Jump to content

LetMePickThat

Members
  • Posts

    226
  • Joined

  • Last visited

Everything posted by LetMePickThat

  1. Hello guys ! Beta 1.4 was released, so here is the changelog: Fixed various issues with the radars and some other units, Added tents to populate FARPs and other bases. Some of them have UN/Red Cross markings, to provide "do-not-bomb" objects, Added a simple CA-compatible vehicle for testing purposes, Added a custom menu theme. As you will note, the main menu theme uses a very low-res image. That's because of a very good reason: I don't have a better one to use... If you guys want to send me better images so that I can use them for the main menu theme, by all mean send them ! As usual, feedback is welcome.
  2. I didn't have the time to check but I think some countries just don't have access to the EWR task. Can you try to use one of ED's EWR-capable units and tell me if you can set up the EWR task in the mission editor when it is set for Red Syria?
  3. I plead non-guilty on this one, but I'll check just in case.
  4. I wil include it in the next version of the mod. It will use a placeholder chassis for now, but I plan on writing a custom one later.
  5. Currently testing the new build. Smooth sailing so far.
  6. You added some of the High Digit SAM mod units as well, but yes: the P-37, 1L119 and 55G6U work fine as radar and EWRs. The radar tower needs to be reworked to have the EWR task added, I'm planning to do that soon (tm). @Strigoi_dkis the one you should thank. He's making the 3D models, I'm just putting together the associated code. Also, good work on the catalog, I might do something similar for next releases.
  7. The SA-23 should show the relevant codes for the High Screen (HS) and Billboard (BD) radars. The "U" is used only for the 9S32ME Grill Pan, because we don't have the relevant code. On the SA-12, this "U" is replaced by the "12" indication for the legacy 9S32.
  8. Missiles are not supposed to lock, they don't have an active sensor. What RWR alerts are you getting?
  9. Thanks for the support. If you have suggestions or find bugs, @Strigoi_dk and I will be happy to hear them.
  10. Thanks for the feedback. Can you confirm that the other radars do have the EWR tasking available? If so, then I'll take a look at what I broke. If they don't, then update to the latest release of the mod.
  11. Hello ! I'm having the same issue in 3440*1440... Did someone figure out a fix for that problem?
  12. I thought about doing that, the issue would then be that some people would be unaware that some revetments aren't at the same place as the others. I'd rather avoid splitting revetments. The rationale behind that is also that while HESCO and props won't change between, say, Caucasus and Syria, revetments would have to be replaced anyway, making saving them in the template less important imho.
  13. BETA 1.3 released. I reverted all SAM revetments to the Fixed Object category. Unfortunately, Ground Units aren't stackable, so that category can't be used for all props intended to raise other units. That means that these revetments can't be saved as part of a template. I had to pick the lesser of two evils, so I chose the one that maintains the basic function of elevated revetment: raising other units above ground level. All non-revetment objects are still declared as Ground Units, and therefore can be saved. This includes all HESCO barriers, fences, camo nets, etc. I am interested in your opinion though. Thanks, I'll give it a shot just to see what conflicts could arise.
  14. Interesting. I am not using this mod myself, please provide me with a link and I'll see why that happens.
  15. Yes, it's a problem caused by the new declaration of fortifications as ground u it's and not fixed objects. I'll release an update later on today. It's not supposed to be a Shilla revetment but a sandbag wall for infantry. As for the SA-10 radar, it's the same issue as the P-37, I know how to solve it.
  16. They are now ground objects, this allows sites to be saved as templates and reused later in other missions/maps.
  17. I'll try to find a way to add at least some props as ground units. As for the green camo, it's unlikely that someone could do it because we haven't got a paintkit per se, textures are baked in the model for now. However, if people keep asking for it, we'll consider a Caucasus version of the mod I think.
  18. Thanks for keeping with us that long, and sorry for the delays... I'd like to avoid cluttering up the Ground Unit menu, even more so when we already have a ton of new units with the HDSM. I'll see what I can do about preset bases though. Maybe save them as static template and not regular template would do? Yeah, that's on me. Small coding error on the release build, I'll fix that in the upcoming hours. As a general rule however, the new radars are supposed to operate as EWR when used along Skynet IADS and/or MOOSE, not in standalone as the default EWR radars from ED. Not planned yet, first we want to expand the current set of units as well as adding new skins for the HDSM vehicles, so quite a lot of work in the pipeline already.
