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Showing content with the highest reputation on 01/15/23 in Posts

  1. Preorders start February 3rd!
    13 points
  2. Since this thread kinda got forgotten about: Less than 2 weeks until preorder. Place your bets on when it actually comes out.
    10 points
  3. I was doing a logistics mission in the editor and found out that they put in a new artillery payload for the helicopters to carry in the last update.
    7 points
  4. Hi BlackReef, our apologies that you are experiencing difficulties with the tracks. The reason for that is quite in the name: they are not replays as such, and were not really developed with that in mind. Unlike a replay that simply records the action, tracks do track every input you make, and replicate it. This process has initially been developed when there were not only no fully clickable modules around, but most certainly no multicrew and backseater AI, and was developed more like a debugging tool than a replay function. Both multicrew and Jester AI are the breaking points in Singleplayer tracks. And unless we get a proper replay/recording system at one point, this also likely will not change - there is unfortunately nothing we can do about it on our side. The moment you open for example the Jester menu, or have a human backseater, it breaks input tracking which results in the off-the-mark replays you experience. There are a few ways to work around it: 1. Very short singleplayer tracks work, however, a few things to keep in mind: 1.1 With very short I mean very short, maybe up to a few minutes max, the fewer, the better. 1.2 You must not use Jester (which naturally is a limiting factor). 1.3 If possible engage AP (ATT Hold) within 10 seconds after spawn, to avoid control input desyncing. ^^ This is not a very encompassing extend of usability, but serves to record short scenes, snippets, a short finals from the cockpit, etc etc. 2. Host a server instead of flying singleplayer, and use the server track. 2.1 Ideally you do this with a third party server (which can be your own separate or dedicated server, even from the own machine), but just joining your server as the host works as well. The important bit is: use the server track, not the client track. 2.2 While this gives a solid external and internal view replay, it does not record your inputs, where you were looking, etc. But a very good option for most that you need. You can even enable external views when having flown on a server with them off initially, etc etc. To do that simply: Open your trk file with 7zip or Winrar Drag drop options file to notepad++ Set setting as you wish such as: ["spectatorExternalViews"] = true, ["externalViews"] = true, 2.3 Make sure your normal default options have external views enabled as well. Specifically when having "use these options in all missions" selected, your normal settings trump the mission settings. 3. Avoid fast forward in both the mission and tracks, no matter the module, more than 2x speeds (and sometimes 2x speed as well), will eventually break the track. I hope the above helps a bit, it is somewhat of a hassle but not at all too much, if you are seriously into video making.
    6 points
  5. Any chance of longer term producing the F4U-4? it was a beast. And would work nicely in a Korean War scenario.
    4 points
  6. Well, after 10+ years in the making, a couple months sure is imminent!
    4 points
  7. *Disclaimer, I'm not on the CJS Superbug Team* Just something to keep in mind for anyone working on or using mods. When it comes to modifying ED stock aircraft such as the F-16C or F/A-18C we're currently limited to what the avionics for those aircraft allow. We can't for example add AIM-7's to the F-16 and expect them to work for the player. No support for them in the avionics. On the F-16 we were able to add additional pylons and have certain things work on them (not weapons) but the F/A-18 is coded differently, and we can't even do that to any great extent. We're able to add one additional pylon that can be used for smoke, models and as it turns out, fuel tanks. Due to this limitation, the number of hard points for weapons on a Super Hornet is the same as a Legacy Hornet. If you want to have that third pylon on the wings, some finagling of the existing pylons has to take place. It's not a perfect solution, but it's the best we can get right now. And I for one, love having a flyable Super hornet in the sim. Some may ask, "Well, what about the F-14? We were able to add weapons to it!" Yes, it's by Heatblur and coded differently. The F-14 is able to use different types of missiles for example because it just "assumes" that the new missile is one of the existing ones it could already carry. It could already carry Sparrows, Sidewinders and Phoenix missiles which are of course Fox 1, Fox 2 and Fox 3 types that are defined by the seeker type in the LUA code. So, it doesn't care. That's not the case with F-16 or F/A-18. I was able to add AIM-9X2's and AIM-120D's only by replacing an existing missile. I hope this helps clear things up.
    4 points
  8. It is what it is i guess. Been bit of an ordeal. The Dora really needs a total overhaul as its pestered with issues and ancient ways of creating 3d models that it really hurt to create textures so far... Eg. overlapping UVW´s etc I´m gonna do the stressed skin now. Some reference hunt first. From that point on the normal map will be generated and following masks etc for diffuse etc.
