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currenthill

ED Closed Beta Testers Team
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Everything posted by currenthill

  1. Well, it's a bit strange. I was expecting invisible to literally mean invisible, that no approaching unit would be able to spot them. But somehow, when they get close enough, they are seen. I have not idea how and why, and haven't found a way to set this distance since it's a setting in ME - not in the asset configuration.
  2. Thanks! Do you have a test track with the Hkp 15B? I tried a couple of take/off and landings without issues. Also, I tested the Ka-52 and Ka-52K, no issues with the landing gear. Are you running the Military Asset Pack Russia 1.1.0?
  3. Yep, no problems with them unzipped. But OvGME actually supports mod packages that are zipped. You just copy the zip to your OvGME folder and then enable/disable it - no unzipping. But there is an issue with larger zip files that we're trying to solve. Zip files larger than around 4 GB doesn't seem to be recognized as OvGME packages correctly.
  4. When you say Z-zip, are you talking about 7-zip? I've tried with both Windows zipper and 7-zip, without success. So please tell me more about your tests.
  5. So the links have all reached their traffic limits. They will reset after 24 hours.
  6. In the updated Russia asset pack I've made a lot of changes to the weapons and radars parameters, including the Pantsir performance. Try it out!
  7. As you may have seen in the changelog for the Russia asset pack I'm going through all the radar, reflection, countermeasures and weapons parameters when updating a pack. So there may be some relative inconsistencies until I'm through all the packs. But the goal is to have a more uniform and holistic approach to the weapons and systems configurations. As requested earlier in the thread, I will be adding a modern loadout B-1B in the next US pack update, with both the JASSM-ER and LRASM. It's an impressive antiship delivery platform equipped with the LRASM.
  8. Great catch! Sorry for that, link #4 has been updated and is now ready for downloads!
  9. It's just the sorting tags in DCS, when you're in the Mission editor.
  10. Military Asset Pack Russia 1.1.0 released! Changelog Version 1.1.0 Added 2S35 SPG Added Ka-52 EOS movement based on cannon aim Added Ka-52K EOS movement based on cannon aim Added Kh-555 ALCM to Tu-160M2 Added Kh-555 ALCM to Tu-95MSM Added TM-62M anti-tank mine Added Tu-160M2 Strategic Bomber Added Tu-95MSM option to remove external pylons Added tags to S-350 assets Added trajectory forecast for guns on all ships Added trajectory forecast for guns on all vehicles Changed 3M14T CEP Changed 9M729 CEP Changed Kh-101 maximum range Changed Pantsir 2A38M dispersion Changed Pantsir 2A38M rate of fire Changed Tu-95MSM to 6 pylon rotary launcher Changed radars reflection and countermeasures parameters for increased realism Changed weapons reflection and countermeasures parameters for increased realism Fixed 3M14T LACM targeting issue Fixed 9M729 LACM targeting issue Fixed Tor M2 missile cover animation issue Fixed Tor M2M exploding missiles after launch issue Fixed Tu-95MSM headlight not pointing forward Fixed exhaust smoke dissipation on Kh-101 Removed CIWS burst fire for all ships Removed Kh-65 from Tu-95MSM Removed Pantsir 2A38M burst fire
  11. Thanks for your testing. Are you using my latest asset packs and not the single assets?
  12. Most of the effect stuff is linked to a certain type of something. For example, that's the reason I can't have the large firing/smoke effect when firing guided ammunition from an artillery unit. Because the guided munition is configured as a missile and the large fire/smoke effect is only available for projectile/shell firing. It would be great if those effects were uncoupled so they could be used anywhere.
  13. Thanks! Yep, I had to do some smoke and mirrors workarounds. The mines are actually really small vehicles which will fire a short range projectile at the approaching target. So you can say that they work as proximity mines. But it's very close as you can see in the video. The approaching vehicles will notice them just a couple of meters before and try to steer away. But depending on your mine placement they may not succeed. It's also very dependent on the vehicle speed, just like in real time. If they go very fast they don't have the time to steer away. I don't have any control of that, I think it's a built-in feature of Google Drive. I have no idea why preview doesn't work, they are ordinary zip files.
  14. I added the TM-62M anti-tank mine to the Russia pack. They're not perfect since DCS doesn't really have the mechanics for mines. You set them as invisible and the approaching vehicles won't see them until they're really up-close. Here's an example.
  15. I understand the interest in modding, but I'd appreciate if we could keep this thread about my assets.
  16. Haven't thought of it since they've recently been updated by ED. But maybe there is a demand for the more modern weaponry?
  17. I just opened up a fourth link on my site.
  18. If you have tried all three links, we just have to wait until the next day when the limits resets.
  19. I added a new entry in the about DCS crashing and units not spawning: FAQ: https://www.currenthill.com/faq I've also just added the brake parachute for the Tu-160M2. But don't fool yourselves, don't try to land this behemoth on a short runway unless you have very little fuel left.
  20. Send me a message in Discord (currenthill) and we'll take a look at this.
  21. Nope, the chaff feature is hard coded in the scheme.
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