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Everything posted by Muas
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Nice job indeed! Just one question: there's no option to have the AI navy version with the pilots inside, for carrier ops (I mean without the side gunners)? Thanks for devoting your time on this! Keep it up!
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solved No role payloads on Mission Editor/ only AIM-9M available
Muas replied to Muas's topic in Bugs and Problems
PROBLEM SOLVED!! A repair BUT renaming the existing Saved Games DCS folder so a brand new is created. Then we copy the Input folder and options.lua from the old Saved Games to the new one, in order to get all the key and joystick bindings back as well as graphic settings, etc. Thanks to the ED Support who immediately presented me the solution -
solved No role payloads on Mission Editor/ only AIM-9M available
Muas replied to Muas's topic in Bugs and Problems
I tested a fresh module download from the site on a 2.7 release version without any mods installed and still I cannot arm the F-5E with firing sidewinders. Don't know what else to try... -
solved No role payloads on Mission Editor/ only AIM-9M available
Muas replied to Muas's topic in Bugs and Problems
This is very weird... I commented the CATM-9M on the F-5E.lua and it does disappear from the editor armament menu, which means that file is being loaded, but still no other missiles are available on the menu, only the smokes and the AIS T-50 Pod, no 9B, 9P or 9P5 whatsoever... I'm left with the stock missions and the armament that comes on them, what a disappointment... -
solved No role payloads on Mission Editor/ only AIM-9M available
Muas replied to Muas's topic in Bugs and Problems
I tried this, new F-5E.lua and F-5E-3.lua are created, but still the problem persists... -
solved No role payloads on Mission Editor/ only AIM-9M available
Muas replied to Muas's topic in Bugs and Problems
True. If I open one of the F-5E existing Air to Air missions, I can see the plane loaded with the AIM-9P, but if select the sidewinder station the one and only option available is the captive AIM-9M, and there are no preset loadouts for each mission role, eventhough I see them on the lua file. This means the loadout menu is not reading from the correct file. If it's not a bug then there must be some conflict with other module, but I only have ED modules... also tried the repair feature but no luck... -
solved No role payloads on Mission Editor/ only AIM-9M available
Muas posted a topic in Bugs and Problems
I just bought the F-5E and I noticed some problem about the payloads. When at the mission editor, the payload options are empty for all the different roles available, and the the only A2A missile you can choose is the captive AIM-9M. Is anybody facing this too? This is an "official" module so it installs at the main game folder (not saved games), so I suspect about some conflict with another module. It's strange that the unit payloads lua files are there, but still something seems to be wrong. I don't have too may user mods installed, and I have everything going through OvGME. So even if I uninstalled everything, the problem still persists. Tested at current Open Beta and Stable versions, same result. Any ideas how to solve this? Thanks. -
This is an update to DCS 2.7 DOWNLOAD 2.7 compatible version Enjoy!!
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Your welcome. If anyone happens to see the same glitchy result on some downloaded user livery, just add or replace the following lines on the description.lua file: {"pilot_F18_helmet", 0 ,"pilot_F18_helmet",true}; {"pilot_F18_helmet", 1 ,"pilot_F18_helmet_nm",true}; {"pilot_F18_helmet",13 ,"pilot_F18_helmet_roughmet",true}; This will "force" the rendering of the default helmet textures inside the (...)\CoreMods\aircraft\FA-18C\Textures\FA-18C.zip file which will correctly display the default gray helmet.
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This mod corrects the pilots helmet textures on some of the F/A-18C Lot 20 Hornet liveries, by Eagle Dynamics, which show weird results as they refer to a different helmet texture mapping (most probably an early one). DOWNLOAD Enjoy your all your Hornet liveries with corrected helmet textures. Merry Christmas and stay safe.
