Ithronwise
Members-
Posts
318 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Ithronwise
-
Community A-4E-C v2.3 (May 2025)
Ithronwise replied to plusnine's topic in Flyable/Drivable Mods for DCS World
I love the A-4E-C and I like that it is and will stay an open source community project. Everybody is able to download and install it at will. So, in fact it is an (inofficial) free module already. The only thing what ED could do (if they are really love this community mod as it seems to be), is to open the DCS SDK for the A-4E-C developers, so they could enhance the capabilites of the mod (e.g. AGM-12 Bullpup or AGM-62 Walleye). -
It doesn't replace the ED F-16C. Since version 3.00 even the F-16C slot is not used anymore (in the earlier versions the F-16C was moved to another slot and the original F-16C slot was occupied by the F-16I SUFA). So now you can fly F-16C and F-16I/D side by side without changing the original F-16C. And the weapon replacement is optional. You don't need to use it.
-
This mod is awesome, especially since v3.00, but I have a (maybe stupid) question. How can I switch to the rear cockpit? I searched the Discord channel of the IDF project and of course this forum for information about it, but I couldn't find anything (or missed it). Also in the control settings in DCS I could not find a keybind to enter the rear cockpit.
-
Hi K-51, a great and very helpful addon for VIRPIL pedal owner. I am interested, too. Best regards, Ithronwise
-
Modern LGB's don't fall ballistic. Their large tail fins are producing some lift what means they are able to glide in a limited way. So, if the moving target isn't too fast and/or the dropping altitude isn't too high the distance the target is moving between bomb release and impact should be within the glide radius. But of course, leading the laser is a practical and used method to maximize the chance of a hit and avoids the bomb from falling short.
-
Bang bang guidance doesn't mean that a LGB isn't able to hit a moving target. It is a simplified way to steer the bomb to its target. The only consequence of this is less accuracy. If the target is moving and the laser keeps tracking the bomb will try to follow the laser point. The bomb doesn't know if the target is moving and so it doesn't play any role for it if the laser is moving because the pilot does some corrections after the drop or it is moving because the tracked target is moving and the laser follows. Of course, if the target is too fast or changes its direction very hard then there is a high chance that the bomb will miss it.
-
In point track mode targeting pods are able to follow a moving ground target automatically and of course to illuminate it with the laser, otherwise you would have a hard time to hit it with a laser-guided maverick or hellfire. The same technique should work with LGB's. The bomb follows the laser and as long as the target is in range it will be hit.
-
Barthek's CAUCASUS REDONE 2022
Ithronwise replied to Barthek's topic in Texture/Map Mods for DCS World
Does Rev.2 work with 2.7.18 or only with 2.8? -
F/A18E/F Super Hornets block 1 and BLock 2 E/F ( lot 26)
Ithronwise replied to Kev2go's topic in DCS Core Wish List
Unfortunately Germany will not buy the Super Hornet/Growler anymore. Instead they will buy F-35A as nuke carrier and a modified two-seater EF-2000 as electronic warfare platform (which has to be developed first). -
I think the problem is that the program that Eight Ball has used for a batch conversion didn't ask him for a compression level and just used a default one. In paint.net you can choose which compression level do you want if you save a file as dds, but as far as I know there is no batch function in paint.net.
-
I have played a little Sherlock Holmes and compared the folders file by file. The missing file in the Texture folder is uncriticical because in the original folder the OV10_PILOTE file is existing twice, first as dds and second as png (whyever). In the Cockpit\texture folder there are two files which aren't exist in the folder of crazyeddie: OV10_cpt_viseur_bille_NRM.png OV10_cpt_viseur_reglage_NRM.png I will change them into dds files and copy them to the other dds files. Then I will test whether the issue is still there. EDIT: Ok that's it. Issue solved. EDIT 2: Here you can download the missing dds files: Missing files of Cockpit_texture_Folder.zip You have to copy them into OV-10A Bronco\Cockpit\texture
-
I have found a small issue (see picture): I have compared the number of texture files in the folders of the unchanged mod with the number in the folders by crazyeddie and it seems that there are some files are missing. Original Texture folder: 150 files Crazyeddies Texture folder: 149 files Original Cockpit\texture folder: 290 files Crazyeddies Cockpit\texture folder: 288 files Because of the large number of files it is hard to say which texture is missing.
