Jump to content

LetMePickThat

Members
  • Posts

    226
  • Joined

  • Last visited

Everything posted by LetMePickThat

  1. The problem with "SAM SA-23 S-300VM Giant TEL B - HDSM" is that it doesn't fit in the drop-down menu, that's why we elected to use a prefix in the first place. I guess it boils down to the conception people have of mods. My position is that a mod is good when its presence isn't felt by the end-user and integrates well within the rules set by the base game, but that might be just me. I will set up a poll and see what people prefer. EDIT: also, I'm not sure to understand why you would care wether a unit is from a mod or not. Even when sharing missions with others, the list of needed mods is displayed.
  2. That would be a question for @Strigoi_dk, I'm not familiar with all the textures we use.
  3. A potential conflict would be if another mod used a texture with the same name as our own glass texture. Look for mods adding vehicles or buildings with transparent windows.
  4. Yes. Since the HDSM (as well as another upcoming mod we're working on) try to blend in DCS' default naming convention for AA systems, I've elected to keep that approach for AA units of the Asset Pack. The way I see things, structures can have the ERO prefix because it doesn't matter how they're named, but that isn't the case for vehicles because that name is used in AAR and in-game when labels are used. I'd be curious to know what others think about that. Do you mind if I add it to the pack ? Nice catch, I'll fix that.
  5. Fixed. I'm not a huge fan of ED User Files because it doesn't lend itself very well to frequent or automated updates. With Google Drive, I can iterate quickly to provide fixes and updates.
  6. Please give a shot at Beta 1.8.1. There was indeed a problem with the regular ZU-23 technical, but I wasn't able to see anything wrong with the other, non-AAA vehicles. I get the idea, but modelling realistic human beings is a nightmare and this would take a long time. There are already versions of the Toyota with or without light weaponry in the trunk (AKs, RPGs, the like) so you can already set up civilian and militia convoys.
  7. I'll check if I didn't break something, but on my end I have all of them.
  8. No need to look at other games to illustrate that. Combined Arms is the perfect example of why specialized game engines make it very difficult to implement anything but what said engines were designed for. They did some progress on that front, tho. On Syria, you can crush walls or barricades if your vehicle is powerful enough, for instance. It's far from being perfect, but it's better than nothing.
  9. Well well well, it's update time. Just small changes, for now. Fixed improper use of add_surface_unit(GT) that would cause duplication errors in DCS' log for various units. Added the following units: Armed: AAA ZU-23 Toyota armored technical AAA ZU-23 Toyota technical Unarmed: Toyota Camo Toyota Red Toyota Clown Toyota Desert Toyota Red Each "unarmed" Toyota has subtle variations in payload (and color, obviously), to allow users to create whatever scenario they want, from a dead-serious militia convoy to the famous Hmeimim AB Buggey Contest (tm). KNOWN BUGS: The armored variant of the ZU-23 technical doesn't have more armor than the regular version (will fix asap) The ZU-23 variants have no gun sound (will fix...when I find a fix I guess)
  10. Do you use sounders or custom sounds? You can probably play with the sdef files to change the parameters of the sound cone. Any idea about my problem?
  11. As a sidenote, it's worth noting that, in general, notching is much more reliable in DCS than it is in real life when facing modern platforms. The standard real-life reaction when shot at by an F-16C, a F-15C, an F/A-18C or another airframe equipped with a late-1990s/early-1990s state-of-the-art radar isn't to put the RWR contact in your 3-9 line and hope for the best. The F-16C being less prone to notch defeat is probably more realistic than the trope of the Hornet and Eagle losing a contact each time it goes perpendicular.
  12. The last one is unarmed.
  13. We're working on a bunch or technicals for 2SAP, in case you're interested. Some have 14.5mm MG, some are equipped with ZSUs, some are suicide vehicles, etc.
  14. It really depends. For instance, here is the current S-400 layout at Hmeimim.
  15. The AGM-154A cannot be shot down by AAAs. This was tried multiple times to make sure it was not a one off, using the Shilka, SA-19 and my custom SA-22 Pantsir.
  16. Any news on this front? All point defenses are basically unable to engage bombs at the moment, making JDAMS or even GBUs more relevant than HARMs for SHORAD SEAD/DEAD missions... The only way around that I found for the various SAM mods I'm working on is to give the SHORAD system an optical sight with excellent performance to act like the radar when dealing with bombs, but that's far from ideal.
  17. Hey guys ! Does someone knows how to define a custom sound for a custom gun? I'm adding the gun as usual: local __LN = add_launcher(GT.WS[ws], GT_t.LN_t._2A38M); __LN.beamWidth = math.rad(90); __LN.ECM_K = 0.9; __LN.BR = {{connector_name = 'POINT_GUN_01'},{connector_name = 'POINT_GUN_02'}}; __LN.fireAnimationArgument = 23; __LN.sightMasterMode = 1; __LN.sightIndicationMode = 1; But then when I want to add a custom sound, I'm just unable to do it. I have two sound files in DCS.openbeta\Mods\tech\[mod]\Sounds\Effect\Weapons: As well as the two associated sdef files in DCS.openbeta\Mods\tech\[mod]\Sounds\sdef\Weapons: I'm trying to use the following line to add the sounds to the gun, but to no avail: __LN.sound = {cycle_shot = "Weapons/CustomGun", end_burst = "Weapons/CustomGunEnd"}; Any pointers to solve my issue? Thanks !
  18. I've noted there was some interest for more modern AShM, but this would have to be done in a separate mod. Also, ERO and I are currently working on something else.
  19. Ah, no, since it's a different weapon system type (SAM vs AShCM), it won't work. If you want to do that, I'd advise using one of the anti-ship cruise missiles of the game as a starting point.
  20. It's been a long time since I've installed the mod from Github, but if my memory serves me well, you just have one useless layer of folders and you're not exactly in the right place. Inside your "HighDigitSAMs-main" folder, you should have a "HighDigitSAMs" folder. This second folder should go in Mods/Tech. Please see below my own install, and try to replicate that folder structure. Tell me if it works. EDIT: the .lua file should be named "entry.lua" and not "_entry.lua", I'm just messing with my install here to try new stuff. Apart from that, both your install and mine should end up the same.
  21. We should definitely include that document with the mod itself...
  22. That line is just a leftover from the original file I modified. add_surface_unit(GT) is used to add the unit to the load list, but since HDSM uses another file for that the line is redundant and creates the "replace not allowed" message since the game tells you that it can't load twice the same unit. It has no consequence on the mod, and I planned to remove them for the next mod update when Auranis will release it. Removing said line should not impair the functionnality of the mod.
×
×
  • Create New...