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RaTzo

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    Halifax, Nova Scotia, Canada
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    Retired CAF Avionics Tech

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  1. Here is a basic description.lua for a livery using the new bort system. It is created assuming you have made a new diff1 and diff2 and have created three different files for bort numbers. A right side (leaning left), a left side (leaning right), and a straight up and down. By changing one setting at a time I have confirmed what each section actually does. It would be wonderful if ED bothered to give us notes on this. It would be even better if it worked properly. Bugs I have noted: Argument [27] or [0027] is reportedly supposed to defeat the upper tail bort numbers but it does not for me in game. It does in the model viewer. To defeat the upper tail bort number showing use "empty", true in the two locations for the upper tail The Tail Small bort numbers are in two different locations for the left and right tail. Text of the description.lua
  2. This doesn't really solve the problem of the upper tail numbers still showing when [0027] is set to 1.0 though. It is just a workaround.
  3. I have just mapped out most of it myself and was about to reply when I saw your reply. NOTE TO ANYONE USING THIS: I have created my own roughmet files and so this tells the game to look for them. You can -- out those lines if you have not created one for yourself. I am remapping this and confirming. Discovered some minor issues while testing today. I will post an accurate version shortly. --[1001] Upper Nose Large Right {"f18c1_number_nose_right", 0 ,"F18C_1_DIFF",false}; {"f18c1_number_nose_right", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false}; {"f18c1_number_nose_right", DECAL ,"InsertYourFileNameNere",false}; --[1001] Upper Nose Large Left {"f18c1_number_nose_left", 0 ,"F18C_1_DIFF",false}; {"f18c1_number_nose_left", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false}; {"f18c1_number_nose_left", DECAL ,"InsertYourFileNameNere",false}; --[0027] Upper Tail Right {"f18c2_kil_right", 0 ,"F18C_1_DIFF",false}; {"f18c2_kil_right", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false}; {"f18c2_kil_right", DECAL ,"InsertYourFileNameNere",false}; --[0027] Upper Tail Left {"f18c2_kil_left", 0 ,"F18C_1_DIFF",false}; {"f18c2_kil_left", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false}; {"f18c2_kil_left", DECAL ,"InsertYourFileNameNere",false}; -- [1002] small lower nose and small rear fuselage {"f18c1_number_F", 0 ,"F18C_1_DIFF",false}; {"f18c1_number_F", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false}; {"f18c1_number_F", DECAL ,"InsertYourFileNameNere",false}; -- [1000] Flaps, 1002 Middle Tail Large, 1005 Vert Stab medium {"f18c2_number_X", 0 ,"F18C_1_DIFF",false}; {"f18c2_number_X", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false}; {"f18c2_number_X", DECAL ,"InsertYourFileNameNere",false}; -- Controls Visibility of the Groups:Setting all to 1.0 remove's all Borts, [0027] = 0.0, -- Upper Tail change of type of board number (0.0 -default USA, 0.1- ) [1000] = 0.0, -- Flaps [1001] = 0.0, -- Upper Nose Nose [1002] = 0.0, -- Middle Tail and Lower Nose [1003] = 0.0, -- Rear Fuselage Side & Gear Doors [1004] = 0.0, -- Forward Fuselage Small [1005] = 0.0, -- Vertical Stabs medium I am out of time and didn't get to the forward fuselage small [1004] it must be tied to one of the others. You'll have to create them and use the description.lua to get the game to use them. See my post above this one. You can only use different files on the left and right for the upper nose and the top of the tail locations.
  4. I was wrong about replacing both of the X and F with empty removing the upper tail numbers.
  5. OK well I'm trying all kinds of things and just found another couple of strange behaviours. If you replace the F and X with an empty texture both the tail tops and the flaps numbers disappear. If you replace just the X the large numbers on the stabs and the flaps disappear. If you replace only the F textures with an empty texture nothing appears to disappear. Also the medium numbers on the stabs [0005] go in two different locations on the left and right.... see screenshots attached.
  6. Can get rid of the tail tops by setting the X and F textures to empty..... of course that removes the flap numbers as well. It is mixing the old and new ways of doing things and will surely be a pain later. Would be nice if ED would give some documentation.
  7. Yes of course. That was how I had the file at first. If they are dashed out then the game simply draws the default bort number file. When they are not dashed out then it draws the custom files assigned.
