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ienatom

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Everything posted by ienatom

  1. I'd say to make the rust just a touch more transparent, otherwise it looks great!
  2. I'll try to take some screenshots to better explain this but AFAIK the Ford has only 3 arresting cables and in the mod we have 4 which are not aligned with the angled deck. The JBDs seem to be a bit off, both by position and by form (comparing it with the deck texture). Then something else that I don't remember What program are you using to model the 3D model?
  3. Gotcha. I was just asking because I might be able to create a more accurate texture for the deck, but there is not point if the model does not align with the actual positions of those things I mentioned I can make the new deck texture, but I have 0 knowledge of 3D modeling
  4. Hey mate, I might have lost it in the different replies, but do you have any plans on correcting the deck model? I mean like position of cables, catapults (?) and JBDs? This way a more accurate texture for the deck can be made, as I believe the one you are using now is a picture of the actual deck (which means the positions on it are correct I guess)
  5. With the Super Hornet mod, this spawn point behind the island collides with the ship model. Same happens with the standard F18 and it gets shifted and rotated 45° aft due to the collision. I also tested ATC and it seems to work. TACAN is a bit messy but ICLS works. The TACAN range seems to be correct but the bearing is doing weird things. When approaching from starboard the TACAN position oscillates by around +-5° and the bearing is not correct at all. See attached screenshot for reference. I also tested port and around the carrier but there seems to be a lot of inaccuracy regarding the bearing and the position of the TACAN: I was flying directly outbound from the carrier but the TACAN showed about 5 my 190° bearing instead of 180°. The RWR is detected and the bearing is correct but even with the CH RWR mod it shows unknown (I don't know if it's supposed to be already fixed so I'll just report it) You can see the carrier at my 11 o'clock with that tiny dot on the sea.
  6. As an italian, can't wait for the release of the 3 italian ships And as usual, infinite thanks for your "shipyard". They should pay you to include them in the base game
  7. Great thanks! Have you also investigated how the game handles the waves and the sea state? I mean, of course it's tied to the surface wind speed but I was wondering if this could be set differently and Independently
  8. Hey bandit, fantastic mod! Do you have any idea if the sea state can also be changed "independently" from the wind speed? I mean, of course the wind directly influences the waves and stuff, but IMHO in DCS you can't anything else than a perfectly flat sea unless you set it to 60kts Do you think this can also be done?
  9. Hello, While creating a mission I ran into this problem as per title. KC135 and E3A are parked at slots 01, 03 and 05 and when they start moving they don't follow the taxi line but instead widen the turn, hitting the flood lights at the edge of the apron. See screenshots attached. Also, I haven't checked but since it's full of flood lights all around the apron, bigger planes might still hit them while taxiing in. Let me know if you need any more details!
  10. Great job man, thanks for sharing. FYI the AIP link is now broken though. I have a question regarding some frequencies used on the fighter plates: are those coded channels or something? Because some of them are way out of the VHF or UHF radio bands used in our fighters. For example: the Ramon ground frequency is 117 and the approach is 165. Does anyone know what they stand for in MHz?
  11. It's not a mod, it's just a summary of the callsigns added in DCS with OB 2.7.9. I am looking for the exact location of those callsigns in the DCS folder, not just a list of callsigns that I can also just read by using the editor
  12. Ah you are right, thanks for the reminder
  13. Download links don't work anymore for me
  14. It's also happening in Nevatim, I tried several parkings (66, 115, 90 amongst the others).
  15. Hey everyone, I was trying to find the file where all the callsign are saved to maybe improve the list of callsigns and add some more, like it was with the callsign mod some time ago. Does anyone know where I can find the file with all the callsigns or is something encrypted and unavailable to the commoners like us?
  16. Same issue here, it's impossible to properly use an SA-10 unless it's on a perfectly flat surface. Pretty annoying...
  17. Hello everyone, I am trying to create a script that changes the destination of an AI plane group once a specific flag is on but I cannot find the proper action/function for it. The main idea behind it is that once an F10 menu command is selected the previously spawned cargo plane would fly, land and eventually despawn at the selected airbase so that its cargo can be added in the warehouse of the airport. Due to the big amount of different cargoes and destinations it's too time-consuming to add 80 different groups that fly and have different destinations and cargo, so I was thinking that something like that would be easier to manage. Does anyone know how this can be accomplished? I am also accepting suggestions on how to do it differently.
  18. Did you discover anything new about this? I am basically trying to set a mission as you described: allies only for pilots and fog of war for tactical commanders but for now I haven't found a workaround.
  19. Any news about this? I also had this issue in MP on one of our servers and it was pretty annoying
  20. It would be great to have the chance to either pick a callsign from a very long list or create a custom one. Not all callsigns have the audio version as of today so even something similar would be a needed addition to the sim, especially for mission editors.
  21. Same issue happening to me. I am trying to make a very large missions and now I cannot place any more blue groups because of the lack of options for callsigns. LuaGUI (Main): error, can not create new callsign, groupId > 9 On an unrelated note (but not too much), it would be great to introduce custom callsigns to DCS, even without any text to speech in the radio callouts. Maybe this could also help with the issue?
  22. Thanks man This kind of things just make me laugh at this point. I will reverse all the order but I guess if that's it the issue is now solved and the script works flawlessly. Thank you both for the help guys, really appreciated!
  23. Funny enough, for some reason now it doesn't fill all the shapes with the specified colors
  24. It would be nice indeed Thanks for the help man, at this point it would probably be easier to use trigger points, although the coords thing could be useful! Regarding this, do you think you could use more than 1 quad zone to make up for a shaped polygon with a lot of vertices?
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