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Ripcord

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About Ripcord

  • Birthday 10/04/1968

Personal Information

  • Flight Simulators
    P3D, FSX-SE and DCS Various
  • Location
    Houston TX
  • Interests
    Flight sims mission & campaign dev
  • Occupation
    Sales Operations, Finance, Analytics, IT
  • Website
    https://ko-fi.com/ripcordmods

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  1. I have thought about trying to add RPGs and/or Stingers into the armed buildings, but decided it might be better to just walk first, then try to run.
  2. Thanks @currenthill I saw this but somehow missed the mortars and others in this pack. I really hope ED will start integrating a lot of your contributions into the standard game.
  3. I am testing this, but I am sure somebody here already knows the answer to this already: GT.WS[1].pos = {2,3.5,1} -- location or position coordinates within the model So if these are x,y,z coordinates, I gather that x = front/back, y is up/down (vertical height) and z must be left/right. Do I have these right? Kinda hard to tell in model viewer.
  4. OK we just saw the 2025 and Beyond hype video drop, and while the F-35 discussion is dominating the airwaves, please don't think we didn't notice the improved/upgraded ground troop motion. Can somebody from ED pull back the curtain and share a bit on this? Maybe let us know what is brewing? And when I went back to dig up that image, I just saw this from MW -- First 25 questions answer but there will be another 25 questions in about a month from now... Thanks Matt W.
  5. Maybe add mortar firing infantry to this wish list as well. Imagine picking up and dropping off mortar teams, or RPG/Anti-tank teams, by helo.
  6. AAV-7 For whatever reason, the AAV-7 is happy to shoot at mobile ground objects, but it will not even notice armed house or armed barracks. And, what is more interesting, is that the same armed buildings will not shoot at or engage the AAV-7. MRAP Maxxpro Also the MRAPs won't fire on the static buildings I have tested, but I did see that the armed outpost does fire at them (at least at close range). M113 Same as above. Does not engage armed static/fortified buildings. Outpost does fire at them, one at at time, at very close range. Fuchs APC Same - does not engage armed buildings. Will stand there and allow armed building to fire at them, no reaction. Again, I observe same behavior - house/outpost fires at only one of the vehicles, and only when it is very close. Scout Cobra Does not engage armed buildings. However, I did note that the buildings DO engage these scouts, once they get close enough. And not just one at a time, the building will fire at more than just one. Scout Cobra does not return fire at any point. M1126 Stryker ICV Same has MRAP. Stryker ICV won't fire at armed static outpost, but the outpost does eventually fire back at the Stryker - only one vehicle, however, and only at pretty close range. I should also note that the SPG Stryker MGS works fine - Shoots the hell out of that outpost from the jump. Stryker ATGM will fire TOW missiles at it, as expected, so this also seems to fine. Did not test unarmed vehicles, or main battle tanks, or WWII assets. These vehicles engage the armed houses/buildings/outposts without hesitation: LAV-25, Marder, Warrior, Mephisto, Bradley, and Hummer ATGM. Also, as noted, Styker ATGM and MGS. Regular hummers do engage, for the most part, but they get chewed up quickly.
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  7. Managed to get 50 buildings placed on the Syria map. Textures need improvement on many of these buildings, but they, at least they shoot back. Here's an update post on the mod page: First Look Video
  8. Starting now to consider making some adjustments to damage settings. Read more here
  9. This is a scale reduction of about 45%. Much better, I think.
  10. Need to go back and adjust the scale of these buildings, I think. How much do you think this needs in terms of reduction? 40% smaller, 50% maybe?
  11. Been playing with the map a bit, looking for info to learn who was stationed where and when. Just started researching where Camp Leatherneck was located in relation to Camp Bastion, and google steered me over here to this thread. Right away, 2 thoughts. 1 - Damn, what a big-ass complex this place was. 2 - Respect to all you guys that did time over there. DCS, honestly, I think you did well to get this level of detail on your first iteration.
  12. shazam! Building sitting level on a slope. Don't know what exactly it was in the script files, but I just completed adapted this file structure/format and it worked. So let's not overthink it. thanks again @TeTeT for sharing.
  13. Yep, still testing. Not there yet.
  14. OK I see that the objects are level on a hillside. Is this, by any chance, the setting in the lua file that needs to be present? positioning = "ONLYHEIGTH";
  15. @TeTeT you sir, are the man! First this gives me a template of how to package up multiple objects - right now I am dropping them in there one by one. Your method looks way cleaner. EDIT - and I see I can provide multiple 'liveries' for the building objects, which might prove to be useful.
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