

Zapon
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MiG-31BM & MiG-31K mod by szcz
Zapon replied to szcz13's topic in Flyable/Drivable Mods for DCS World
Oh wow, another Mig -31 Mod! Will check this out! I'm a HUGE fan of speedy planes- and aside from the Valtek simulations Foxbat and the JSN64 Foxhound- cool to see another Foxhound! Wonder if this can be run alongside JSN64's Mig-31, guessing not?- 115 replies
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AH, you mean for the one who couldn't get it working- (for me, i used a FC3 file fix) Anyway are you able to use the mod without spinning like a tornado due to the nose wheel steering? Every time i add thrust, I start spinning like crazy- and i've messed with the curves on the left and right engines heavily- nothing worked to fix it. I also set my throttle to generic thrust instead of per engine- still its's going crazy. Not sure what's going on
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Military Assets for DCS by Currenthill
Zapon replied to currenthill's topic in Static/AI Mods for DCS World
Just realized, if it does have to replace a weapon, adding the 260 would probably tke replacing one of the early variants in-game of the Aim 7 and making it active radar if possible, since the Amraam B would already be taken up by the 174 (in order to put the 260 on the Hornet or CJS Superhornet in DCS) -
You're talking the FC3 fixes from when they broke all mods , right? This is probably it (and there's a few different ways to fix it as noted) EDIT: oof, i swerve into spinny top land with the nose wheel steering, no it's broken after all it seems
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Military Assets for DCS by Currenthill
Zapon replied to currenthill's topic in Static/AI Mods for DCS World
Question: I just grabbed your Aim-174, and it's amazing!- Can iput in a Request for a weapon to be added in the future? I know that formerly, if one got the @Nightstorm F22 Enhancement mod, it allowed planes to use the Ami 260 for all planes- but Nightstorm disappeared a year ago oddly @Spino(who makes a friggin amazing F15 EX Mod)- added the AIM 260, -which i can use on all planes but official modules and mods based off of it- That missile is for the F22, Super Hornet, F35, and F15EX- and we have the EX and 22 thanks to Spino and Grinneli, but the F35 (old mods of it like VSN, might work right now i suspect)- will have a full fidelity one eventually- it'd be cool to have a AIM 260 for that- and the Superhornet- - Was curious if there might be someway to also ge tthe Aim 260 for the Superhornet (so yes, we'd be talking CJS's superhornet mod, which is based off the hornet full fidelity module- so it might take a renamed missile? like the 174 had to do , ......) The 260 that Spino made, sadly can't be fired from the CJS superhornet ,even if you mod CLSIDs and put it on it - actually, it can't fire modded weapons, and i think that's to be expected since it needs renamed actual weapons basedo n how the hornet/sueprhornet are in the game. Apologies if you already plan to add it eventually perhaps, and i just missed this news -
The only funny thing i just realized - - i was not able to fold my wings, so if the combo really doesnt work until you fold your wings, then the keyboard combo won't save someone heavily damaged and allow them to start the repair process
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Spent way too long looking for this keyboard combo in the guide and not realizing I have the 2021 copy of the Supercarrier guide- DOH Thank you, found it! """Nov 2024 update Supercarrier guide - P54 , damaged aircraft note
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I do not- did not realize until now mission editor stuff isnt auto saved and you have to manually save it
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Came here to report this- you cana't repair any damage when landing on carriers- or refuel- Now, the new system is supposed to have you follow their prompts and get guided to the back where you get auto placed in a location and then offered the chance to rearm - but you'll NEVER get that far - I've done a few landings where my landing gear was damaged and NWS DID not work. And i DID use individual wheel braking and thrust from only one of the two engines to turn- you DO NOT turn enough to follow their prompts. Oh, and it turned out my wing folding DIDNT work when they asked, so i could not progress in the steps to get auto placed by the deck crew. On a airfield this is not a problem, yon can still trigge ra repair @draconus - you can't park correctly if too damaged, formerly you could just turn off the engines and then have them repair you\ @razo+r No , it does not work even when the plane is fully off after landing on a carrier, was unable to refuel, ream or repair - and i was too damaged to use NWS, it wasn't working
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That is good to know for when i want changing fog! What surprises me though- is when i restart the mission with the settings in my screenshot, with no fog intended at all for that run- fog still appears. I was curious what to do in that case? Or, do i have to have fog on and then everything set to zero , in order to do any missions without fog? @bandit648
- 352 replies
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Ran into a odd funny - been practicing ILS on South Atlantic, so i've been trying to figure out and make super foggy maps -I've been able to get serious fog- but...it feels like the Mod isn't ...able to change things- or in other words, once i set it to foggy- i then cannot set it clear, or make it so a layer of fog is at , say 2000ft altitude to 25000 ft, then maybe ground level to 30000 ft , then a clear sky and no fog I say this because i'm trying to tweak a mission in the editor and attempting that last change mentioned above ^ - to get rid of fog 100%, and no matter what i do, i can't. I've turned fog off, loaded a winter clear sky preset, , clouds and atmosphere preset is now set to nothing, base set to zero, thickness set to zero, precptns set to zero , dust storm is NOT enabled Been doing this in July- just switched the month to February, no difference. No other core mods are enabled- Tried -1 celsius, 5 celsius, 17 degrees celsius, Changed nothing at all - Every time i spawn on the carrier i see fog What am i doing wrong? This is using the bandit mod v15
