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MASSUN92´s ASSET PACK MOD -- DOWNLOAD IT FROM: HERE! - Who I am? Hi to all! My name is Patricio Massun, I'm a 3D artist and architect from Argentina. My job is mostly related to arch visualization and asset creation for renders. I use this mod to practice some lowpoly, game-ready, real time rendering technics. I use Blender for all my work. All the models of the mod are created entirely by myself and the textures are from ambientcg (old cc0textures.com). All the export process is based on the EDM exported made by Tobi and use the tutorials from Grajo (Without them the mod would not have been possible). - About the mod: For those that don't know, the mod is an asset pack with a wide variety of elements (statics objects and drivable vehicles) that are created with the idea of adding immersion to the sim. In the beginning I was modeling some stuff to create some FOB´s, but I add more and more elements related to airfields, FARPS and more. The mod receives updates time to time (depending on my interest to model a new stuff) and I am always welcome to petitions for some model (but to make it needs to interest me -- sorry guys but all these are related to enjoy the process for me). The mod is totally FREE, but the contributions always help to keep the development of the add-on. But what I prefer more than a dollar is to see what people make with the mod and maybe a good comment about it (or a constructive critic). - What is incluide on the mod? v3.0 (03/2024) Re-done of almost all assets - a lots of changes to write here. -- You will find almost all assets on: statics -> fortifications. Lots of them has liveries check them out! -- The vehicles that can be driven IRL, are drivable (CA needed) in the asset pack. You will find them on: ground units -> unarmed -- You will find the crew´s on: ground units -> infantry / and on: statics -> personnel -- All elements as _dst version. Feel free to put a GBU12 on any of the assets -- Some elements are removed from the asset pack and some other change their name. That will make incompatible with older versions. Sorry for that! -- Personnel and lights will no longer be supported on the main asset pack (I´m working on a new ground crew -- you can have a little snapshot of the progress with the drivers of the vehicles of the asset pack) ... BUT for the moment, I provide you with a second pack with all humans and lights. You will find two links to download stuff when you access to the content. -- Even better things will come in the near future. 2.3 (12/2023) Last update of the year!! - Hope all of you have a great 2024 All the new stuff is made to fit 70´s to 90´s look --- I´m waiting to use this stuff with the F-4E NEW! GSE NF-2 flood light - Statics that you will find it on fortifications with multiple liveries -- 3 types, one with the lights ON (note: I move some elements that should be on "deck & equipment" because for some reason is the only way to select multiple liveries for them -- so, they are on fortifications) NEW! GSE MJ-1 "Jammer" - Statics and drivable with multiple types and liveries NEW! GSE m32C-10c Air conditioner - Static with multiple types and liveries NEW! Step-van P20 Chevrolet - With multiple liveries. The drivable version will come in the future. The damaged model is not ready yet. UPDATED! Revetments short and long (x4 and x8 modules) -- amazing looking vietnam inspired modules. Hope you enjoy this new update! have a nice flight! 2.2 (10/2023) NEW! Set of sandbags fortification (_SB_) NEW! Camouflage nets improved HESCO´s watchtowers and hesco post (reduced poly count with new sandbag models) New damage placeholder 2.1 (01/2023) NEW! 3x Animated ground crew (You can find them on the "Ground units -> infantry" They move BUT they dont have a walk animation cycle yet. Check video on the bottom of the page. -They have 5 liveries each - NEW! 4x Buildings (Real life buildings from a very known airport on Europe.. who can identify from where they are?) UPDATE! 7x ground crew (they don't move: "Statics -> personnel")- They have 5 liveries each - UPDATE! R11 WAH volvo refueler truck. Amazing detailed. I recommend to check the interior, is preety cool! (static and animated) UPDATE! Heavy TUG -> now JBT B400 real life size and "prototypical" it came with interior too! Destruction models for the new elements will be added later* 2.0 (08/2022) NEW! 7x Hescos structures with sandbags and more details NEW! containers with more details and lods NEW! container towers with and without lights (for the night-- maybe a little unreal BUT super awsome looking) Destruction models for the new elements will be added later* PD: You can put soldiers inside the structures!! Try it, is awesome! 1.8 (03/2022) NEW! 3 types of lights to improve your night ops!! (now you can see illuminated other aircrafts in the dark. (I provide a Incirlik light templete) 1.7 (01/2022) NEW! R11 volvo refueler truck drivable! 