dlder
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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.
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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
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Cool stuff!
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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.
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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, DCS 2.9.21.16362 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
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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!
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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
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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:
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Hm, the 120D does seem to have a problem: when shot from max range or a bit less, the missile looses lock?
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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.
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@Barthek After the latest udate(s), I've checked the mod against 2.9.3, and I'm currently in the process of going through the modded files to see if there's anything newer in the newest stable DCS version. Here's the thing: I'm sure you noticed that too, but nowadays the "terrain.cfg.lua" is encrypted. Wouldn't that mean, that this file from the lua won't get loaded? And more importantly: one can no longer check for the differences between those files. -> is there any fix? -> can one remove the encrypted file and use the one from this mod? -> how critical is this "terrain.cfg.lua" for this texture mod to look as awesome as it does? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Another thing that I saw when going through the files: -> "LandNoiseAutumn.zip" + "LandNoiseSpring.zip" do not exist originally; are they still used if the mod places those files into the vfstextures directory? ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Thanks and cheers!
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Unfortunately, just like Taz Better Trees for Syria, it's outdated after the last additions to this map.
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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
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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!
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solved Normandy (2.0) - Low poly buildings and missing textures
dlder replied to dlder's topic in Bugs & Problems
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^^ -
solved Normandy (2.0) - Low poly buildings and missing textures
dlder replied to dlder's topic in Bugs & Problems
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 -
solved Normandy (2.0) - Low poly buildings and missing textures
dlder posted a topic in Bugs & Problems
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 -
You mean this one? Not yet