    4 points
  9. Hello, my simple demo mission, two aircraf, 4 men DEMO Salute take-Off _quad.miz
    4 points
  10. !!!!!!!!!!!!!!!!!!!!AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    3 points
  11. Heya, THX for all the help! Yes, it works now, with "AI Task Push"! I made a template for Persian Gulf 4 F-16 (Client) with animated characters. Created with German editor. I think it will switch to another language automatically. Maybe it will help others. THX for these great models!!! PG CONFLICT Template .miz
    3 points
  12. Immagino che il motivo sia che queste aziende, alla fine non siano poi cosi tanto grandi e di conseguenza, essendo la squadra formata da poche persone, bisogna pazientare. Alla fine immagino che lavoreranno 5 giorni la settimana, 8 ore al giorno. Poi metti il fattore che durante l'anno il loro personale a scaglioni va in ferie (mica sono come noi italiani che vanno tutti assieme a Pasqua, agosto, Natale ecc. Poi mettici i vari ponti.. Magari qualcuno di loro si ammala anche (cosa più che umana), richieste di giorni off per motivi personali, insomma, bisogna pazientare. comunque dai, non è poi cosi tragico aspettare, di moduli a disposizione ne abbiamo molti, siamo sinceri, non è che DCS ha solo 3 moduli in croce.. Divertiamoci con quello che c'è.
    3 points
  13. 3 points
  14. It is hard for me to find the words to express my gratitude... thank you. Not only for the first place and lifetime supply of Heatblur modules (am I dreaming??) but also for the very very kind words. I certainly did not expect to win and a huge shoutout to all who submitted! From the start I knew I wanted to use a longer focal length to bring the midground and background closer to the viewer - so they could admire the incredible labours of love that are the Heatblur Forrestal Carrier, assets, and F-14 Tomcat! Keep in mind the foreground is an exterior model Tomcat with a camera positioned inside - truly some very impressive LOD work from HB on that one. I truly am at a loss for words - thank you from the bottom of my heart, both for this recognition and for everything you folks do - your passion, hard work and long hours are evident in the placement of every rivet, the click of every switch, and the feeling of sheer excitement of strapping into a Heatblur jet. All I can say is - thank you!
    3 points
  15. Hello Patricio, Thanks a lot for a great Mod, I tried it today after all the hoopla regarding the animated crew, to see what was all the fuss about ... it was a surprise to see what a high quality objects pack this is, thanks a lot for taking the time to create them. To have an easier time when editing missions, I prepared this illustrated Catalog, hopefully it will help others as well: https://1drv.ms/b/s!Ai6cuX3YQI26icFn6j8PIisFKSN4CA?e=vjqFco Best regards and thanks again, Eduardo
    3 points
  16. They aimed to 2022 end, couldn't make it. I hardly doubt they aren't willing to release mate. I don't get why every harsh comment out there, be it on this topic or any other related to any other to be released module/map, assumes and gives for granted whoever it is the publisher is unwilling to release their work like they only say they are working on something just to tease us all but intend not to release ever . You all with the impatient attitude are the same. Usually next day or so anyone of you say anywhere "this module's dead", "they've dropped down but they aren't telling us", whatever the new BS you come up with, there are news, release dates, whatever, but you all forget to tell "I was an absolute idiot spreading this or that BS all over the internet just because" . Whenever it happens the next time don't forget to come here with the same quickness and tell everybody you were plain wrong and behaving like…
    3 points
  17. 3 points
  18. 3 points
