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ienatom

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Everything posted by ienatom

  1. Apparently you can modify the mission.lua but you need to insert each model name manually and it's coordinates too. It should be a feature
  2. Can't wait! Is the Cavour going to be released in the future?
  3. Ah there you go. I had a doubt but I had to ask i was just thinking about it yesterday because I believe it might be an interesting cold war addition as it’s something similar to the SA2-SA5 systems
  4. Hey CH! Any chance we could see a MIM-14 Nike in the future? Ever thought about it?
  5. Fantastica giornata! Grazie a tutti
  6. Hello everyone, To make up for the missing and incorrect NAVAIDs (and frequencies) of the DCS maps, I've started working on updated NAVAIDs for some maps. I've just finished with the PG map so, without further ado, I present you: The Persian Gulf NAVAIDs update 2024 v1 This very lightweight mod updates all the NAVAIDs of the currently available airports on the map and adds some extra ones in remote areas. About 75/80% of the NAVAIDs existing in the region have been added using Jeppesen Enroute Manuals and current AIPs from the UAE, Iran and Oman (as of June 2024). Includes a small PDF with the actual correct frequencies of each airport and some general CTA/ACC frequencies (just about 1 per sector but still used and existing), plus the NAVAIDs. These should improve realism if you have someone playing as ATC (obviously discarding the default DCS "ATC"). IC SAFE Features: Added or corrected NAVAIDs for most of the DCS airports in the Persian Gulf, like Abu Dhabi (which was missing all 4 ILS), Ras al Khaimah and Al Ain. Added almost all VORTAC, TACAN and NDB stations in Saudi Arabia, Kuwait, Iraq, Iran, UAE, Oman, Pakistan and Afghanistan. Added NAVAIDs for the secret UAE base known as Qusahwira (although these are not real NAVAIDs but have been invented d/t lacking documentation) If you find any bug/error please you are free to let me know. Any input is appreciated! You can find the mod ready for OMM at this link on my user files: https://www.digitalcombatsimulator.com/it/files/3338356/ CHANGELOG: v1 - Release V1.1 - Fixed incorrect folder structure
  7. I'd say to make the rust just a touch more transparent, otherwise it looks great!
  8. 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?
  9. 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
  10. 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)
  11. 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.
  12. 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
  13. 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
  14. 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?
  15. 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!
  16. 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?
  17. 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
  18. Ah you are right, thanks for the reminder
  19. Download links don't work anymore for me
  20. It's also happening in Nevatim, I tried several parkings (66, 115, 90 amongst the others).
  21. 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?
  22. Same issue here, it's impossible to properly use an SA-10 unless it's on a perfectly flat surface. Pretty annoying...
  23. 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.
  24. 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.
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