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You got it spot on man!! The time I spent scratching my head about this... You are boss!! Thanks a lot. :thumbup:
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This is what I wanted to do. A livery with a preset helmet without the target acquisition visor. But if we look closer there is a "shadow" in the forehead area of the helmet where the default visor used to be. That can be seen very clearly in the ambient occlusion option of the viewer (AO). Since the AO is created by the texture pilot_f18_helmet_roughmet.dds, I removed that shadow from its red channel, removed it from the alpha channel, and still, that shadow is rendered, and I don't know where it is coming from. Any ideas on how can I remove this effect from the helmet? Attached are both pilot_f18_helmet_roughmet.dds textures, the default and the modified one and the description.lua. set to display them. The viewer shows the modified file is loaded first from the description.lua definitions, but still the AO shows the effect from the default one... Any clues are welcome. Thank you. pilot_f18_helmet_roughmet.zip
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Yes, that is it. Somehow it was not working, maybe I was doing something wrong, most probably the description.lua was in the wrong place...
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I found it!... By just adding this to the description.lua custom_args = { [509] = 1.0 } and that is it... vintage helmet, -1.0 should display it without the visor...
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Anybody here knows how to set custom arguments in a livery? It should be set in the description.lua file but I can't get it to work on the F/A-18C... Here's an example: As per the Model Viewer, argument 509 set to 1.0 should display an 80's style pilot helmet (without the target acquisition device). How can we set this to a particular livery? I'm sure there must be a way... Thanks in advance.
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Wow, I should have known this first... now I completely installed the Open Beta from its remote source. And yes... my "stable" version was moved when I bought a SSD drive. I then ran the updater and everything went fine... but now I don't know what is the best and faster solution for the modules installation on the Open Beta...
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Thank you for your answer. That means I still have to follow the install procedure from the Open Beta modules interface? I see all my modules are there available for installation. So this installation should happen much faster, is that correct? My module downloads and updates usually take several hours do finish...
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Please, just a question: I'm installing the open beta... I guess I will have to install the aircraft , supercarrier, and the terrains in the open beta too. Does this mean I will have to go through the downloading process again, or is there a simpler way by coping files from the "stable" version?... Thanks.
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[ALREADY REPORTED]Refueling probe light too powerful
Muas replied to Jalava's topic in Bugs and Problems
+1 F/A-18C probe light is way too bright, apart from the fact that for player/client it only works when starting from 'cold start'. For the AI's however, it works even from an air spawn, but the brightness looks indeed exaggerated. Attached testing mission (click download link below) showing how the KC-130 get all bright white from underneath when two AI Hornets are refueling. Not very realistic looking as it seems. Download AI refueling test mission -
The player/client probe light does work if you start on the ground in a cold and dark cockpit. In a hot start or air spawn it doesn't work. This is what is likely to be the bug.
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I believe that is the bug we have been talking about...
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Hey, nothing to be sorry about... I attached a simple refueling mission where you can see the AI probe lights. You will spawn just behind the tanker, together with 3 Hornets in right echelon. You can do your refueling if you want, while they will fly away past the tanker and turn around and come back for their turn to refuel. As they finish, they will form up with the tanker on right. I was practicing my air refueling and messing around with the mission editor at the same time, just for fun... but you will see them coming with their probe lights on lighting up that KC-130 from below.Sunset Pint.miz
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...bug that only applies to player/client aircraft, as airspawned AI's don't suffer from it.
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News: https://www.military.com/daily-news/2020/08/24/f-16-pilot-just-lost-algorithm-dogfight.html Video (Heron Vs Banger at 4:39:47): I guess we need Heron as another level of AI skill above Excellent for DCS :)
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I checked all my lights and even with all of them ON, the probe light is still OFF... I'm not saying it's really essential for refueling at night, what I'm saying is that the AI's come with their own ON and we are not able to ON it, and if it's part of the procedure, we should be also be able to ON it. In all my AAR missions I spawned in the air, so I can't really tell if it works starting from a cold start. But then ok, it might be a bug, but I don't know if it's supposed to be automatically ON as the probe is extended, or if the light is linked to the taxi light switch or any other... Anyway, thanks all for your answers.