  19. ALL of our 4th Gen Legacy fighters are amazing platforms, and we are being treated to the Golden Age of mil flight sim by ED right now. However... Almost weekly, I'll come across some YT video of a DCS PvP BFM fight, a real world Hornet driver praising the jet, real world non-Hornet driver praising the jet, etc...when, invariably, someone in the comment section (or in the ole' forums) will say something like the following under an interview with former F-14D Tomcat & F/A-18A Hornet Pilot Mike Vizcarra (below): and other general slams such as: "The Hornet is a lame duck" "The Tomcat is superior in BFM" "The Viper is superior in every way, especially in BFM" "The Eagle is superior in BFM" "The DCS Hornet is overpowered because I lost to it in BFM" etc. etc. It seems to me that the Legacy Hornet (especially the big-engine Charlie) is one of the most misunderstood, underrated dogfighters in the world. For those who are interested, I thought I'd drop you a bunch of (mostly) time-stamped links to various real world F-15C, F-15E, F-14A/D, F-16C T-bird, and Legacy Hornet crew praising the Legacy Charlie and its WVR performance, and busting some other coffee-table-book-myths about the Legacy Hornet. One thing to note: ALL of the men here have plenty of DACT experience against every 4th Gen USAF/Navy fighters (which of course many of them talk about if you want to watch the whole video). Finally, HUGE shout outs to Mike and Steve at AC Interview and 10 Percent True! If you don't subscribe to either of these guys' online content, you are missing out BIG TIME. Enjoy... Praise for WVR-BFM Performance https://youtu.be/a-gPWlODKCY?si=YHlnvhcH-ZK_g0Ik&t=4642 https://youtu.be/Vz7B_QfF_hw?t=224 https://youtu.be/w877J-B6IXU?t=975 https://youtu.be/APAEykrfUZs?t=1515 https://youtu.be/yDMVhAh7nOQ?t=162 https://youtu.be/yDMVhAh7nOQ?t=401 https://youtu.be/eD9s0Eb6c7U?t=3432 https://youtu.be/y-a-CL8ClX8?t=9 Praise for the Apg-73 from a Mudhen WSO https://youtu.be/eD9s0Eb6c7U?t=3481 https://youtu.be/Q_n78CvQrRY?t=1017
    2 points
  20. The external textures created by Eagle Dynamics for their F-16 Viper seem to have been left in an unfinished state since Early Access release. Which means details, as well as a somewhat realistic or authentic weathering pattern are absent next to many other things. I spent a lot of work in the past to improve and add up all these small details to the external textures. Overall I added many missing panels, rivets, holes, exhausts, vents, seams, lights and other details to the whole aircraft. Too long and finicky to list all the changes in detail. So below is a short list of the main changes and improvements so far. Added missing panels, rivets as well as holes and exhausts to the bottom fuselage Added more detail to the engine exhaust Added dirt, scratches and leaked oil to the airbrakes mechanism Reworked all rivets and added rivets on the top fuselage (rivet counter) Added textures to the M61 gun Added sealant to the canopy frame, RWR and AIFF antennas - Added new cockpit textures (Currently a sort of WIP placeholder. They are a custom mix of textures made by watermanpc and wolfthrower) So far I reworked the main fuselage, some parts of the tail, all pylons and the fuel tanks. The wings will be overhauled as well with new rivets, etc. WIP preview screens. Compared to the "default" livery by ED (before). Sealant around the RWR antenna Static discharge mounts New engine exhaust. The gas residue on the inside of the nozzles is not final and may vary, can be lighter. Textures for the M61 gun Textures for the internal air refueling door Panels and rivets on the belly near the tailhook Sealant around the AIFF antennas and rivets on the canopy New rivets on the aft fuselage Sealant around the canopy and the AIFF antennas. New rivets and details to the main top fuselage. Close up of the refueling door with new rivets and deeper seams. Complete overview of the main fuselage. Notice the tail (hollywood) lights. My favorite so far, the sealant around the canopy.
    2 points
  21. Update 1-14-23 ED changed the blending mode so the waypoints got darker too. Fixed. The default map overlay was useless to me because of its format. Made waypoint marker and names smaller. Centered the waypoint numbers in the circles. Darkened the background map. Adjustments Waypoint color can be changed by line 6 in definitions.lua. Darkness of background map can be adjusted by line 78 in map_page.lua INSTALL: Extract to main DCS install path or use Mod Manager. Does not pass IC. DOWNLOAD ********************************************************************************************** OPTIONAL Below are sharper raster maps. They improve readability of both Kneeboard and TAD maps. I only ran the files through sharpen filter. Image sizes are not changed. Caucasus (1.6GB) Mariana Islands (1.2GB) Persian Gulf (0.7GB) Syria (0.6GB) INSTALL: Extract to main DCS install path or use Mod Manager. Does not pass IC.
