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DSplayer

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About DSplayer

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  • Flight Simulators
    FSX, DCS
  • Location
    California, USA
  • Interests
    Electronics
  • Occupation
    Student
  • Website
    DSplayer#4627

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  1. Maybe something changed recently. I'll have to check later to see if I can do anything since they used to work in TWS as well.
  2. Unfortunately, since the weapons are basically added on without any official integration, there probably will be some sort of instability. In terms of using Jester with the bombs, you're going to have to manually select the pylons yourself with the Jester menu or go in the back and select the correct pylons and weapon type. A/G guided munitions showing up as TALDs is expected as Jester basically sees all A/G missiles as TALDs.
  3. Sorry for the delay but V1.1.7 is out now which works and has all the stuff from the new DCS patch.
  4. Soontm. Once I have the time to update my code. I'll try to get it done by the end of the coming weekend if not the end of the week.
  5. Just a visual bug that I can't fix. I'd assume it's due to the F-14 being coded such that double racks weren't ever intended to be used on those pylons.
  6. Just updated it to Version 1.2.6 which should allow the AIM-7Es to be loaded onto the tunnel pylons. Thanks for the heads up since it seems like I overlooked this when merging things a while back!
  7. Callsign..............: DSplayer Aircraft...............: Mirage F1EE
  8. Thank you @VictorDavion for bringing it to my attention that I had made a mistake when updating my F-14 mods! Now all the F-14 mods should be capable with TARPS.
  9. I’ll give it a check. I thought I fixed it with the latest update I released.
  10. I just double-checked the version on the UserFiles page, it is version V0.0.2 and the files I changed were present. Can you check again?
  11. Small update released that incorporates the light fixes that Magic Zach made.
  12. Currently, if you're hopping into a cold jet, non-smart weapons (excluding A/A weapons and pods) don't show up on the kneeboard by default. Instead, the weapons loaded on the PACS page will be loaded onto the kneeboard. I would like for the kneeboard to show the correct current weapons loadout without having to load them from the A/G Load PACS page.
  13. I think with the current logic, non-smart weapons (excluding A/A weapons) are not supposed to be automatically loaded in the PACS and therefore not loaded onto the kneeboard. Pretty interesting that the GBU-10s on the RCFT just show up without having to load them in the PACS.
  14. Bug: A/G weapons are still selectable after being dropped on the PACS page. Can I reproduce it 100%: 100% How to reproduce/description: Step 1: Drop munitions for a certain station Result: After dropping those munitions, you can still select that station and assign a new A/G program for it. This also causes issues for using CDIP Gun as while it appears no weapons are selected, "ghost weapons" are being selected and prohibits CDIP Gun from being used. DCS Version: Open Beta 2.9.2.49940 (Multithreading) Track: F-15E PACS Test.trk Video/Screenshots: Mods: No mods are being used when recreating this error.
  15. Bug: The 2x Mk-82 LDGP loadout options are named differently for each CFT. Can I reproduce it 100%: 100% How to reproduce/description: The R-CFT has a "MK-84 * 2" loadout while the L-CFT has a "Mk-84 * 2" loadout name. This causes the bombs to be not grouped up with the other Mk-84 options. DCS Version: Open Beta 2.9.2.49940 (Multithreading) Video/Screenshots: R-CFT L-CFT Mods: Mods are not being used to recreate this error.
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