1.6 (12/2021) NEW! 2 types of revetments NEW! USAF shelter (green /white) NEW! 2 types T-walls UPDATE! Improved textures for sandbags walls UPDATE! Improved textures on Containers add an office container and improved destroyed textures for them. Bug fixed - objects disappear from the view - added destroyed versions to cargos 1.5 NEW! 4 types of barriers NEW! 5 types of tents improved TUG Heavy 1.4 NEW! 3 Cargo variants NEW! Boarding ladder 1.3 NEW! Tug Heavy NEW! Fire Extinguisher NEW! Cones NEW! Platform B-4 - open and closed NEW! Toolbox 1.2 Changes: The file system is totally reworked (Thanks to WarLord!!) The different elements are in their categories Now the same elements woth other colors you can change it with the liveries tab 1.1 NEW!! Tug Ram 2500 NEW!! Tug Harlan NEW!! AMMO Loader MHU-83 NEW!! Generator (electricity and air) AM32a60 from the USAF 1.0 Conteiners (blue, light blue, green, tan and dobles with 2 variatons) Outpost (super HD version of the original outpost of DCS) Road Outpost A Road Outpost B Military tent A Barrier (closed and open) Sandbags (line, "l" and "C") Hesco Barrier (simple and doble) - How I install it? 1 - Go to the download page: here! 2 - In the right side you will find two "products", choose "MASSUN92`s ASSET PACK" 3 - Type "0" if you want to get it for free (if you want to contribute choose another value.. like: u$s1.000.000 or something similar) 4 - Click on "buy" 5 - Extract the rar file inside of C:\Users\--*YourUser*--\Saved Games\DCS.openbeta\Mods\Tech (if there is not a "Mods" or "Tech" folder just create it with that name) - How to use it? On the Mission Editor you will find some new elements named: "M92_", all these elements are part of the mod. Some of them are located on the ground units - unarmed vehicles. That vehicles you can control them with "CA" if you choose "Player can drive" option. (I´m in the process of re-made some of them with super cool and realistic interiors for take some really cool shots for videos/pictures) You will find more asset on the "statics" objects. They are on the categories: "deck equipment" / "structures" / "personnel" If you don't want to populate every airfield on every mission you can create a blank mission, populate your favorite airfield, save it and use it like a templete (importing the enterally "mission" /aka templete to the new real mission). I recommend select the "hide" option to all the elements to avoid a lot of icons on your screen when you are creating a mission. - Things to have in mind: · Most of the first elements to be added are made without lods (level of details) because I wasn't able to make them work. So, I keep the vertices count suuuper low for all of them. The newer elements have proper lods, so the quality of the models is better, and the fps impact is less. I don't recommend adding hundreds of elements and don't expect some fps drops. You need to test on your machine the impact of the scenery. ·You can use "remove scenery" option to remove some buildings on the bases to add new elements to the airfields. ·Most of the models have their own destruction models... some other don't. I will add them "innn the futuuureeee". ·There are some lights that you won't be able to "see them" but they work at the night. Are very cool to illuminate airfields, farps and more. The main difference with the standard lights on the airfields is that these illuminates the exterior models of the airframes. But they don't illuminate the cockpits (limitations of DCS -- I don't test them on PG maybe with the new light system of the map they work there... who want to test it?). The direction of the lights matches the direction of the arrow when you place them. And you can download a Incirlik templete from the same page where you download the mod. · Some of the elements are not aligned to the direction arrow when you place them... sorry for that (rookie mistake) - Why opens a thread? I open this thread for a couple of reasons: First, I think that some people are afraid to all the stuff that are not on the forum of ED, so here we are. Second, I need proper feedback that gumroad/facebook groups don't bring it to me and I think that the mod can gain a lot of from the community interaction. Third, I NEED HELP! Time to time there is something that I can´t solve by myself and I know that there is some brilliant mind over there that can help me. - Analytics: (29/10/2023) · 14.130 USERS · Top 5 countries (users): USA: 3651 / UK: 1293 / Germany: 1242 / France: 973/ Spain: 677/ - NEWS! (06/01/2023) Youtube video - ANIMATED GROUND CREW Testing the upcoming animated ground crew with trigger zones
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- ground crew
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Something happened in this patch - DCS Open Beta 2.9.1.48111 (earlier 2.9 was ok). FARP lost their names on the radio (menu). Before this patch was ok, now no names but DIGITS (???) only. Previously, the name from the Callsign window was visible in menu, now digits only (so how do we know which FARP we are talking to?) @Flappie, pls report it. See this: In some cases I now see that only the name of the object is given (e.g. single pad) and not Callsigns as it was before the last patch test.trk test2.trk
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Hi Devs. Can you please consider adding a FARP like static but a Runway to be able to place in Mission Editor. Three types would be great. -A dirt Strip with parking -A Marsden Mat Strip with parking (Similair to South Atlantic San Carlos FOB) -A single Bitumen strip capable of taking a fast jet such as M2000C and similar with a small apron. This will enable Mission creators to "hide" expeditionary bases in some of the maps with large open areas such as Syria, Persian Gulf etc.
