Jump to content

dlder

Members
  • Posts

    243
  • Joined

  • Last visited

Everything posted by dlder

  1. Does anyone know of any updated comparison screenshots or videos? A lot of the Better-Smoke files were updated by ED in the recent patches. That doesn't mean that the official DCS looks as good or better then DCS with this mod, but it does bring up th question: is this mod still needed?
  2. canopyReflections moved from VR to Graphics and is now float custom_IPD is now int instead of string The other stuff remains unexplained; like, why does the launcher add these settings (to options.lua): aircraftmode compasstape easyradar tacticalmap ... and when starting the game, they get removed again? Like those are still experimental and not yet used ingame.
  3. Hm... I don't use the launcher, so could it be that some settings are only there and not ingame? I really have to cross-check the options again, but good tip!
  4. Seems at least the Aim-9X was updated with 9.5.6; I'll upgrade this mod asap.
  5. So, I've just tried the mission and now it works! Kind of... Now there is another problem: the SEAD didn't kill all anti-air. And looking at tacview: the missiles hit (weren't shot down), but didn't seem to do any damage. After the 1st pass, both Su-24 were shot down by said AA. I then flew in and destroyed one SA-8 and suddenly, all AA went offline? Either there is some Tacview-Export bug, or...? Anyway, after that, the Su-25 attacked, I killed the jets and the Su-25 continued attacking (unlike before) and destroyed the last objective. The mission then continued, telling us to RTB. Second issue here: the comms text-box was in Russian; I didn't know what was said and requested, but when I had to answer via F10, I replied with something like "Roger, RTB", so I at least new the mission was over^^ <profanity>, I forgot to save the TRK.... but I'll upload a video later on and post it here, so you can see what I mean.
  6. Didn't yet see any post about that... it seems the following options were removed? ["graphics"] = { ["canopyReflections"] = 1, ["difficulty"] = { ["heading_units"] = 1, ["miscellaneous"] = { ["Datum"] = 1, And I wanted to ask, what the following new options meant (they only get added via the launcher, not by launching DCS directly): ["difficulty"] = { ["aircraftMode"] = true, ["compassTape"] = true, ["easyRadar"] = true, ["tacticalMap"] = false, Cheers!
  7. quick update: might be that loading missions and into the plane with DCS MT is now faster? Need to do more testing... I'm still using Quadviews, but without Eyetracking, so only FVR, but it works pretty well and I didn't have to change a thing. I did have 1 crash when loading into a plane for the first time after the update (hang after "Terrain Loading Done" or what the exact message on the loading screen is), since then: stable. Maybe shaders had to be updated? dunno. Sent the crash log to ED via the prompt (does that actually help?).
  8. Yep, same issue on my end; Crystal, OpenXr, QuadViews (why was OpenXR settings reset?)
  9. Sadly, no mention of it in the latest changelog. Hm, maybe a quick-fix-release? I mean, this small 1-mission-bug has now been going on for over 1.5 years... Cheers! edit: hm, the .miz file DID change though... modified date is 11.07.2024, so... maybe it was fixed in this update after all? Gonna try it this weekend.
  10. Sweet; I'll be combing the release notes then Thanks!!
  11. I'm on the latest stable (2.9.5.55918) and it doesn't seem to be fixed... I get to the airport, SEAD kills the anti-air, the Su25 start their attack, then I kill the 2 jets and then, after a while the Su25 turn back, while the Su24 still drop flares and nothing further happens... Here's a video (I don't know when Youtube has it ready): And I've attached the TRK. Cheers! Su-27 - Ultimate Argument - 18 (bug).trk
  12. I've updated the mod; apparently some lines for the aim9 changed (9J + 1 line for the 9X)
  13. Cool stuff!
  14. I've updated the mod to 1.03 I had to correct some texture assignments...
  15. Thought only "full" mods, not addons like this would fit there... Thanks! ---------------------------------------------------------------------------------------------------- New "default missiles" mod: So, seeing that the 120D and as well as both IR missiles (9X block 2, IRIS-T) are a bit OP, I made a second download with just the default missiles, meaning 120B is the 120B. Same with the 120C, but this one is available on the dual and extra pylons. Also, the F-15C can use the 9X (instead of the 9L). IDs are the same, so no change to ones payload F-15C.lua necessary. Download link is the same.
