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  2. I need a good tutorial, which explains what and when to do the right thing. Until then I will be lost-the new features make me crazy.
  3. Eagerly waiting for this magnificent airplane.
  4. AC-130 это Call of Duty, когда от неё не хотелось блевать (ну или не так сильно). Косплей миссии из игры. И всё. Больше ничем AC-130 не интересен.
  5. Okay, I managed to successfully complete this mission on my third attempt. I simply waited for Weasel 41 to hit the first APC and then attacked the second one. This time it worked. Interestingly, Weasel 41 previously destroyed the APC in the east, and now in the south, so it's completely different. I have no idea why. However, someone already mentioned it here in this mission, some of our units are too close to being hit:
  6. They seem to occasionally react to AIM-54 and R-77, but not always. It's difficult to tell when it's the AI launching against other AI because it sometimes fires 54s as Fox1. The R-77 also usually is launched in STT by the AI. STT locks cause the AI to react for both the 54 and 77, but not the 120.
  7. This asset pack also needs to have FOB buildings, especially LAMS-A. Some of the FOBs on the map have them preinserted on the map but it's not an option under static objects to get the FOBs to match their real-life version.
  8. Thanks for the responses, I appreciate it! I certainly hope this is a bug, the "Effects" string is coming out of the mission lua and I don't have another source for that value. What I mean is, I'm not running the method with values I'm providing, they are coming from an external source. I know there are differences between how the mission stores statics and what the addStaticObject method takes, but if you're correct, I'd be in a pretty bad place. Thanks again and let me know if you discover anything else, I'll do the same!
  9. there's an error also saving destroyed statics, no scripting in this case. place a static warehouse on the map, destroy it and then save. reproducible every time. 2025-08-16 20:47:24.740 ERROR LuaGUI (Main): [string "./MissionEditor/modules/me_exportToMiz.lua"]:98: [string "./MissionEditor/modules/me_exportToMiz.lua"]:1939: attempt to index local 'unitDef' (a nil value)
  10. Any idea if whoever designed this will work on the M model at all? The L is great, but the M is the new hotness. Perhaps even the MH-60M DAP with the LASS wings and all the new goodies on the MH versions...Or am I just too hopeful? Lol
  11. Thanks for your positive feedback. That is reassuring. It is often the case that the minority shouts the loudest. I have the impression that Pimax really wants to create a product aimed at DCS users. I respect that. At the moment I am not sure which is the best headset to get. The Super sounds great (all 3' versions) but the upcoming Dream Air and SE version are also very interesting.
  12. Occasionally. Also, probably related, if there is a 2v2 and it becomes a 2v1, the extra AI aircraft will just orbit and watch the other 1v1. It will not attempt to attack the remaining single ship unless its wingman dies, at which point it actually engages. This seems to be mostly a WVR issue but is hard to decipher in BVR/Fox3 tests. It appears the AI logic will split groups into 1v1s if they start with even counts, but is blocked from ganging up if the odds are not even. It's highly frustrating to watch a free wingman that could easily get a shot on the hostile in the other 1v1 just orbit until/unless his buddy dies. I just watched 10 different runs of 2v1 Mig21s or Mig19s against a single F4. Not once did the wingman take a single shot at the F4 in any of those runs despite several times being in perfect position to do so. DCS AI is not good at handling multi aircraft groups which is probably why the scripted features in MOOSE almost always use single aircraft groups by default.
  13. is there a fix for Op. Reforger 2 mission 5(chemical factory bombing). I vaguely remember that there was a fix and that there is something wrong with trigger after the bombing run, jester sends message good effect on target and we receive clear rtb. I flew to the tanker and then to the 2 lakes on the coast south-west of the base, took a turn following the coast at 4000ft until incirlik is at my 3 o'clock and turned to the base but I have never received call from the tower...
  14. Gents, Thanks to @-Rudel- for posting this link to their priority list of items to address. This is a cross-link from @Saxman's thread about Gun Convergence adjustments. Gun Convergence Adjustments-Dev Priority List Post
  15. Попробуй через некоторое время просто или через ВПН как вариант
  16. My God, has it already been six years? It seems like yesterday! Time flies!
  17. Как будто с кодировкой что-то не так, может в файле кодировку поменять как то?
  18. Ohhhh duh haha thanks! Love the campaign as always with your work!
  19. I also encountered this after latest patch patch. The issue was with sd-10, aim-120b and aim-120c. But AI fighters do defensive maneuvers against the R-77. I did not test it with the AIM-54A/C.
  20. Nice... but wrong texture names... Check the model in ModelViewer! You have changed the some tex names ;o) Next comes more /O
  21. JPADS is a more complicated topic, and isnt planned for the moment. However, its not used very frequently because you can get, in most situations, as close as you need with a normal carp solution. Of course things like weather affect the ballistics, and all of these factors are accounted for in the cni carp solution, as in the real plane. Regarding whether the points are "relayed to the hud", yes, of course. This is a full fidelity module, so in general, if a real c-130 does something, this (virtual) one does too. Two stage airdrops exist also.
