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Zapon

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Everything posted by Zapon

  1. 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?
  2. 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
  3. 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)
  4. 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
  5. 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
  6. 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
  7. 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
  8. I do not- did not realize until now mission editor stuff isnt auto saved and you have to manually save it
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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?
  15. 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)
  16. Noob question: This mod looks like it's super needed for RWRs to not show unknown- thank you for doing this A request- could you include in the mod, like a side folder or something with the stock files as well, for if we want to revert? Also, i believe this could use a update as well- hopefully Nightstorm is still working on this amazing mod
  17. Through luck, found another funny- some weapons break when the Gripen mod is installed- I recently downloaded the Mig 31 mod, was trying the Mig 31K with the kinzhal nuke- it kept detonating right after release, after a few seconds for no reason I already know ships don't work(and the tempfix download i found in the discord doesn't seem to fix it for me, supercarriers still dont appear )- because of DCS changes that will require a mod update- but it occurred to me- they had been trying to find the problem by tweaking a weapons lua. And the kinzhal is a weapon so there is a small chacne perhaos that it's affected??? - so i tried deactivating the gripen mod- and sure enough, the kinzhal stopped exploding instantly ..So it was triggering as if it was near a target i guess- but more importantly, no one knows that weapons can be affected as well that aren't from the gripen mod. So i figured i would let people know there might be more weird issues - and not just ships/ground units, but weapons too. This took me like 6 to 8 hours of constantly trying to figure out what was going wrong, lol. I really lucked out in finding it.
  18. So, i spotted this s 300 series pack with the S400 here at And i set up OVGME so , at the location C:\Users\USER \Saved Games\DCS\Mods There's now \aircraft and the newly made by me \tech (I have it lowercase) And inside \tech are the files from the s 300 zip, which is Database Liveries, Shapes, Sounds Textures and a entry.lua file However when i start DCS i see nothing in modules or the editor Did i do this wrong? Or do i need more than just that S 300 file? Like, do i need the original SAM sites asset pack? Wasn't clear at that comment what was needed (Also, the other link at that comment , the 2SAP one- it doesn't appear based on the text in that comment that it's needed for the S300 download next to it to work - but when i looked at that 2SAP folder- the download is broken. Not sure if i need that one or not? Can anyone clarify how to get the S-400, etc? is it just, downlaod that s-300 folder, then get the file structure right?<which i am guessing i didnt do> I haven't downloaded any other SAM related thing aside from the S300 series download in that comment yet
  19. Hey, just noticed that ships are affected by this Mod- and yes, i see the comments the codename flanker mod had this issue, but their last patch fixed it I spotted this post by @RaptorFighter quoting @Urbi, who made fixes- but when i try to download these attachments, it gives me a error I searched this entire topic's 16 pages- but the ORIGINAL post that raptorfighter quoted- is deleted? Does anyone else have the fixed lua files that can upload them so we can download them and fix all boats disappearing ?
  20. That worked perfectly, thank you very much! On a different note: I am guessing you were sweating for a while with the F-15EX hits Mach 2.9 articles that came out a month ago, before the engineer sorta-ish tried to walk it back (though officially it's 2.5+, so ...) https://www.twz.com/air/just-how-fast-is-the-f-15ex-really It does have upgraded engines- and 2.9 might still be in reach for a clean configuration lol (especially in a giant long dive), funny how it turns out the Eagles need a VMAX switch pressed as we see(never knew that!) I was curious if the current F-15EX mod DOES simulate the extra thrust from the upgraded engines compared to the C model, since it DOES have upgraded thrust on it's engines? It'd be cool to get up a bit past 2.5 and pretend to be a Foxbat /Foxhound /Blackbird running around ,lol
  21. I had grabbed both mods- spotted this before trying both, grabbed the files, no problems! Thank You, i have gripens flying with eurofighters! I hope both mod makers will get to this- not sure if everyone's aware of it, i did mention it in the EF discord and i don't know if the Gripen devs know of the conflicts - though i know it only takes one of the two teams to fix this, not both I'll look for the heatblur info then, figured that since they're working on the EF they might have an idea..... thank you -somehow i missed that little switch despite trying every switch in the cockpit
  22. Second Question: I have what appears to be two HUDS when i start the game- one is the SU-33 one, but it starts out dimmed away- i can raise the brightness or lower it- but my problem is the first HUD that appears- this HUD is different and newer and looks cool but is always there and does not change when i turn on BVR more or other modes. I cannot turn off this strange new HUD- or change it. Is there a way to control it? Having two HUDS on top of each other is super cluttered. And the de clutter button right below the HUD does not get rid of it, only a few small bits Not sure if i missed some guide over how to control it Also funny, the HUD color change only affects the bottom one(the flanker one)- not the eurofighter one -Oddly, the brightness of the flanker one is dim- and that makes it hard to use the radar there
  23. Does anyone have a idea of the real HOTAS layout for the stick and throttle for the Eurofighter? I like to try get my control setups as close as possible to the real thing-and saw some old topics people had a good idea of the controls , but ...the links aren't up to date. I know it'll be similar to other planes- but still want to get as close as possible
  24. Just discovered the F-15 EX, with the F 22 Enhancement mod- it gains the AIM 260, BUT one station on the front doesn't have the option- you can't evenly max out the 260. So you can carry 7, but not 8 - I take it this is a oversight on what's enabled on certain weapon stations? I figure it'd be able to carry it evenly....? EDIT: If you set the task to Intercept, there is a PRE-MADE slow with 8 AIM 260's currently, as a workaround- but you STILL can't add it to that slot if you remove it- so this was a missed slot it looks like, you can't add it to that slot.
  25. Question o nthe 9X- Before the enhancement mod, the Grinneli basem od has the AIM-9X and AIm-9XX where X is for the 9X, if it was mounted outside, to simulate drag from an external carried missile and XX was Internally carried AIM9X - and had no drag on a plane to simulate inside carrige With the Enhancement mod we now have AIM 9X, 9X2 and 9X3 Can it be clarified what each of these missiles differences is? if i Read the readme right, the 9X is ...a completely new 9X from the CATM mod apparently, that was copied to here???? And the 9X3 is the old XX - but what are each of these missiles now? Since i see we now have AIM-9X AIM-9X2 AIM-9X3 Are these now just simulating actual modern 9X variants, with higher numbers meaning later ones? I f so, what's the story with drag for each of them? Are they all supposed to represent internal ones only now? Just curious EDIT: I see the X2 and X3 go in the internal bay but the 9X now can be wing mounted on dual racks and is the only variant that can be externally carried. EDIT#2. I spotted this post ------------------------ Names are: AIM-9X-2, AIM-9X-2+(9L Replacement), AIM-9X-3. AIM-9X-3 thrust increased by 10% over the 9X-2+ as its expected to have a better rocket motor. The values used for the 9X-2+ were the ones previously used for the 9X-3. ------------------------------ So, drag isn't a issue anymore i guess with the enhancement mod
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