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MEDIC - v312

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  1. I do, but it is the same result I'm afraid. And I've tried both on the ground and in the air, same result
  2. Dear all, Somehow the tanker in the mission doesn't respond to my calls anymore. Attached are some pcitures of how I set it up. Whenever I'm in the F-16, set my COM1 to the required frequency (251.00), open the communications menu using "\", then F6 to go to tanker menu, F1 for the TEXACO tanker and F! for intend to refuel, it doesn't do anything. Would anyone happen to know why?
  3. I have a question about changing the textures of an unofficial mod. It's a mod of a sign and I'd like to change the texture of the sign to read something else. I have a textures folder, a shapes folder and a lua file. I copied the edm of the old sign, pasted it in the same shapes folder and renamed it I changed the texture of the old sign to the new and saved it under a different name in the texture folder. I changed the lua file so everything points to the newly copied shape and gave it a new title. However, there is no line for the texture in the lua, I think. Now, when I used the new sign in game, it still has the old texture. In order for it to work, do I need to open the edm file and bake a new texture on it? Make the edm file point to the texture of the newly created texture? If so, how do I do this? Any help is greatly appreciated. This is the description in the lua. Anything I did wrong? -- CWAY - Fudges Cone Barricade X3 CWAY = {}; set_recursive_metatable(CWAY, GT_t.generic_stationary) set_recursive_metatable(CWAY.chassis, GT_t.CH_t.STATIC); CWAY.chassis.life = 10 CWAY.visual.shape = "targetsign1.EDM" CWAY.visual.shape_dstr = "targetsign1.EDM" --Burning after hit CWAY.visual.fire_size = 0 --relative burning size CWAY.visual.fire_pos = {0,0,0}; CWAY.visual.fire_time = 0 --burning time (seconds) CWAY.time_agony = 180; CWAY.animation_arguments.headlights = 1 CWAY.Name = "targetsign1" CWAY.DisplayName = _("targetsign1") CWAY.Rate = 1 CWAY.DetectionRange = 0; CWAY.ThreatRange = 0; CWAY.mapclasskey = "P0091000076"; CWAY.attribute = {wsType_Ground,wsType_Tank,wsType_NoWeapon,wsTypeVAZ, "Fortifications", }; CWAY.category = "Fortification"; add_surface_unit(CWAY)
  4. Hi everyone, I require a standalone version of the modelviewer, since the one in the DCS folder doesn't work at all. I need to to review repaints, so I don't have to constantly start and close DCS. Standard one in the bin folder doesn't work. I tried the ftp links from the first page, but they don't work at all either. Anyone know where I can find one?
  5. can somebody please help fix this? DCS support isn't much of a help at all. You get the same standard answer every time (rename dcs saved games folder, run repair) but it doesn't help anything.
  6. Hi, Whenever I try to open modelviewer, just nothing happens. The program doesn't start at all. In processes in task manager I can see there's a process running, but that's it. Nothing happens otherwise and modelviewer simply doesn't open. I'm running it as administrator, which doesn't fix the problem. I also deleted the edmodelviewertrunk (or something like that) folder from saved games. That also didn't fix it. I tried deleting my temp files, still no luck. Does anyone have a clue as to why it's not starting?
  7. Dear all, I seem to be having an issue with the F-16 datalink after I create a mission in the mission editor. Normally whenever I join a multiplayer mission that someone else has built, my datalink works fine, no problem there. However, when I seem to be building a mission in the mission editor for multiplayer, nobody in our flight seem to ever get the datalink to work for our internal flight. Even if I start on parking hot, we still don't get datalink to work. We do get datalink from other friendlies in the area like other AI F-15s, but we don't ever seem to get a datalink of the AI tankers or other clients in my flight. Does anyone know why or how to fix this?
  8. unfortunately, cadaver doesn't seem to be the one. Might be for the Russian post-ejection textures, but not for the NATO one. The textures are the same for every post-ejection NATO fighter like the F-16, F-18 etc. Does anyone else happen to have any suggestions?
  9. my solution was actually quite simple: coming from an Oculus Rift S I had my pixel density setting set to 1.9, which was fine when pairing it with my 2080Ti. Doing that for the G2 just broke it. The GPU just couldn't handle the pixel density, which caused these issues. Now running a 3080Ti with a bit less of a pixel density and it is fine now
  10. Hi all, I was just wondering why the download times/speeds on updates for the live version are so slow? I have a 250 mbit connection and usually download around 25 mb/s, however for some reason I don't get over 4 mb/s download speed whilst trying to download DCS updates. With updates usually being in the 10s of gigbytes, it takes ages for it to download. Especially if you had planned to fly or do something in DCS and it takes hours to download an update, you're chance of doing anything in DCS that day is gone. Could the servers please be update4d to ensure decent download times?
  11. Does anyone know if there's a way or a trigger to reactivate a static object when the 'dead' box is being ticked after it's been placed, please?
  12. Dear all, I'm creating a mission and I would like to 'late activate' a static object that isn't available as a gorund unit. The Static objects don't actually have a 'late activition' option. However there's a trigger that say 'activate static'. The explanation of this trigger in the manual says: "This action generates the delayed activation of static objects that are present in the mission file but will not spawn in the mission until the moment of activation. When creating this action, you must specify the group of static objects." The problem is that I can enter this trigger fine and I know how to use it, however I just don't know how to hide the static objects for everyoone until they're activated. If I just place them and then enter the trigger, everyone can just see the static objects are there even before the trigger is activated. Does anyone know how to hide the static objects in game until they're activated?
  13. lol what's in a name. It does look like the cadaver might have something to do with, although this one doesn't have any patches on it like the ejection model has. Might be different decals or soemthing. Thanks for the suggestions
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