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Wild_Weasel_31

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Everything posted by Wild_Weasel_31

  1. I suddenly recalled about one little bug with US Modernized Warships mod. It appeared, when I tried to sort my massive amount of mods a bit. I edited their .LUA files located in Database\Navy subfolders by adding line GT.tags={"Cruiser"}; or "Destroyer", "Corvette and patrol", "Frigate", etc. according to ship's class. It worked perfectly, until I reached USS Ticonderoga. It's Anti-Ship variant still refuses to move into "Cruisers" subcategory and is always placed to "Submarine" one, no matter of the tags been set. I thought the mod was broken and reinstalled it completely, having no result. Have no ideas, what is happening.
  2. Yes, but still not able to see any weapons
  3. Hello. Got a problem about aircraft mods. They appear in the planes list, but have no payload options or just fuel tanks, depends of the role I choose for them. What is the problem?
  4. Neptune is really needed, as we have Moskva criser and a Black Sea map ingame ) Already present with pretty nice quality (but need less glossy textures, to my opinion)
  5. SA-5 Gammon (S-200 Angara/Vega/Dubna) is a very long-lange SAM system and can be considered as unique in DCS nowadays. Unfortunately, it can't use all of it's capabilities because of lnsufficient range of P-19 or 19J6 (ST-68U) search radars, which are part of it at the moment. According to it's manual handbook [общие сведения о с-200.djvu, page 7], SA-2 is capable of receiving information about target coordinates via K9V cabin, coonected to: 1. Automated control systems: 5S99 "Senezh" (5С99 "Сенеж"), "Vector-2M" ("Вектор-2М"), ASURK-1MA (АСУРК-1МА), ASURK-1P (АСУРК-1П), etc. 2. Radar altimeter PRV13 or PRV17 (ПРВ-13, ПРВ-17) 3. Radar station P-14F "Lena" (РЛС 5Н84 П-14Ф "Лена") also known as Tall King. 4. Radar complex P-80A "Altay" or K66 ("Cabin 66") (РЛК П-80А "Алтай" или К-66), which consists of two radar rangefinders and four radar altimeters Third option (using P-14 radar for circular target search) is, for my opinion, optimal because of it's significant range, which allows to detect tagets outside of 5V21A missile range and use all of it's capabilities, respectively. Futhermore, P-14 radar is already awailable to use in DCS (stationary version 4J66 (4Ж66) )as a third-party modification by @tripod3 It is only needed to add it to the DCS CoreMods and edit LUA code in order to make possible information exchange between P-14 and 5N62 Square Pair TR. Adding mobile version 5N84 is desirable too
  6. So this can be solved only by ED by adding this mod as core mod and changing these LUA files, correct?
  7. Yes, there are some SAM mods. HighDigitSAM, CurrentHill assets, SAMSitesAssetPack. But SAM site units are from core.
  8. Maybe I formulated my question not clearly enough. The point was about using P-14 instead of P-19 of ST-68U in SA-5 site because of their insufficient range. We have weird situation now, when plane is well in firing range, but can't be fired upon, because target illumination radar cannot be aimed on it. I made a test mission, and SAM site didn't found a target. SA-5 Gammon.miz
  9. Fine. BTW, in DCS, Gammon SR is called P-19. And, for some reason, it has ST-68U Tin Shield radar, which, I assume, is from SA-11 Grumble
  10. @tripod3, can it be used as search radar for SA-5 Gammon SAM, as it was regularly used?
  11. Any progress about it? A whole year passed
  12. Some journalist research were posted about Russian Tu-22M3 Backfire's dislocation recently. https://www.radiosvoboda.org/a/news-skhemy-armiya-rf-aerodrom-mozdok/32471034.html While researching satellite photos I noticed some differences between planes parking places in DCS and IRL on Mozdok airbase. For example, some of Backfires were standing on aprons number 23, 24 and 25 (according to DCS numberation). Also, the very right spot, which is not marked as a parking place in DCS, is also used for Tu-22M3 parking. I made some graphics to comparise satellite photos to DCS screenshot. Also, I have some doubts about current status of parking spots with numbers from 32 to 39. According to Google Maps, it seems that taxiway, which connects them with main apron, is now cut off, and these parkings are currently used only for ground vehicles. Some parking spots, apron and control tower seems to be removed as well. Marked them with ? signs and arrows on picture n.2 If i didn't notice some more changes, feel free to correct me in this topic.
  13. Look over here https://sites.google.com/view/admiral189dcsworldmods/home-port
  14. Found a bug with guided M982 PzH 2000 rounds. When fired more than 1 per command, some strange behaviour appears. Approaching the target, thay start oscillating and bypass it, flying like some kind of gliders and making some crazy pilotage maneuvers Mission file is attached and I also recorded some video to show the problem [RF vs UA] Convoy air ambush.miz
  15. Not my own mod, just tried to sort them by subcategories. I changed \Saved Games\DCS\Mods\tech\<mod name>\Database\Navy\*ship_name.lua file by adding line GT.tags={"Cruiser"}; But it persistently appears in "Submarines" subcategory, whatever sub.cat. name I set. Editing similar .lua file from the same mod worked perfectly. Is there any other part of the code responsible for setting a unit subcategory in Mission Editor?
