dlder
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Posts posted by dlder
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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" modAim-120B -> Aim-120D from "Modern Missiles" mod
Aim-120C -> Aim-200A from "F-15EX" modDCS version:
- Stable, DCS 2.9.21.16362
Download:
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,
HotshotCredits:
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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LOL, just wanted to report this problem myself... yep, this mission is still broken
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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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2 hours ago, zildac said:
So Tazs better tress still appear to work just fine for me on the latest unified build, as does Vivid Syria with the small patch listed further up this thread. What leads you to believe these mods are now outdated?
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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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!
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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!
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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:
Spoiler
Cheers!
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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^^
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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
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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:
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
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On 12/7/2023 at 9:57 AM, Morpheus said:
Did you try the solution some posts above ?
You mean this one?
Not yet
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On 12/4/2023 at 10:14 AM, Hiob said:
Caucasus Redone
True; I couldn't find any new/modified ED files, so this one's good to go.
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On 12/2/2023 at 11:37 AM, speed-of-heat said:
what are you trying to say ?
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:
On 12/2/2023 at 11:03 AM, dlder said:Cheers!
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On 12/2/2023 at 1:15 PM, fagulha said:
If you use OVgme you don´t loose any core files
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.
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Hi, thanks for your replies! Copy all!^^
3 hours ago, Miguel21 said:it's written in cam_trigger_init (in code)
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"?3 hours ago, Miguel21 said:To change their level, you unfortunately have to go through the mission editor.
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!
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On 11/30/2023 at 11:27 PM, Miguel21 said:
I know, it doesn't look easy, but if you tell me it works, I'll make eyes at Cef and get him to upload the updated Eagle campaigns.
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!
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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!
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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:



F-15CX mod (22x Default missiles or Aim-120D, Aim-200A, Aim-2000, Aim-9X-2)
in Flyable/Drivable Mods for DCS World
Posted
That's called modernization^^