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Dear Eagle Dynamics, is it pland, that FARPS, TENTS, TRUCKS, TANKS, ... get new skins for presets in the DCS-Editor? As a Missionplaner an Missionmaker i miss following TENT-SKINS: - Desert camo - Desert camo with medic cross - Desert camo with numbers (01, 02, 03, 04, ...) - Green camo with medic cross - Green camo with numbers (01, 02, 03, 04, ...) - White with Medic cross - White with blue UN - White with numbers (01, 02, 03, 04, ...) - Tents for Insurgents Different Tents with different sizes. TENTS as Units not as Building to get it in a group for better handling with Triggers. I miss wounded and civil Units at all. You have no civil units to embarc or for Missions like "Avoid civil victims" I miss single Helipads with medic cross. I miss TRUCKS and TANKS with white color and blue UN signs. I miss Medic-Trucks at all. I miss JATAC-Infantery-Unit with Laser, Smoke and IR. I know you can get this with mods, but this has to be in DCS without mods, i think. If you want to make good and realistic HELI-Missions this is absolutly necessary. Cause than yo can say: "Embarc troop from Marker and bring it to Farp XXX to the Tent number 01" Or yo can say:" Embarc the wounded and bring them to the Medic-Tent. Smoke as marker is unrealistic big an Flags ar not good to see. I know, making skins for PLANES, HELICOPTERS, TANKS, ... is hard work and costs a while, but I think, making skins for TENTS and bring them in DCS (basic) without mod is a work of 20 Hours or less. I know this is primarily for Heli Pilots/Player who want to make realistic Missions but it is worth it. So is this planed? How long will it take? If not, Why? Thank you.
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Hi Everyone, As part of DCS 2.7 @NineLine said on reddit that we will be seeing a 'FARP Zone'. Does anybody know what this actually is? Or is this just referring to the invisible FARP we also got in 2.7?
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If you place a single FARP pad, complete it with the necessary facilities (electricity, command post, etc.), the lights do not work when landing at night. If, with all the same facilities, a FARP with 4 parking places is placed, the lights are lit FARP x4 lights work.trk lights doesnt work.trkBroken lights.miz
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It became ever so clear to me that invisible FARPs by-design remove trees/objects around them without an option to turn this off. In my attempts to create a sort of "hidden" FARP in a forest I've also found out that in doing so the invisible FARP entry decides to clear entire chunks of the forest without much care for range or shape. Please improve how the tree/object removal is being done, or better yet make it optional for entities that do so in a hardcoded fashion. I'd love to make use of invisible FARPs, but simply cannot in this case. I've attached a small test mission for you to try and reproduce this yourself. The following screenshot is the result when I run it on my machine (smoke = FARP): LumberjackFARP.miz
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There is a lack of ready-made lighting sources that can be placed. For example barrels with fires inside or floodlights/lighting devices. Especially lacking when creating invisible FARPs or roadblocks
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ATC of FARP keeps telling me about taxiing (there is no taxiway here!), freezes when taking off, or doesn't see me landing (no option to ask to land at all). Hello ED, did you notice that we have more and more copters and next (Kiowa, Bolkov) incoming too? What about ATC for FARP, its ready only for standard airport with the runway but what about FARP?
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Hi All, I'm just now getting into making FARPs thanks to the Apache. I have a FARP with a lot of static objects on it, and I want to move them to another location of the map. Is it possible to move them all at once? I know you can create/load Static Templates, but they only place the objects in the same location on the map the template was create on. Also, you can only copy and paste a unit, and cannot select multiple static objects to copy. Is there no easy way to achieve this besides one at a time? Thanks in advance!!!
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I put a FARP in Normandy2.0 and it's in blue coalition. It remained neutral after entering the game, even though I placed a blue MBT on it. When it's placed within range of the airport, it changes back into the blue coalition. I tested FARP on other maps and it all worked.
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- normandy 2.0
- bug?
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