  16. Dear @currenthill, I have one big request for you. Please, add correct GT.tags section to the next versions of your every asset. By default, they are being placed to the "All" subcategory, and it is very boring to scroll down all of them, especially if you have a big number of assets from different developers. Thanks a lot P.S. Also, found an interesting bug - I changed Ticonderoga_CMP_LACM.lua file by hand in order to move this ship to "Cruiser" subcategory, but it persistently appears in "Submarines" one, whatever I type in GT.tags = {'...'}; section. Restarting DCS did not help. Even after redownloading this asset from the site - same problem. What king of magic is it?
  17. @currenthill, is there any possibility of making 3M14-T and Iskander-K cruise missiles more realistic by implementing a multiple-point route for them, as they have IRL? Current events prove their possibility even fly circles around a city in order to force air defence forces to waste it's missiles supplies
  18. Yep, and make a drone hunting challenge with MiG-29 or Su-27
  19. Some time ago, Su-24M "Fencer" tactical bomber became capable of mid-air fuel receiving from Il-78 "Midas" air tanker. But he also can be used as a refueler by itself, it was proven by Ukraine Air Force pilots from 7th TABr in 2021, when they resumed refueling practice in their Su-24M/MRs. These aircraft are using UPAZ-A or UPAZ-M (Унифицированный Подвесной Агрегат Заправочный - Unified Hanging Refueling Unit) refueling pods under it's belly. For my opinion, this feature will increase Fencer's capabilities, especially SU-24MR version, which cannot carry any serious weapons, but can be used as a support aircraft for local missions, where Il-78 usage is kinda overstated. As it is shown on the first picture, refueling pod in placed on the forward middle hardpoint under aircraft fuselage. Some pictures to show it's application Cockpit footage from Su-24M navigator / WSO
  20. This idea came to me while working on the massive convoy strike misslion. If you have a large group of units, espeсially of different types, it takes much time to operate with them. For example, if you want to turn 5 tank units into 5 cargo trucks, you have to open 2 diffenerent droplists and find a necessary unit for each of them. It is even more difficult in case of using a big number of units from third developers, because every list becomes too long, and not of them have scrolling lifts on their side. This is a repetious work which takes much time, mouse button clicks and wheel turns. Instead, I suggest to alter unit selection from droplist to a kind of Windows Explorer analogue, using a tree of directories. I made some graphics to explain it. A minimalistic variant, where dropmenus "CATEGORY", "SUB. CAT." and "TYPE" are replaced by small windows containing a Unit List as a Folder Tree. Upper, you can see a standart Explorer buttons of file operations, because I think that user customising option of units categories and unit names will also be useful. For example, while working with SAMs, I'd rather chose to have their vehicles sorted into folders like "SA-2", "SA-3", "SA-5", etc. with option to change the very unit's title in the list (like "9A310M1 Buk-M1 [SA-11 TELAR]" instead of "SAM SA-11 Buk "Gadfly" Fire Dome TEL"). Extended variant for large monitor owners Unit Tree is placed side-by-side to the Group Settings panel and contains much more elements. It allows user to work with multiple subfolders at the same time. A vacant place from droplists can be used for a little preview window, similar to Static Objects panel or other options, like a menu of munitions load settings page or else. There is also a show/hide option for this panel, if user needs more working space in the main page to place the units correctly. Folders and units operations are also included. Features not shown on the graphics, but also quite useful: - An [ >> ] / [ << ] button near each folder, allowing user to expand or collapse all of it's subfolders. - Removing [Player Drivable] folders and replacing them with a little special icon or symbol at the beginning of the Combined Arms - compatible vehicle's name. For example, [ "BM Oplot" MBT ], [ 2S7 "Pion" SPG ] or just [ <CA> 9К97-1 "Tochka-U" TBM]. - Setting a specific icons for basic folders and subfolders. For exaple, using NATO tactical symbols for diffenent vehicle types, like that https://commons.wikimedia.org/wiki/NATO_Military_Map_Symbols The same option is even more necessary for Static Objects panel due to a much larger number of assets in it and a very wide variety of it's categories: from fire extinguishers and plastic cones to huge buildings or bomb practising targets. If you install one or two large asset packs, you'll have to scroll a lot to find an wanted element each time. So, that's my decent attempt to make mission builder's life a little easier. Please, feel free to express you opinion in this topic.
  21. Yep, needed this. Also it would be great to see some field runway building asset pack to make your own airfield, where it isn't present on the map
  22. Reinstalled DCS fully, no mods, just additional maps and aircraft modules, same problem. Seems to be, it isn't any mod conflict.
  23. Made a Steam integrity check after removing mods, it redownloaded two files (do not know, which), but it wasn't been useful, even made worse - there is no more missile launch sound at all. I'll try to reinstall a game at all and give you some report.
  24. Yep, a lot of. Is it enough to move them away from Saved Games/DCS/Mods folder? And how to run a repair?
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