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Kinkkujuustovoileipä

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Everything posted by Kinkkujuustovoileipä

  1. Yes, the issue is that it is not implemented yet! Mission beacon navigation coming in 1.2
  2. Still not quite what I meant. I could easily add the forward firing rockets, guns etc. But I prefer to keep the mod reasonably realistic. Thus I will not add these weapons unless I have the information to accurately or close to accurately model the weapon selection and armament systems, as well as the sights. Given that these weapons were only ever added to 160th SOAR birds, getting that information legally is extremely unlikely.
  3. Hi folks, since it was brought up a lot, I created an "official" thread here: Which will allow me to update the first post with more news Can't promise I will actually check the forums any more often than I already do though
  4. Hey folks, figured I'd start an "official" thread for the mod, as it came up in the other one a lot but obviously I wasn't responsible for creating it I'll do my best to update this as much as possible, although I'm not that active on the forums. With that said, here's the important stuff: Discord Link - yes, finally a working link for you Mod and Guide Location: https://www.patreon.com/posts/uh60l-mod-2-0-138859868 FAQ: 1) Will you add Door Gunners/Weapons? Short answer, no. It's not possible. Door gunners (and AI gunners) are locked behind SDK (too best of our attempts and knowledge so far). Yes, the Hercules mod has guns you can aim but they're dodgy at best. Fixed weapons on the Black Hawk also aren't happening - there is no unclassified information about the use of these systems and they also depend on other SDK-locked technologies such as FLIR. Of course if any of this changes, I'll be happy to implement some dakka. Door gunners now added in version 2.0! 2) Will you make this a paid module? Not unless ED change their mind - they won't let us, presumably because they or someone else is already planning one (based on quote from BN: "It's not available at this time"). If they want to work with us, they know where to find us - we'd be happy to work with them given the opportunity. 3) What about slingloading/ground crew/radios/radio navigation/multicrew? Proper solutions are locked behind SDK. As per usual with SDK locked stuff, if I can magic a workaround, then I'll fix it. But that can't be guaranteed. Some of these are already implemented with workarounds that may have bugs due to the nature of being a workaround. Until ED change something, it probably can't be fixed any more than it already is, which makes me more sad & frustrated than you, believe me. 4) When's the next release? 2.0 has released as of 14/09/25. Updates will come as deemed necessary. 5) What about a Pave Hawk/Seahawk/Jayhawk/Oceanhawk/Firehawk/Gods-knows-what-hawk? Without the ability to implement the systems that actually makes those unique (FLIR, radar, ASW systems, hoists, firefighting systems etc.) I don't really see any point. We are bringing some of the smaller changes as options to the core mod such as the Refuel Probe and later on, Tacan navigation. 6) Please can you do insert-helicopter-here mod next? I work full time as a DCS developer and am currently working on a number of projects. Information about those will be released as and when it becomes available. This means I have no time to be working on new mods.
  5. Hey folks, we're focused on bug fixes and FM improvements for the upcoming 1.1 update, but we will be looking into optimizing the mesh in the future - I'm aware that its polycount far exceeds what is normal in DCS. In truth, I honestly never expected the mod to be this popular and so I made some shortcuts in the development in that area. Nevertheless, we are starting to make longer term planning for work on the mod and fixing this will be high on the list.
  6. Took me 5 minutes to mod it in. Physics are a bit janky but it works. I'll add it to the next Black Hawk patch
  7. Join the Discord server, read the FAQ.
  8. You can join the Discord here. Thanks for the positive feedback
  9. Of the four HELIPAD type statics, when checking for the category (as documented here: https://www.digitalcombatsimulator.com/en/support/faq/1263/) three will return type 'SHIP' instead of 'HELIPAD'. These are: FARP T Helipad Single Invisible Farp I believe they also have the 'IsShip' property set to true. The 'standard' FARP (i.e. the one with four pads) returns 'HELIPAD' correctly.
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