    2 points
  22. Dear All, The Heatblur Simulations team and our wonderful partners at TrueGrit would like to wish you a successful and joyful 2023! Have a great new year, full of joy, great times and awesome sim experiences. 2023 is a big year for Heatblur, and we’re grateful that you’re along for the ride. It’s going to be a great one! We’ve just wrapped up a very tough 2022. From a personal standpoint for many of our team, with personal tragedies and the invasion of Ukraine taking its toll on us and our timelines. Despite this, we look back at 2022 with pride. We’ve seen tremendous growth in capability and size, forged new partnerships and shipped features and improvements throughout the year. While still playing catch-up; we’re right back on track on finishing the first of our next generation of high fidelity simulation experiences, starting with the F-4E Phantom II and leading towards the Eurofighter Typhoon. While we missed our mark on the F-4E Phantom for a 2022 release; we’re now very close to full completion of all major elements: flight model, radar, weapons systems, and other key major systems- and even ancillary content as another full length Meteor album! You’ve seen a sneak-peek in the 2023 and beyond video, and we can’t wait to fully unveil the aircraft that we’ve built over the past two years. For the Phantom- and all of our new products- we’ve invested heavily into building our next generation platform and framework. This enables faster future development, intrinsic multithreading, more dependable multicrew synchronization, far less of a maintenance burden, and new standardized features such as wear & tear, aircraft persistence, mass dynamics, and far more. In addition to this; we’ve also had our sights on JESTER v2, a complete rewrite of the JESTER AI system which will enable faster AI development and developer ease of use for integration in future aircraft such as the A-6. On the Eurofighter front, we continue to lay the foundations of this module through application of our next generation framework. Soon, the majority of the work will remain in high level parts: radar, weapons systems, displays and flight control systems- all leaning and benefitting from the completed next generation core. As an incredibly complex aircraft and project, the Eurofighter will be a litmus test for our team to ensure quality and accuracy while avoiding excessive technical debt. These considerations are key for a project of this scope and size, as we strive to minimize maintenance burden and excessive sustainment resources. You should expect to see much more Eurofighter development progress in 2023 as we begin to approach an early access release and feature completion level. We also look towards 2023 with continued love for the Viggen and Tomcat. We capped off the year with another major Viggen patch, and now set our sights on another round of additions to both products. We’re working hard to get on target on the early F-14A, which remains the largest piece of the F-14 yet undelivered, among of course other outstanding and promised features, such as TARPS or FORGE. Further Viggen improvements are slated for the early part of this year as we continue product sustainment. It’s time to get rid of those Early Access tags and square these aircraft away. Quality, consistency and pushing boundaries are our top priorities, and we’re as excited as ever for all that we’ve been cooking. Stay tuned for the full Phantom unveiling and for other exciting announcements with new partners and beyond. Thank you all once again for your dedicated support and passion. That’s what drives and motivates us, and we’ll make sure your faith is well placed with each upcoming release. Sincerely, Team Heatblur
    2 points
  23. @The_Fragger @Zeus67 @Prowler111 @myHelljumper Brief historical summary July 2015: Polychop-Simulations officially obtains the Third Party license for the development of SA-342M Gazelle and BO-105 PAH1A1. April 2017: Polychop Simulations and The_Fragger announce that their development path separates: MilTech-5 is born and will independently develop the BO-105 PAH1A1. January 2020: MilTech-5 and RAZBAM announce an agreement to advance the development of the BO-105 PAH1A1. January 2023: In response to a comment on the official MilTech-5 FB page, The_Fragger replies "We are waiting for the coder -> last contact was June. He applied for a new job...since then -> no response". Is the agreement with RAZBAM still in place (a recent podcast with RAZBAM mentioned three helicopters in development but it's not clear if the BO-105 is included)? Is the recruitment of the new developer in June 2022 part of the collaboration with RAZBAM? Many screenshots are posted that highlight the development and updating of the graphic assets (and this is good) but considering that we have entered the eighth year of development since the original announcement, it is possible to officially know the current and concrete state of development of the module BO-105 PAH1A1 at present? Will there be an official report dedicated to the BO-105 PAH1A1 in the upcoming Eagle Dynamics NL dedicated to Third Parties? Thanks in advance for any response you may have! Bye Phant
    2 points
  24. Hello, I have been doing some testing of this mod against your 055, and have noted a deficiency in the SM-6. When engaging the YJ-18's they will fire at very long range against then loft high and then dive straight down onto them, however the YJ-18 is moving too fast leading the missile landing a bit behind the YJ and detonating to far away to kill it. I suspect similar performance will happen against other supersonic sea skimmers. I would appreciate it if you could patch the mod so the missiles either hit when fired like this, or so that the ships do not try to engage those missiles with that profile. The YJ-18 is also supposed to be subsonic cruise and supersonic terminal, however I suspect the reason this modeled wrong is game limitations. I have attached some photos below to help illustrate. v/r Gundamator