-
I have just tested the dds files by crazyeddie. The readability is much better now and seems to be the same as with the original png files. The loading times and performance are still awesome as they already were with the dds files by Eight Ball. Now I use the cockpit textures and other textures by crazyeddie and a mix of dds-based liveries by Eight Ball and crazyeddie. Great work, guys and many thanks to you both. With crazyeddies DDS files:
-
@Eight Ball With the dds files by Eight Ball the loading time and the performance are much better (no stuttering and fps drops anymore when I look around in the cockpit). Unfortunately the readability of the cockpit instruments is much worser than with the original png files. It seems as if they wouldn't be "anti-aliased": With original PNG files: With Eight Balls DDS files:
-
Is there an update? Because this bug becomes very plesky. As long as ED isn't able to create dynamic campaigns, a lot of us want to build our own complex missions and campaings. If we have to check whether the chosen skins are still there every time we reload a mission in the Mission Editor (and this for dozens of units in the worst case), then this is a waste of time and very annoying. Every minute we have to deal with such a bug we don't fly, and if we aren't able to fly we are losing our motivation and if we are losing our motivation we will stop buying modules. Something to think about.
-
I am deeply sorry for you. In this case you are right, it would be necessary to have an option for an alternative nose wheel steering.
-
Dcs world shop prices
Ithronwise replied to sky_PeterVonBraum's topic in DCS World Tutorial & Help Requests
If you buy the modules via PayPal or credit card, the price will be automatically converted to EUR when the amount is debited from your bank account, depending on the current exchange rate. -
Did you have set deadzones for the toe brakes of the Logitech Rudders in the A-4E-C control settings? I have deadzones of 25 on both toe brakes. This prevents the Skyhawk brakes from reacting to the slightest movement of the feet, what would resulting in unwanted moves to the left or to the right. So, you have to hit the brakes short and hard to steer the plane. This is much easier than trying to steer the aircraft by gently kicking the toe brakes.
-
The only way to avoid this would be to deactivate the cargo as soon it is dropped on the carrier deck and then activcate another one identical cargo unit which is linked to the carrier ( but I am not sure whether static cargo can be linked to a ship). Somewhere exists a script named simpleStatics.lua. I have it in my Scripts folder and it works very well (I used it in some complex missions) but I cannot find it anymore here in the forum or in the internet. With this you can activate and deactivate static units as you wish.
-
Sorry, I meant "Triggered Waypoint Action" (as I wrote I tried from my memory). Now I am at home and I tested your mission. I understand your problem and tried to solve it . But the closest I get is this what you can see attached. Unfortunately the Mission Editor is very limited and the DCS AI is artifical unintelligent. I am afraid the only or at least simpliest solution is to set the carrier speed to zero. Or you give tools like M.O.O.S.E a try. Cargo Test modified.miz
-
You don't need to specify the cargo zone as unloading zone, therefore you have the Advanced Waypoint Action to unhook the cargo (e.g. "cargo 1"). And Trigger 1 works, because it doesn't say any more as: If "Cargo Chopper" is in the moving zone "cargo zone" of the zone unit "carrier" then set "flag 1" to On. Trigger 2 says: If Flag 1 is true then push AI Task unload/unhook "cargo 1" (the Advanced Waypoint Action you set) Trigger 3 says: If "cargo 1" is unhooked in zone "cargo zone" then send message to all: "test" To be sure that the helo is flying to the carrier you could set a waypoint task "Follow" (e.g. for a waypoint somewhere near the carrier route) and set its values that the helo hovers directly over the carrier with synchronized speed.
-
I am not at home at the moment, so I will try from my memory. First you have to create an Advanced Waypoint Action for unit Cargo Chopper to unload/unhook the cargo. Then you have to create the following triggers: Trigger 1: Type: ONCE Conditions: UNIT INSIDE MOVING ZONE = Unit: Cargo Chopper Zone: cargo zone Zone unit: carrier Action: FLAG ON = Flag: 1 Trigger 2: Type: ONCE Conditions: FLAG IS TRUE = Flag: 1 Action: AI TASK PUSH = Action: unload/unhook cargo Trigger 3: Type: ONCE Conditions: CARGO UNHOOKED IN ZONE = Zone: cargo zone Cargo unit: cargo Action: MESSAGE TO ALL = Message: Test The problem is, I am not sure how long the helo needs to drop the cargo. If he takes too long time, then he drops the cargo into the sea because the carrier moves on.
