-
Posts
49 -
Joined
-
Last visited
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
Better Smoke V22 for DCS 2.9
SmeagleGoneWild replied to Taz1004's topic in Utility/Program Mods for DCS World
I haven't had any issues yet. Haven't scrutinized it to see that it's behaving the correct way but as far as bugs or crashes goes...it's good -
Better Smoke V22 for DCS 2.9
SmeagleGoneWild replied to Taz1004's topic in Utility/Program Mods for DCS World
Did you end up getting this sorted? Im not having the issue right now but updated and such and I use this mod, so just curious if you ended up fixing it in the event i run into it. -
Better Smoke V22 for DCS 2.9
SmeagleGoneWild replied to Taz1004's topic in Utility/Program Mods for DCS World
Great to hear and thank you for replying! Love the work. I was loving MT when it came out but I’ve been getting stutters lately so jumped back to ST. The SP pack is definitely amazing work! Cheers -
Better Smoke V22 for DCS 2.9
SmeagleGoneWild replied to Taz1004's topic in Utility/Program Mods for DCS World
@Taz1004 Is the mod working fine in MT and ST? I had to switch to ST lately after this last update but just for future reference, wondering if it’s good with MT given the comments above. Thank you! -
I would also like to know if any progress has been made.
-
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
SmeagleGoneWild replied to Admiral189's topic in Static/AI Mods for DCS World
So I’ve done some reading to gain an understanding of each ship type. Just to make sure I’m on the right track here and to make sure that DCS does as such; Destroyers are to fight ships, cruisers to fight air targets, frigate to fight ships and underwater? And subs to well fight subs? In simple terms, each of the mods that fit into each category can fight as stated above? Just want to make sure I’m putting them in the right role in my mission building -
The TTI SP missions are great and he just added alot of new features! its absolutely amazing. Whats great is you can adjust it to your taste and how you all want to run things, but there are so many features its crazy. I have been playing it for quite awhile and have watched it grow, he's really put alot of work into them. My personal local version I adjust some models, skins, and terrain mods and it just looks and feels amazing. I definitely think you should give it a shot, the best copies and readmes are in the discord, TTI SP Development channel.
-
Barthek's CAUCASUS REDONE 2022
SmeagleGoneWild replied to Barthek's topic in Texture/Map Mods for DCS World
What did you do in your version? -
Dynamic Weather in ME
SmeagleGoneWild replied to SmeagleGoneWild's topic in Weather System Bugs & Problems
2.8 I believe really only implemented the moving of the clouds, but by logicality, with cyclones the wind moves the clouds around and should move the systems around, on top of clouds being in one area at start and another later in time. With static weather its noticeable they move when you put some speed in the air, problem is that weather is the same throughout the entire map. -
Dynamic weather in mission editor only generates the winds, nothing else. I’ve tried several different variations of climates that would cause clouds and even rain sometimes, no joy. If this works for you, please do share the formula you’re using and I will gladly replicate it. I know someone will ask me the same, and I’ve honestly tried so many variations that I just didn’t keep track. I will say that I dropped the qnh, created a low pressure system, and tried several Pa deviations to try to get it to knock. Not a single cloud in the sky. The presets work though lol, great too, look fantastic. What I would like out of dynamic is the possibility that the weather will be different then where I took off, I’d like to click generate next time I play and get an even different experience than last.