- 352 replies
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So, i know this has been hinted at here and there- and in real life FLIR pods actually DO have a basic air to air track capability, and even a rudimentary scanning capability not too different from the fire control radar....(ignoring the dedicated IRSTs that have been coming out since) This is something i've been continuously confused about in DCS though, from a controls perspective- or if it exists even in a crappy form , with the Viper , In the Hornet you can take a ATFLIR, go up, keep your radar off, slew around the TGP, find a plane (in afterburner they look VERY impressive- and remind me of in real life everytime i go out and watching planes or fighterjets with my own thermal camera collection , I love how well DCS simulates this) - and then when close enough trigger the Pod tracking and following it directly which is insanely cool -and sneaky and stealthy Anyway, in DCS in the Viper - Once turned on and active while in air to air mode (with the radar off) , to check - we cannot get it into a state where it will let you slew it around to aim it at an air to air target? I'm not able to steer it at all - Wanted to confirm this - I know it's also probably still being updated with functionality the actual pod has I see we can't visually see "area" or "point" (sometimes?) in A2A mode, but it will go into point track mode and attach to a target on it's own when really close, forcing you to line up right at a target on your nose
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Hi, just found this and just started trying it out I see your old instructons on how to make thunderstorms But I can't make the thickness farther than 6562 ft on the slider, and density only goes up to 10 now. Assuming things have changed in updates? Anyway, I am LOVING the cloud visuals- looking forward to learning what all these options are! This is quite incredible
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I am flying the current @SpinoF15 EX mod ,up to date as of this post- Noticed other F 15 EX's are U and Unknown on the RWR This is with the rwr symbology mod in addition Since I'm not sure when @Nightstormwill be able to update this mod again - is there a way to manually fix the RWR in the files? I guess add a line for F-15 EX's as F 15, etc?
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F-22A Raptor mod enhancement mod
Zapon replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
Using the single player version Just checked something- you cannot zoom in onto your own displays as far as the base Grinneli mod- I jumped into the Raptor after a while and was wondering what was going on with not being able to look too closely at displays- turned off the Enhancement mod for a second- i can look real close at Grinneli's displays....Just wanted to let Nightstrom know, this might have been something missed(and is probably what, just how much one can zoom in the cockpit in general?? Probably a setting i guess - EDIT: or nightstorm may have been trying to fix or adjust something, i see some changes in the Views.lua labeled- but i don't know what Nightstorm was working on here to know if this was trying to fix something) EDIT#2> Scratch that, reset this to the original- can now zoom in a little bit more. Interesting- hoping the original values don't break anything for how much you can zoom, in the cockpit Aside from that, loving the enhancement mod as always- though (and i might have mentioned this before)- a while ago , fighting against F22s with the mod turned on, i noted i wasn't able to pick them up on radar even 1 nm to a half nm away really with Flankers and whatnot- and thought it odd you can't see them on radar well at up to point blank range. I looked in the lua file and see this RCS = 0.0001, -- Radar Cross Section m2 --NIGHTSTORM 0.01 --Enhancement mod put this to 0.0001 I see i can't look at Grinneli's file- guess the gibberish means it's encrypted- but nightstorm put the original value i guess- and tweaked it- but ...still have trouble believing the raptor can't be seen under a nautical mile really, and that you can be in it's face and still not have a good radar return. I know DCS doesn't properly model angles and whatnot, but........odd. I realize that the figure nightstorm has it at- seems to reflect some of the reports of the frontal RCS- But if the F-22 is invisible at point blank range to radar no matter how in it's face one gets...? Anyway- I myself tweaked the lua to the original rcs and in my mod manager just made a copy of it with the original RCS by grinneli so i can turn it on and off- but i am surprised, i hadn't realized all the changes (they must have been added as nightstorm was able to ) -and i don't think there's a running list of them? I was hoping there was one somewhere- as some of them actually line up well, like the Raptor's supercruise capability- the original one doesn't seem to hit that 1.8 figure at full mil , but nightstorm's adjustments do. (I wonder if grinneli will make more adjustments to the base version) Sidenote: Am I seeing right that the top speed may have been tweaked? Now that's no fair lol-(i'm still sore over the JSN64 Mig 31 mod capping out to mach 2.83 despite having the thrust to go to mach 3, because the in-game Mig 31 by default is limited to 2.83 apparently /set to that by ED- and it seems nightstorm may have been able to make player flyable planes a bit improved in that regard) Love nightstorm's take on the displays also - it's not bad at all!(minus the zoom amount in the cockpit funny bit i noticed) Grinneli and nightstorm both did some cool display work!! (nightstorm's open the bay buttons and RWR are interesting, and grinneli's data log page is cool)