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SmokeyTheLung

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Everything posted by SmokeyTheLung

  1. blueHUD.tga default_grid_AAA BRADLEY.tga default_grid_AAA CROWS.tga Zoomed out blueHUD.tga Had some fun making these and wanted to share them with you guys. As you can see we've got an M1A1 style reticle (replaces BlueHUD.tga) a CROWS style reticle (replaces default_grid_AAA.tga) and a Bradley style reticle (replaces default_grid_AAA.tga). Installation: *Back up blueHUD.tga and default_grid_AAA.tga in your EagleDynamics/DCS World/Mods/tech/CombinedArms/Cockpit/Rescources folder. *Replace blueHUD.tga with included blueHUD.tga (This is the Abrams tank reticle) *Replace default_grid_AAA.tga with either default_grid_AAA BRADLEY.tga or default_grid_AAA CROWS depending on which you prefer :) make sure you remove the "BRADLEY" or "CROWS" from the name of the file you choose, so it has the same name as the file you're replacing. Much credit to Pikey for the good idea. Hope you all enjoy. DISCLAIMER: These sights were very quickly thrown together, things like stadia ranging for the Bradley sight won't work, unless I got really lucky :D and sadly the abrams sight will allways read 1590 meters... Note that default_grid_AAA.tga is a universal sight, so replacing with one of these will change a lot of the vehicle sights They also differ from the defaults in that they are scaled for zooming in. With the default zoom they're quite small (especially the M1A1 reticle), hopefully the pics will say it all. Also, as someone who has never released a mod I hope you'll let me know if anything needs further explanation or doesn't work :helpsmilie: CA US Reticle Mod.zip
  2. Not something I can do unfortunatly. I'd recomend you check out Mustangs excellent mod that gives tank rounds a tracer effect, it's helped me a lot http://forums.eagle.ru/showpost.php?p=1489820&postcount=10
  3. Number 1 is AMAZING! Wow!
  4. I'd be happy to. I've got three in the works, Abrams style, Bradley style and CROWS style. I've just got to tweak these a bit to ensure that I like the size and placement (you can see that the bradley reticle is not currently centered :)). Hopefully I'll be able to get it done after work tonight
  5. :yes:Me too!:yes:
  6. I used photoshop for this. Basically you need an alpha channel mask that is the shape of your reticle. I should say that I'm really not good with photoshop, I followed some tutorials on youtube and was pretty surprised when it worked :D Too tough for me I'm afraid.
  7. Dude you're a genius! I'm definitely going to have fun with this :pilotfly: An attempt at a Bradley reticle
  8. Great stuff Pikey, I'm going to have to try my hand at cooler looking primary sight for the M1
  9. I think more so than ever (with combined arms) things like this require a bit of imagination on our parts as players. I don't think I'm alone when I say that I want all this stuff to be perfect, but it's going to take a lot of time. All things considered I'd say that CA brings some amazing stuff in it's current state, even forgetting about the 1st person control of JTAC and other units
  10. What timmy said + make sure the game didn't assign your controls in a ridiculous way... by default the sim will assign your rudder axes to elevator control and other fun stuff like that
  11. Question for you guys, I'm sure this has been covered but I've managed to miss it... Can I, as the pilot of the a10 for instance, hit the autopilot than open f10 and control ground units? So far I've only figured out how to do one or the other, fly or command ground units but not both at the same time. (I know a can select a new role, I'm curious about commanding the action from the cockpit)
  12. It can, but only in a scripted way. You'd need to have the unit drive to a trigger zone, hold and then activate units at that trigger zone. What would be really cool is the ability to spawn units on a moving trigger zone. So you could get a tank crew (in theory) to bail out after enough damage. would be awesome IMHO It could also be used to dynamically deploy infantry from various vehicles
  13. Not trying to be confrontational... but it sounds like you did something wrong. Here's what I did: *Uninstall DCS world *downloaded DCS 1.2.0, P51 module, a10 module, bs2 module *waited a million hours for the download :D *Installed DCS world 1.2.0 *ran the exe for the various modules I own *Had a blast There was no need to re-enter serial numbers or anything like that, so I'm not sure where you wen't wrong. EDIT: I think the torrent link for DCS world was broken when the combined arms patch was released, you should check to see that you actually dowloaded DCS world version 1.2.0. That might be your problem
  14. Yeah, but does it have accurate "grass cutting" physics? Didn't think so :D
  15. You could try adjusting the "resolution of cockpit displays" in the options menu. Seems like that should help
  16. This is an issue in multiplayer as well. Maybe "issue" is a bit of a strong word:D People seem to notice though...and it wasn't this way in earlier versions.
  17. http://www.firstfighterwing.com/forums/ ^^^Great place to fly online. I'm sure you could find people at the 1st who would be happy to share what they know (myself included), of course timing is everything but if you poke around the TS3 lobby long enough you're bound to find someone.
  18. HUD as SOI + TMS up long (in the circumstance described by the OP) doesn't equal SPI to steerpoint. It needs to be reset to steerpoint My point is that he didn't make wp2 the SPI, instead he told his TGP to look at what his TGP was looking at:D
  19. The TGP isn't moving because it's still generating the SPI. You're telling your TGP to look at the location it's already looking at. Selecting another waypoint as your steerpoint doesn't automatically make it the new SPI. TMS down long resets the SPI to selected steerpoint. ....so *You finish an attack at steer 1 *HUD as SOI, DMS up to select steer 2 *TMS down long to make steer 2 SPI *China hat forward long to slave pod to SPI edit: Missed the post from Winz...what he said
  20. Sorry to the OP btw, silly mode off :D
  21. I plan on a release date of Friday July 7th...2017 ...These things take time you know
  22. A little OT... Seemed as good a thread as any to announce a 3rd party project I'm in the early stages of developing
  23. Quickest way that I know of to get bullseye info *TAD as SOI *Hook bullseye *TAD to EXP 1 or 2 (optional) *Press OSB 17 ( can't remember exactly which one) until you see "HOOK CURS" Now as you slew your TAD cursor you will be presented with it's location relative to the bullseye (in the lower right side of the TAD display) So... You get a call that is "Bullseye 090 for 15nm" execute the above steps than quickly slew the TAD cursor to the east (090) of the bullseye for roughly 15nm, refine your aim based on the readout in the lower right corner of your TAD... Drop a mark or just leave your cursor there (that's why EXP mode comes in handy) and reference that.
  24. Not exactly what you requested but maybe helpful: http://www.wwiiaircraftperformance.org/fw190/ptr-1107.pdf http://www.lexpev.nl/downloads/fw190a8.pdf No idea of the pedigree of this document, but it has what appears to be some pretty convincing charts Well there you go, two docs that don't fit your criteria at all :D can I beta test the next fast jet now please? ...On a serious note, hope these help
  25. Afaik they are an indication of the time you've been "aligning" and the precision of said alignment Edit:damn, you're quick :D
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