using DCS2. Put your new skins and new mods into the appropriate files in the Saved Games Folder, no need for JSGME or anything else really, just do it manually, its simpler. We don't appear to have any other option for that type of change any more in DCS2, so be it. Set up JSGME or that other thing in DCS2 in the usual way and use that to change other files that are not dependent on the Saved Games option, remembering to remove the Mod before an update, and reinsert when the update is done.
  15. Hola Stratos Its quite complicated depending on which version of the game you are trying to change, but this is how it works. Buildings that you can place on a map in the Mission Editor you can change the texture for those quite easily, just open the edm file for that building, find out what the texture it uses are called, find them in the Textures files and do whatever you want to them. You can do that in bmp or dds formats, both work fine but dds is better. The new texture you can simply drop into the Temp Textures file and each time you place that building the game will see the new texture. BUT - and its a big but. That building you have placed will see the new texture, but the game might use that building in hundreds of other places as well as a permanent feature of the map, and they take their textures from a different file, which is VERY small and of very poor quality, and they will continue to use the old texture unless you change that file as well. I have done that and its a HUGE amount of work, it took me many months to do just a few changes, its an awful texture file to work on. Its called block_texture_dds. Some buildings use many texture files, some use just one, but you can do some amazing things with them if your inventive. So, decide which building it is you want to change, find the edm for it, open that, see what texture files it uses, find those, repaint them, and if you instal it in the game temp textures files it will show up. If its not a placeable building them its the block_textures file option only. I am working on a Mod to make 95% of the current Caucasus building placeable in DCS2, I have been working on it for several years with new modern style textures, so you must understand this is not an easy thing you are going to do, it takes a lot of work and a huge amount of time. But it can be done.
  16. It seems illogical for DCS to deny access to certain files by the use of JSGME or such applications, when you can simply overcome that by replacing them manually. I wonder if you can set up 2 JSGME applications for this version of the game, one to mod within the Saved Games folder and 1 to Mod the game itself, only one way to find out ... will let you know.
  17. So basically my simple JSGME Mod to replace the db_countires.lua file in the games Scripts/Database folder should work, there is nothing to stop it. But it doesn't see it, its weird.
  18. Okay, it isnt just me then. In my Saved Games folder I have a Mods folder, which works perfectly, the game sees all the Mods I'm using, which I insert by JSGME. My JSGME is set up in that folder and the mods are kept in my _DCS Mods file at the top of the list. Further down in the list I have a Scripts folder, inside that is Database folder and inside that my JSGME posts my new db_countires.lua. So the file path is: Saved Games/DCS.openalpha/Scripts/Database/db_countries.lua. But the game does not see it ????? Is there something wrong with the file paths or the way I have it set up, everything else works fine ?
  19. I raised a question about this in another thread with no response, so I will repeat it here. I tried to create a simple JSGME mod in my Saved Games folder. The Mod inserted a new db_countries.lua into the scripts/database folder. The mod simply allocates aircraft to different countries, lets the Yak40 fly under USA etc, simple stuff. My DCS2 is fully up to date, running okay, my Saved Games folder is also fully up to date and correctly set up. The Mod is correct, correct paths, correct files, I have done it a million times, but for some reason the game will not recognise this Mod. Now, if I just stick the file in there manually it does what its meant to do, so there is nothing wrong with the changes to the lua. My question is, why wont it see this Mod, it sees all the others I have created and use from within my Saved Games Folder, but not this one. Anyone got any ideas on why this is occurring ?
  20. Somebody was asking for a couple of Executive Jet type skins for the Yak so that he could fly up and down the strip in NTTR, well here you go. They work in DCS2, no idea how good or bad they look in the other versions. No serials, just the artwork, feel free to do with them as you wish.
  21. Hmmm, just had a peek at the Caucasus land changes for DCS.2.2, lots more trees on show, perhaps I will not need these big forests after all, the small woods I already use might be enough. Meantime, back in the shipyard .... !!
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