Jump to content

currenthill

ED Closed Beta Testers Team
  • Posts

    1939
  • Joined

  • Last visited

  • Days Won

    133

Everything posted by currenthill

  1. It's primarily because I make all my textures in Substance Painter.
  2. I'd appreciate if you keep it in english in this thread, thanks!
  3. No, I can't make things that aren't in DCS core.
  4. I was actually thinking about this and I am looking into modern Russian tank camouflage. If anyone who is good at 2D texturing could provide me with a couple of modern Russian vehicle camouflage pattern PNGs in 4096x4096, that would be very appreciated and save me time to continue the work on other assets.
  5. I have 3d models for these, so that's where I'll start. But I would like to add the 9A316M as well. 9A317M TELAR 9S36M FCR 9S510M CP 9S18M3 SR
  6. That is correct! And I think I managed to spell its name differently at every place in the code.
  7. Here's a sneak peek of another upcoming asset.
  8. Haha, the stock Scud is like the shotgun version of a ballistic missile. You get a really nice scatter effect.
  9. Thanks! I might. Since it also depends on model availability, why not suggest a list of relevant assets in an Israeli pack. Preferably the most common and useful ones.
  10. In parallel to the Buk M3, I'm also working to a couple of other assets I'm adding to the Russian asset pack. Here is the T-90A.
  11. Yeah, you're pretty much spot on. The current limitations really makes it hard to create such an asset that even somewhat resembles its real life performance. It doesn't give me joy to spend so many hours on an asset knowing I can't make it perform like I want. And also the dealing with all the questions from the users about why its performance is lacking.
  12. I think ED will be releasing their updated infantry soon. I believe we got a sneak peek of one of the insurgents in one of their latest release videos.
  13. It's the radar. All the different OSINT sources made me chose 10 as the max number for the TPY-2.
  14. The issue is interpretation of the aim_data field, which should be the one that creates the ballistic trajectory.
  15. Yep, I have two different models for the Block I and II.
  16. Haha, thanks! I did go through the page a couple of times before I released the update. But obviously I still missed it. I'll add it.
  17. Haha, I think you spotted a bad conversion between units. I primarily use the metric system and somehow managed to screw up the conversion on the one-pager. I never intentionally buff any weapon systems performance. But I only use OSINT and such sources can give very scattered answers on a certain system's performance. The one-pager on my website has been updated now.
  18. Sounds like something strange is going on there. The Rb 103A is the PAC-2 GEM-T with a range of 160 km. The Rb 103B is the PAC-3 MSE with a range of 120 km. I just checked the configurations in the Swedish and US asset packs, and they are the same. The THAAD Interceptor is configured for a 200 km range. But you have to take the radars into account (being able to pickup targets earlier and withstand ECM). The Swedish LvS 103 uses the AN/MPQ-65 while the US pack contains the AN/MPQ-65, AN/MPQ-65A and the LTAMDS. The German pack is equipped with the old AN/MPQ-53 and older PAC-2 GEM. Good to hear!
  19. Nope, I made them to co-exist, since this version is only an AI version. The reason for this was so that I could implement the weapons for AI, which is much easier than for a player-controlled aircraft.
  20. That’s correct. Since OvGME doesn’t work with larger zips I just unzip them in the DCS tech folder.
  21. There is no mention of the Military Asset Pack Sweden in your log. Only Russia, UK, Germany, Ukraine and the US. So I would advice you to check your installation of the Swedish pack.
  22. No problem, but I need the dcs.log to check it.
×
×
  • Create New...