  22. Today
  23. I keep my fingers crossed for the project!
  24. Good as a multiera light bomber (WW2/Korea/Vietnam/CION) My data: A-26B-1 Invader Attack Man Rtng: 2.0/1.0 Damage Value: 31 Size: Medium Bombsight: Ballistic Throttle Setting/Speed in knots Altitude Rng Cruise Full Power Low: 180 280 Med: 220 313 Ceiling: 6735 m Engine Type: RP Cruise Range: 1232 nm Int Fuel: 2387 kg Ordnance Loadouts: Payload: 1816 kg Off Guns: 6 M2 .50 cal. (1.8) Def Guns: 2 M2 .50 cal. in remotely-controlled dorsal & ventral turrets (0.3) 8 500 lb or 4 1000 lb bombs Remarks: In Svc: Sep 44 Dorsal turret can be locked facing forward, total offensive gun attack 2.2. A-26B-50 Invader Attack Man Rtng: 2.0/1.0 Damage Value: 31 Size: Medium Bombsight: Ballistic Throttle Setting/Speed in knots Altitude Rng Cruise Full Power Low: 180 318 Med: 220 328 Ceiling: 6735 m Engine Type: RP Cruise Range: 1232 nm Int Fuel: 2387 kg Ordnance Loadouts: Payload: 1816 kg Off Guns: 8 M2 .50 cal. (2.4) Def Guns: 2 M2 .50 cal. in remotely-controlled dorsal & ventral turrets (0.3) 8 500 lb or 4 1000 lb bombs 14 5 in HVAR Remarks: In Svc: Jan 45 Provision for 6 additional M2 .50 cal. fixed in wings (add 1.8 to off Gun Atk, total of 4.2). Dorsal turret can be locked facing forward, total offensive Gun Attack 3.0 or 4.8 with wing guns. Pacific units carried 125 USG aux fuel (adds 323 kg fuel and 167 nm) vice ventral turret. A-26C-50 Invader Attack Man Rtng: 2.0/1.0 Damage Value: 31 Size: Medium Bombsight: Ballistic Throttle Setting/Speed in knots Altitude Rng Cruise Full Power Low: 180 318 Med: 220 328 Ceiling: 6735 m Engine Type: RP Cruise Range: 1232 nm Int Fuel: ? Ordnance Loadouts: Payload: 1816 kg Off Guns: 2 M2 .50 cal. (0.6) Def Guns: 2 M2 .50 cal. in remotely-controlled dorsal & ventral turrets (0.3) 8 500 lb or 4 1000 lb bombs Remarks: In Svc: Jan 45 A-26B with bombardier position in nose replacing 2 .50 cal. Provision for 6 additional M2 .50 cal. fixed in wings (add 1.8 to off Gun Atk, total offensive Gun Attack 2.6). Dorsal turret can be locked facing forward, total offensive Gun Atk 2.6, or 3.2 with wing guns. B-26K Counter Invader Attack Man Rtng: 1.5/1.0 Damage Value: 31 Size/Signature: Medium/Med Bombsight: Manual Throttle Setting/Speed in knots Altitude Cruise Full Mil Reheat Low: 140 255 -- Med: 148 269 -- High: 156 283 -- Ceiling: 8717 m Engine Type: RP(S) Cruise Range: 1100 nmi Int Fuel: e3210 kg Additional Fuel Fuel Wt. Range Add. 230 USG drop tank 630 kg 255 nmi 675 USG bay tank 1845 kg 745 nmi Ordnance Loadouts: Payload: 5448 kg Off Guns: 8 M3 .50 cal in nose (3.6) 2 LAU-3/3A rocket pods, 4 CBU-14 cluster bombs Remarks: In Svc: 1964 - 73 Can carry 3623 kg internally, 1816 kg externally. Wing tip tanks are permanently mounted, included in the internal fuel value. 1966: Redesignated A-26A. Nov 69: Last combat mission during Vietnam War.
  25. Wonderful, thanks for your hard work
  26. lol never mind! Jester is making the call in all sorts of nonsense situations and I have no idea what logic is behind it. Would be better if he didn't make this call at all. EDIT - and while we are on the subject, if you are going to have this call could Jester please sound less panicky about it? We both have O2 masks on. The unpressurized altitude record is apparently over 70,000 feet. We aren't in any danger even if Jester was right about the cabin pressure.
  27. Su-22M4 Mod Information and Progress - August 2025, Su-22M4 is an FC3 based, free mod of a legendary export variant of Su-17 attack aircraft, It is in FC3 fidelity with a lot of the cockpit being clickable as well as some basic system implementation. These include: - Cold Start Procedure - Generators, Pumps, APU, Gyro spool up, - In cockpit lighting - dimmable flood lights as well as warning lights with master caution reset, - RWR turn on/off with volume and brigtness controll, - Weapon control panel - ripple quantity, interval, master arm, - Basic SAU Channels (autopilot), - Wing Sweep Controll (only cosmetic for now, no effect on flight characterisitcs), CWS like in Su-30 is planned, this will allow for CRT display being usable for TV munition seeker view (Su-22 didnt have TGP). No estimates on that, first version will be released with Su-25A avionics. I choose them because it uses identical targeting system and gunsight as Su-22. Su-22M4 will require Su-25A and Su-27 modules Mod progress (august 2025) What is done: - External 3d model with animations, minor details might be changed, - Remove Before Flight Covers, - Liveries (almost 90 from a lot of Su-22 users, around 50 Polish AF), - Pylons with assigned weapons that can be carried on them, - Cockpit 3d model with basic gauges animated, - In cockpit clickables: Engine Control, System Power, Main Power Panel, Weapon Control Panel,Avionics Power, NWS, Taxi/Takeoff lights, - Wing Sweep Control - 3 Positions: 30, 45 and 63 Degrees, - External Lighting and Cockpit warning lights., - In-cockpit sound system with custom sounds - battery, pumps, gyro, apu, launch tone, - Wallpapers, Icons and stuff What needs to be done before release: - As much in cockpit clickability as possible with modelling systems even with fc3 limitations - Bounding keybind presses to in-cockpit switches and buttons (so they animate properly) - KKR-1 recon pod (cosmetic only) - Wyuga ELINT pod, and maybe a way to correclty target ARM with Su-25A avionics, or at least making it look legit. - Loadouts - Multiplayer Synchronisation Estimated Release Date: Fourth Quarter of 2025
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