    2 points
  25. Yea, I have the original though in Ukrainian which I’m sure ED has staff that can read it. https://studfile.net/preview/5383872/
    2 points
  26. Easy fix, and sometimes the most obvious elludes us: simply hit pause after spawning in, hehe. You can btw also set that in the options, before launching your server, you can select whether the mission unpauses on load, on player spawn or on actively hitting pause. I prefer the latter, because sometimes you dont want things to start moving before you are fully loaded in, set things up etc. For example: you can go to F2 and set your cam position before you even hit start, etc. Turning off Jester via the wheel will already break the mission. The wheel is simply something the track input recording was not designed for, that kind of stuff just wasn't a thing back then, so this is not meant in a blaming way, btw, it is simply a natural consequence of the time. You can turn off Jester in the Mission editor before spawn, which should help. But still only for short tracks. If you really want to record the landing say from external view, use server tracks, they will be much more reliable, if you do not have too many moving parts in the mission. To turn off Jester in the mission editor, set trigger type "Mission start" -> no condition -> action: x:set command with value SET COMMAND WITH VALUE 10011 <value> value = 1 disables Jester value = 0 reactivates Jester (default) Note that this will basically act as if Jester did not exist, so all backseat functionality will be gone, unless you occupy it yourself (which will likely also break the track). You also have to turn him back on, and can use any trigger type and condition for that, if you like. Server tracks usually deteriorate after running for a while, with many players and many units etc. But for simple stuff like doing a simple landing and recording it, they are great. Oh, btw I completely forgot: I recommend also using Shadowplay, if you have Nvidia, because it has a record reply function, which you can set as long as you want, depending on your available disk space. This is great because some great moments happen on the fly, pun intended, and you think afterwards: man I wish I would have recorded that! With the replay function in Shadowplay, you can then just hit alt F10 (or whatever you set), and it will record the last 5 minutes, 10 minutes or how long you set after the fact of something happening. It is a really neat feature, and I use it a lot for myself. Ofc, it is a pure recording of what you were viewing at the time, that is you cannot change any camera settings etc, it basically records your screen and that is it. But sometimes the best moments are captured like that anyway, because planning for them is tough, hehe. That is just as a sidenote, but I hope it helps. OBS may offer something similar, but I haven't used it in years and honestly can't remember now. It may be preferable if you attempt more professional vids (or other programs even), but for my personal use I find Shadowplay more than enough.
    2 points
  27. I'm adding an axis and an encoder style bind for next release!
    2 points
  28. Pour ceux que ça intéresse le skin est en ligne : Rafale C Cuesta Brothers mod skin Tiger Meet 2015 (digitalcombatsimulator.com)
    2 points
  29. How that stuff actually works is of course not public. How it works in a video game should be. I'm asking about how it works in a video game. Sent from my Pixel 4a (5G) using Tapatalk
    2 points
  30. I'd avoid unofficial links/builds, like I said, MSI AB external Links / Builds were the leading distribution platform for Crypto-Minerware.
    2 points
  31. "Took a turn for the worst", I'm eager to hear the infinite wisdom that you must hold in order to make a claim like that. Happy to see you go m8
    2 points
  32. An ICBM is going to be reentering the atmosphere at something like Mach 20. The AWG-9 doesn't have the doppler bins to see something going that fast. Assuming the missile was able to be guided, by the time it fuzed the warhead would be past the blast zone. _Even if the blast was in time_ the warhead is going to be made out of things tough enough that anything less than a direct hit isn't going to phase it.
    2 points
  33. Actually there's something wrong about that "default" folder thing. I assume it it's a bug. I reported several times but no response from ED. So, using "default" as a mod's folder name is a trick, but another user may have to use the same folder. So, some mods may be interfere each other. Obviously there's nothing we can do except using "default" name at the moment. See you.
    2 points
  34. I have nothing against Growling Sidewinder as a person, but I really don't understand why it's so interesting watching dogfight after dogfight after dogfight after dogfight after dogfight after dogfight... I like Grim Reapers when they do these "scientific" videos, and carrier landing challenges and such, but lately there just too much modern mods such as the F-22, F-35, AIM-260, etc made of guesswork which I don't find particularly interesting. My favorite channel is Redkite (when he does DCS) and Bogey Dope
    2 points
  35. 2 points
  36. Или добавить триггер, который вообще бы убирал растительность-деревья... А, постойте.
