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dlder

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  1. Yes, the A-10 is another story altogether! The A-10s cockpit texture has a size of 336 MB, while the other are only at 40-60 MB!
  2. So, I've just made a few comparison pictures in the F-15C and the Casper mod, as well as in the Su-33 with Devrim mod and although some parts (especially text readability) are sometimes better in 2.9.3, all in all, these old mods look... better/more natural, at least to me: (shown is the default as the first picture and the mod as the 2nd. It would probably be best to download those pictures to easily switch between them though) F-15C Su-33 What's your opinion? Are my eye deceiving me?^^ Cheers! pictures.zip
  3. First off: this is not a bug report per se, just some information and maybe a question, but I didn't know where else to put this... It's more or less widely known that the jets respectively the ECM fall into classes which define the burn-through ranges. As far as I found out, it doesn't matter which jet you are flying (ie. which radar you have) - like the F-15C or MiG-29S. There is one question though: why do some "Fighters" fall into the "Attacker ECM" role? meaning: the F-14B for instance is detected inside 29nm, just like every other Attack-Jet. And there's a bunch of those! And is the following a bug? The F-16C can be detected at 29nm with the F-15C or the Su-33, no matter which ECM pod is used The F-16C with the ALQ-184 can also be detected at 29nm with the MiG-29S but if the F-16C is using the ALQ-131 pod, then the MiG-29S can only detect the jet at 24.5nm I really didn't cross-check every jet with every other, it was just a lucky find, but it seems weird if everything else is using the default ranges... Anyway, here is a table with all the jets I tested: Cheers!
  4. Yep, that was it. I just bought it and all's working now. Paris and London both are beautifully done imho. I can't recall what happened; after all I "seemingly" bought it back when it was released for 10€ and that was quite some time ago. But it didn't show up on the Steam history nor in the DLC list of DCS. So... I dunno, I guess I didn't buy it? Or I bought in from ED directly (though I never do that as I have all modules on Steam). anyhow, mystery solved I guess^^
  5. Well, I'll be damned. I was certain - I've even written it down - that I've bought this upgrade, but like a few people on Steam said: they don't have the assets. But I did buy the upgrade... I'm sure of it. But I can buy it "again", so maybe something went wrong. Though I wonder, what if that something happens a 2nd time
  6. Does anyone else have this problem? There are no roads, runways or railroads. Most buildings are very low poly and seemingly have no textures (especially churches and factories). I've now downloaded the game twice (after the 2.9.1 stable update; from Steam) and playing without any mods and highest graphic settings (playing VR or 2D has the same result; the video for instance is from the 2D output): Here's a screenshot of my settings: null What is going on here? I've added 2 tracks, from both flights. The Normandy directory has a size of 47.677.805.997 bytes (real size, not on disk). It's 1.075 files in 81 folders. But there are a TON of errors in dcs.log Norm2 - Biggin-London.trk Norm2 - Orly-Paris.trk dcs.log
  7. True; I couldn't find any new/modified ED files, so this one's good to go.
  8. what the actual f* ... where's all my text gone o_O Let me try to re-add this: I wanted to point out that, even though all textures which are present in the original DCS zip file (for instance: "BurfordHolly_ShrubSingle.zip"), also exists in Barthek's mod. But the ones from Barthek are older. So, to me that makes this mod outdated. Maybe it's still usable and of better quality, but I don't know. I'm no texture artist. First pic is Barthek's, second pic is 2.9.1 stable: Cheers!
  9. Yes you do because how OVGME works is: it just replaces the ZIP files (well before that it backs up the current ones). So, all textures not present in the modded zip file that is copied by OVGME to DCS are - of course - lost.
  10. Hi, thanks for your replies! Copy all!^^ btw, this (and other stuff) is located inside "Active" and "Init". If I want to start from scratch with a modified campaign (like more airports and stuff), then should the "Active" folder be empty? I mean, these files will get generated by the "FirstMission.bat" and get updated whenever I "Generate New Mission"? Man, thats unfortunate! You mean to change "base_mission.miz" or every newly generated mission "WWII Normandy P-51_ongoing.miz"? I'll try to update this campaign regarding frequ. and Normandy 2.0 Is there any "developer" wiki/howto available? Cheers!
  11. I've just flown the first mission. So I cannot comment on if it's truly working (I've never played a DCE campaign before), but I could finish the mission (I guess I have to land at the airfield I start from?), got scored and then... I usually exit DCS (I fly in VR) to watch TacView. So I don't know: do I have to exit DCS for the "post mission CMD" to open? Because it did and it then generated the next mission -> I guess I can't just play the next mission in DCS Now: what is like the "campaign successful" requirement? The taking of all airports? That is still quite unclear to me... what didn't work is talking to ATC ("Cricqueville-en-Bessin"). From the db_airbases it seems 119.75 is it's frequ. So it would at least be possible for the P-51 to set (it has 100 - 156 MHz). I've looked at the "first_mission.miz" and these were the set frequencies: [1] = 154.2, [2] = 119.75, [3] = 125.8, [4] = 111.9, So... it should've worked!? Strange... Got it: maybe the frequ. changed, because I just got into the ME and here this airport has 121.7 MHz!! -> seems to me like I need to update all airports? Is that done in the "db_airbases" file? -> can I also add the newest airbases for Normandy 2.0? Another question concerning my Wingman. I could talk to them, but in the .MIZ file they don't have any frequency set? [2] = { ["Radio"] = { [1] = { ["channels"] = { }, }, }, In a hand-made mission the AI Wingman don't have a "radio" setting, but just this: "frequency"] = 154.2, Second question: can I set the max (or fixed) skill of AAA or ground units as a whole? Because DCS's units still have godlike precision and I'd like to have them at low or medium skill; especially in WW2 AA guns didn't have radar and hitting something small and fast like a fighter should involve a lot of "luck"... IMHO. Thanks!
  12. Seems like this needs an update (like Syria): for instance "HardSplat.zip": 2.9 stable - 428 MB - 45 textures Barthek - 314 MB - 37 textures So, the original might be of better quality, but what definitely is: you'll loose textures if you use this pack (ZIPs are replaced as a whole, not "updated", thus you'll fly this map with 8 missing textures -> that's why some things look "aweful") @Barthek just wanted to raise awareness; hopefully you'll update soon^^ Thanks! edit: here is an interesting question; I don't know how this games handles textures, but wouldn't the following work? currently, the texture mod has zip files, like the aforementioned HardSplat.zip | vfstextures\HardSplat.zip maybe it works if one unzips the files from the zip into a folder "HardSplat" | vfstextures\HardSplat\*.dds shouldn't DCS load it's complete ZIP file and overwrite the files that are available from the directory? -> thus we would get your modded textures and the missing ones would still be loaded Would be easy to test if one knows a "place" where some missing textures are!
  13. I'm just going through all of Barthek textures and Syria is a BIG difference! (for example HardSplatColor.zip) 2.9 - 27 textures - 61 MB Barthek - 22 textures - 34 MB So, yes, DCS will work with this texture pack, but you will loose original content!! So an update is actually very much needed imho! And I do hope one is coming soon, because I'm like you: once you go Barthek, you can never go back (this and Taz^^). @Barthek Thanks again for your great work! But can you plz give some insights? Am I wrong, or are you hopefully working on an 2.9 update? Cheers!update:
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