  8. Doesn't make a difference for me.
  9. livery = { {"f18c1", 0 ,"F18C_1_DIFF",false}; -- this Normal Map makes the Canadian type antenna on top {"f18c1", 1 ,"F18C_1_nm",false}; -- This RoughMet makes the Canadian spotlight shinny {"f18c1", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false}; {"f18c2", 0 ,"F18C_2_DIFF",false}; {"FPU_8A", 0 ,"FPU_8A",false}; {"pilot_F18_helmet", 0 ,"pilot_F18_helmet",false}; -- format for upper folders {"SPOT REF", TYPE ,"../RodentAssets/FILENAME",false}; -- Clean Bort Decals -- "../RodentAssets/F18_bort_clean_LEFT",false}; -- "../RodentAssets/F18_bort_clean_RIGHT",false}; -- Dirty Bort Decals V1 -- "../RodentAssets/F18_bort_100_LEFT",false}; -- "../RodentAssets/F18_bort_10_LEFT",false}; -- "../RodentAssets/F18_bort_01_LEFT",false}; -- "../RodentAssets/F18_bort_100_RIGHT",false}; -- "../RodentAssets/F18_bort_10_RIGHT",false}; -- "../RodentAssets/F18_bort_01_RIGHT",false}; -- Dirty Bort Decals V2 -- "../RodentAssets/F18_bort_100V2_LEFT",false}; -- "../RodentAssets/F18_bort_10V2_LEFT",false}; -- "../RodentAssets/F18_bort_01V2_LEFT",false}; -- "../RodentAssets/F18_bort_100V2_RIGHT",false}; -- "../RodentAssets/F18_bort_10V2_RIGHT",false}; -- "../RodentAssets/F18_bort_01V2_RIGHT",false}; --Nameplate Cockpit --{"f18c_cpt01-console-arg466", 0 , "f18c_cpt-tex01", false}; {"pilot_F18_patch", 0 , "pilot_F18_patch", false}; {"pilot_F18", 0 , "pilot_F18", false}; -- New Bort System --{"f18c1_number_nose_right", 0 ,"F18C_1_DIFF",false}; --{"f18c1_number_nose_right", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false}; --{"f18c1_number_nose_right", DECAL ,"../RodentAssets/F18_bort_clean_RIGHT",false}; --{"f18c1_number_nose_left", 0 ,"F18C_1_DIFF",false}; --{"f18c1_number_nose_left", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false}; --{"f18c1_number_nose_left", DECAL ,"../RodentAssets/F18_bort_clean_LEFT",false}; --{"f18c2_kil_right", 0 ,"F18C_1_DIFF",false}; --{"f18c2_kil_right", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false}; --{"f18c2_kil_right", DECAL ,"../RodentAssets/F18_bort_clean_RIGHT",false}; --{"f18c2_kil_left", 0 ,"F18C_1_DIFF",false}; --{"f18c2_kil_left", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false}; --{"f18c2_kil_left", DECAL ,"../RodentAssets/F18_bort_clean_LEFT",false}; --{"f18c1_number_F", 0 ,"F18C_1_DIFF",false}; --{"f18c1_number_F", ROUGHNESS_METALLIC ,"F18C_1_DIF_RoughMet",false}; --{"f18c1_number_F", DECAL ,"../RodentAssets/F18_bort_clean_LEFT",false}; --{"f18c2_number_X", 0 ,"F18C_1_DIFF",false}; --{"f18c2_number_X", ROUGHNESS_METALLIC ,"F18C_2_DIF_RoughMet",false}; --{"f18c2_number_X", DECAL ,"../RodentAssets/F18_bort_clean_LEFT",false}; -- Controls Visibility of the Groups:Setting all to 1.0 remove's all Borts, -- Arg0027: Upper tail, -- Arg1000: Flaps, -- Arg1001: Nose Upper, -- Arg1002: Tail Upper, -- Arg1003: Rear Fuselage Side and Gear Doors, -- Arg1004: Forward Fuselage Small, -- Arg1005: Vertical Tail Large } name = "RODENT ONE" order = 953 -- t custom_args = { [0027] = 1.0, -- Upper Tail change of type of board number (0.0 -default USA, 0.1- ) [1000] = 0.0, -- Flaps [1001] = 0.0, -- Upper Nose Nose [1002] = 1.0, -- Middle Tail and Lower Nose [1003] = 1.0, -- Rear Fuselage Side & Gear Doors [1004] = 1.0, -- Forward Fuselage Small [1005] = 1.0, -- Vertical Stabs Large }
  10. Nope, they show up even when I have a single aircraft single player mission loaded.
  11. Even if I set argument [0027] to 1.0 the top of the tail bort numbers always show. They only show in-game and not in the model viewer or the loadout page in the mission editor. Any help?
  12. I cannot get the upper tail bort number NOT to show in game. setting [0027] 1.0 will make it NOT appear in the in-game model viewer on the skin and loadout selection screen but it always shows in-game regardless of how that argument is set. Any solution?
  13. It would be wonderful but as others have said the actual impact is different in every different situation and with different hardware. Then there is the problem of ED changing the game and that changing what impacts what. That being said, there really is no reason why ED cannot take their notes from the settings menu (hover cursor over the options to get a brief description) and make them slightly more detailed and release it as a document.
  14. I just changed from an i9900k which was comfortable at 4.9 and fine up to 5.2 in cooler weather. I now have a new system, Ryzen 9 7900x with the same 6800xt I had before. Have not installed DCS yet as I'm waiting on a new powersupply. Hoping it is going to help with the FPS and frame times in MP. I've been overclocking intel CPUs since the 90s... only had a first gen Athlon back in the day so this is my first real go around with a modern AMD chip. Got the 6800xt for retail off of the shelf randomly back in 2020 so grabbed it without a lot of thought. It's been OK if not inspiring.
  15. Read these two sentences from you. Do you not see the glaring contradiction? If I, the user you are talking about, says "right now nv seems to be better" you ask "when has this ever been different?" RIGHT AFTER you say you'd be " If AMD turns out to have better VR performance in DCS, I'm happy to buy AMD instantly." lol.... you've had enough internent arguing for one day. Right now, Nv seems to be better but that may well change with the next driver update. I actually expect it to be so because the 7900XTX is already better at 4k flat screen than the 4080 is. Not at war with you Friend.
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