  19. Hi all, ERO and I are proud to release the Beta version of the SAM Sites Asset Pack, or 2SAP. It is a simple, IC-compliant mod that adds some 3D props and radars to populate your SAM sites, FARP, or any base that you wish to build or improve. The mod was designed with the Syrian and Persian Gulf maps in mind. What the mod adds to the game: Various types of props, like: Protection berths for SAM battery elements, Raising berths for radar systems, Ammunition and command bunkers, HESCO barriers, in various shapes and sizes, A lot of fences, both with and without barbed wire, Different types of camo netting, which can be used to conceal vehicles or supplies, Sandbags walls, again in various shapes and sizes Various vehicles and pieces of equiment, like S-300 and S-75 reloads, spare bombs on trolleys, a forklift, mobile toilets, hedgehogs, a communication tower, container, FARP walls, ZSU sandbag protections, etc... On top of these 3D assets, four new Early Warning Radars are also incuded: The 1L119 "Nebo-SVU" radar, an early-2000 digital, VHF AESA design (a very deep modernisation of the 1L13 already included in DCS), The P-37 "Bar Lock", a 1950s-vintage 2D radar used by the Soviet Union and most Warsaw Pact countries, The 55Zh6U "Nebo-U", a modern, upgraded variant of the old 55Zh6 "Nebo" already incuded in DCS, A Generic Radar Tower, which can be used to mimic civilian radars in order to create a more realistic EW environnement. Limitations and bugs: Some models (including the HESCO tower) have mesh/collision boxes issues. Do not hesitate to report them so that we do not miss any. We are working on identified problems, and will update the mod accordingly. Download and installation: The mod can be downloaded at this link. It will be moved from Google Drive to Github in the near future, this thread will be updated accordingly. Once downloaded, extract to C:\Users\Username\Saved Games\DCS.openbeta\Mods\tech. All 3D props are labelled "ERO xxxxxxxx" in the Fortification category of the Ground Unit section, while the radars are labelled "EWR xxxxx" and are available in the Air Defense category. The S-300 SAM Pack is available here: LINK Versions: 26/06/2021: Beta 1.1 Initial release 27/06/2021: Beta 1.2 EWR radars fixed, they can now use the "EWR" task, and will report contacts and answer calls from players. Adjusted range and radar sensibility to better match real values. All units are now part of the Ground Unit category, in the Fortification sub-category. This means that groups made using these units can be saved as templates and reused later on in other locations (or even maps). Thanks to @=52d= Skipfor the suggestion. 28/06/2021: Beta 1.3 Implemented a workaround for the elevated revetment issue. All SAM revetments are now declared as Fixed Objects (a rollback from previous version). This means that they can now be stacked, and that other units can be placed on them without going through. This creates another problem: berths now can't be saved as part of a template. 18/07/2021: Beta 1.4 Fixed various issues Added various tents Added CA-compatible vehicles for testing purposes Added custom theme 28/07/2021: Beta 1.5 Added HARM codes for the various radars of the mod: 1L119 Nebo-SVU: same code as the 1L13 Nebo-SV (101) Generic EW Tower: same code as the 1L13 Nebo-SV (101) 55Zh6U Nebo-U: same code as the 55Zh6 Nebo (102) P-37 Saturn: same code as the 55Zh6 Nebo (102) 23/09/2021: Beta 1.7: Fixed an issue where some radars could not be used with the Skynet script, Fixed the GT.life value of all units to avoid the "spawn dead" problem, Added a few weapon carts with Soviet/Russian weapons. 15/12/2021: Beta 1.8: 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 16/12/2021: Beta 1.8 Fix1: Corrected an entry.lua problem which prevented the use of the regular AAA technical. 16/12/2021: Beta 1.8 Fix2 Added mod documentation by @Rudel_chw (thanks !). 23/02/2022: Beta 1.9 Various bugfixes for the technicals 26/06/2022: Initial S-300 SAM Pack Beta 0.1 release 23/09/2022: S-300 SAM Pack Beta 0.2 release [LINK] Corrected typo in 5P85SU display name Corrected type in 5P85DE display name Corrected the 3D model of the Grave Stone Truck Corrected the issue preventing the 5V55RUD from displaying a 3D model Corrected the issue preventing the Mast-mounted Grave Stone (30N6) used on the SA-10B/S-300PS from working A site example: The new radars: Most 3D props:
  20. Exactly. As multi-vehicles systems aren't player-controllable, that's not something that makes sense to do. I'm glad you tried it though, that's an interesting experiment.
  21. That's interesting. We have done some testing here too with CA, but not with the Polyana D4M. We have no plans to make that specific vehicle driveable, although I'm still trying to get point defenses like the SA-22 player-controllable via CA. That's the latest version. I will push a few bugfixes and suggestions in the upcoming days, it will then be to Auranis to decide when to release a new version, and which changes will make it through.
  22. I recieved my order today. Works as expected, if not better. Thanks @Deltaalphalima1, this is a great product. The installation instructions are also crystal clear, which is always a bonus.
  23. For now it's just a truck. It is intended to be used as a local command node in Skynet.
×
×
  • Create New...