    2 points
  37. Thanks everyone! A good way to put it is that it's part of a standardization process and a long term investment. Even if we grew by 2x we'd have difficulty executing our roadmap (of which only a part is announced). A holistic approach to being able to juggle the amount of (future) balls is key to maintaining HB quality. It's a bit vague and we'll go into more detail later. Yep! We're expecting it to end up very similar to the F-14 manual.
    2 points
  38. Dear ED team, thank you for the detailed report on the development of these modules! After the first newsletter in 2023 and the "2023 and beyond" video the expectations grow even higher according to the core development. Is it possible that in the next newsletters (like every two weeks) we can have some drops of information especially dedicated to the core development process, describing ANY interesting facts / preliminary results / plans in the following topics, all closely related to the new EDGE: multicore; Vulkan; DLSS (and its consequences to anti-aliasing); VR rendering; new clouds quality / performance with the new technologies; shadows rendering, I mean just some sentences to keep our curiosity alive while waiting for the new EDGE.
    2 points
  39. As a Viper Crew Chief with an intimate relationship with this jet for years and ongoing, I appreciate your attention to detail regarding this reskin. While not perfect, it's pretty dang close.
    2 points
  40. The production on that video is sensational.
    2 points
  41. It is a Kiowa shooting. The .50 cal can only be used on the left pylon. There is a laser that can be boresited to the gun for use with NVGs. The button in the cockpit can be seen in this picture.
    2 points
  42. Update January 12, 2023 - 1: TTI SP v2.4.0a Added Black Shark 3 module Added new optional expansion script for popular flyable DCS Aircraft Mods (F-22A, F-35, Su-30, and more!) Restored "A2A Hard" to just be a regular A2A spawn using the A2A HARD template Previously, A2A Hard was setup as the A2A Enemy Elite Squadron spawn, but now this has it's own new spawn type as "A2A Enemy Elite Sqn" in the menu. This utilizes the A2A HARD template list as a spawning pool for now. Added "SINGLE MISSION MODE" which is a great way to save on performance or simply let the mission decide which mission you need to tackle, by spawning in ONE SINGLE MISSION at a time, randomly choosing which mission type is spawned. a new mission type will spawn (never the same one twice), and which mission types are in rotation are editable in the mission settings. Added Anti-Ship Convoy missions, they are the same as Ground Convoy Missions, but at sea! Corresponding configurable options are available, along with editable templates in the mission editor, again same as the ground convoys. Obviously, this mission type is not available on maps where ships cannot be placed normally. (NTTR) Disabled Anti-Ship (Static) missions by default, and lieu of that, enabled Anti-Ship Convoy missions by default. Added 7 more potential ground convoy routes to add much more variety to convoy missions. Fixed an issue where -destroy and -smoke Zeus commands did not work unless done on low altitude ground. These commands should now work on any altitude of ground as expected. Added a new RAT menu option to spawn all CVN assets that have not already been initialized. Added option to have "A2A Constant" enemy air spawns respawn after a kill. Currently by default and previously, A2A Constant spawns happens on a timer, and you can optionally switch to this new option for constant spawns to happen after the constant A2A enemy aircraft group is destroyed. Added a F10 Other menu option to disable A2A auto-spawns while mid-mission. Optional Expansion scripts now allow for custom airfield spawn locations Added options in mission settings to change unit threshold amounts, which determines how many units remain before the mission clears itself out to avoid issues where it may be impossible to find/destroy the last remaining unit. Made EWRS update interval and display time more reasonable by default. You can still change these settings in-game and/or within the mission settings that you edit in the Mission Editor. Added an option to make EWRS AWACS auto-reports on or off by default. Added an option to change EWRS display time. Fixed an issue where A2A Helo missions were not spawning from the correct spawning pool list. Further polish and cleaning up of the organization of the F10 Other Menu for ease of use. Allowed Carrier Deck layout menu in the Cold War era. Allowed more RAT Carrier aircraft in Cold War Era Carrier aircraft slots initialize Carrier RAT AI planes, Carrier deck statics. Modded aircraft that can spawn on carriers will now also trigger these spawns. When ground missions with available WPT initializes, the message of the new mission will display with the WPT number. Optionally installed modded player aircraft spawns trigger their respective tankers and logistics. Further improvements to mission detection logic that should alleviate some script processing performance. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5
    2 points
  43. V9 will be out Soon!!!!!!!!!!!!!!!! Change log Added Full Hornet Sounds for cockpit and out side Compatible with CJS SuperBug V2.0
    2 points
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