  16. Hey there, I've made some shapes as well as some models in Blender to upgrade the default FC3 jet "F-15C" to the proposed, not yet produced F-15CX which aims to support up to 22* AMRAAMs. As the F-15C doesn't like "unknown missiles" (the 120D when added as a completely new missile behaves very weirdly for instance), made me change some existing missiles instead. But this also means, those will be changed for all other Jets too. I suggest using a modmanager and only enable the mod when you want to fly the new CX. "Default Missiles" mod: AIM_9L -> Aim-9X from "DCS" I've made this version of my mod, so that one can use the DCS missiles with my racks, instead the OP missiles. I only changed the 9L to have the same config as the 9X, so that the F-15CX has the newest Aim-9 available. "Community Missiles" mod: AIM_9L -> Aim-9X-2 from "Modern Missiles" mod AIM_9P5 -> Aim-2000 from "Modern Missiles" mod Aim-120B -> Aim-120D from "Modern Missiles" mod Aim-120C -> Aim-200A from "F-15EX" mod DCS version: Stable, 2.9.17.11733 Download: https://drive.google.com/drive/folders/1e5PESnP2As2vmU6_6rysMEyv2akI4jNm Usage: Use a modmanager like OvGME Put the subfolder "F-15CX" into your _OvGME mods" directory Enable just like a zipped mod Loadout: The only way to use non-default "weapons" is by using custom loadouts. That means that you have to manually add a loadout or use the provided ones inside "Saved_Games" folder from the zip in your own "Saved Games\DCS\MissionEditor\UnitPayloads\F-15C.lua" Overview: After that, you can assign the loadout in the ME (mission editor), just like in this video: Some more info: Why not make it standalone? I want to use/have the latest DCS code, which unfortunately is encrypted inside DLL since quite a while. So it's impossible (more or less) to copy that jet and create a new one from its code. That means I have to work around that limitation and do what I wanted to do inside that limit. Meaning: I had to change the default Aim-120B (which became the Aim-120D), the Aim-120C (= Aim-200A), Aim-9L (= Aim-9X-II) and Aim-9P5 (= Aim-9X). And it also won't let me change the radar (to reflect the newer AESA), nor add conformal fuel tanks (thus my decision to keep 3 drop tanks) as well as adding the ~25% more power that the newer engines have, for which I left the weight of those new racks and missiles to the default 1 missile. I'm not sure if and how the drag is changed by this mod, but it actually shouldn't, as far as I can tell. Testing also showed this jet is still really good to fly! But one can add textures and shapes and change the missile configs to create new loadout-IDs, which I did. Those are the 120D fuselage racks, as well as the main-wing pylon racks. I also found a free shape for the outer wing pylon, which I was able to change and repurpose into a dual- and triple-pylon. Well, I think that's all for now; hope you enjoy! Cheers, Hotshot Credits: Aim-120D, Aim-9X2, IRIS-T Modern Missiles: https://www.digitalcombatsimulator.com/en/files/3328022/ Aim-200A F-15EX: https://www.digitalcombatsimulator.com/en/files/3332944/ Spino kindly allowed me to use his Aim-200 models, which I use with the default 120C-5 missile config. Outer Wing Pylon SUFA312: https://cults3d.com/en/3d-model/various/fictional-72-scale-f-15-outer-wing-pylon-with-lau-128
  17. LOL, just wanted to report this problem myself... yep, this mission is still broken
  18. This is a question that's asked every so often, but the way I found it via Google doesn't seem to work anymore: --net-mode server "abc.miz" What I wanna do is start DCS, load a mission in the editor and start it. Or at least start a mission, forgoing the ME part. Is there any way to jump directly into a mission? Thanks!
  19. idk if this is the right thread for that, but it seemed "closest", so here it goes... After some error or other I needed to compare my backed up "MissionEditor\logbook.lua" to the current one that seemed to be missing entries. I usually do this via Notepad++ compare but for whatever reason, some of the lines were no longer at the same place as before, and the compare tool didn't manage to "Detect Moves", so I had a lot of "false positives", meaning differences between the files that actually weren't there. So, I had to sort the LUA files. But how? I found nothing, not for Notepad++, nor for Lua. So I wrote - with the help of Google^^ - the attached lua script. (I use the Lua plugin for NP++ to execute it) If you change the filepath to your Saved Games folder it will read it and print the sorted data. You can then copy this text and paste it into a new Notepad++ file. Do this with the copy of the lua file too. You can now compare those two files and you'll find any differences. It's still a bit of a chore, as you then need to go into the actual logbook.lua and edit it manually (copy the missing/changed lines from the backup file), but at least it's now possible to actually see the differences. Maybe someone has a use for this. I'm a LUA n00b and had to search my a$$ off to find and cobble together that nested sort function^^ Cheers!SortedLuaTableOutput.lua
  20. At 5k, also at max and nearly max range, the missile lofts and looses so much power that it actually falls behind the jet... It seems like it allows the launch too soon; at 25k it was 75 and 70nm if I'm not mistaken, at 5k it's 42 and 38nm:
  21. Hm, the 120D does seem to have a problem: when shot from max range or a bit less, the missile looses lock?
  22. Because Syria is still worked on an the official texture (this and the trees) are quite often newer then those of these mods. Doesn't mean that they are worse, but it can and will happen, that textures will be missing. So, if the base game updates textures, the modders have to update their packages; only if just to include the new ones.
×
×
  • Create New...