

sean laser
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J-20-A-and-C 增强包安装指南(Enhance Pack) 该增强包 不是完整模组,而是基于 J-20-A-and-C 模组的 附加内容包。 全新安装 首先需确保原始 J-20A-and-C 模组已解压并在 DCS 中正常运行。 原始模组下载地址如下: DCS 官方论坛:https://forum.dcs.world/topic/351326-j-20a-and-c/ 启动游戏并确认原模组运行正常。然后下载增强包: 增强包:J-20A enhanced pack July 2025 可选材质包: texture for j-20a-and-c mod 将增强包解压,覆盖到原模组路径下。 升级安装 如果你已经使用了之前版本的增强包: 直接将新版增强包解压,并覆盖到原模组路径下。 或者选择重新进行完整安装。 J-20-A-and-C Enhance Pack Installation Guide This Enhance Pack is not a standalone mod. It is an add-on for the original J-20-A-and-C mod. Fresh Installation Ensure the original J-20A-and-C mod is installed and functioning in DCS. You can download the base mod from: DCS Forum: https://forum.dcs.world/topic/351326-j-20a-and-c/ Launch DCS and confirm the mod is working. Then, download the Enhance Pack: DCS User File: J-20A enhanced pack July 2025 Optional texture Pack: texture for j-20a-and-c mod Unpack the Enhance Pack into the mod's folder and overwrite existing files. You can ignore the .unused folder, and any ps1 powershell. Upgrade Installation If you're already using a previous version of the Enhance Pack: Simply unpack the latest version into the mod folder and overwrite all existing files. Alternatively, you may perform a fresh install following the steps above.
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问题小结:此次更新2.9.14.8222,导致部分的第三方模组中的武器代码会触发此bug,导致地面单位和船舰在任务加载时被忽略,从而在任务中“消失”,所有在航母上出生的飞机也同样会“消失”或者初始化时坠海。 已知不会影响的飞机模组:A-4E-C,A-29B-community,Dark_sword,F-15CGE,F-15EX,F-22A,FH-97A,H-20,J-10A,J-10C,J-11B,J-15D,J-20A,J-35A,VSN_F35_103_Release,WZ-7A,YF-23A 已知影响的飞机模组:VSN F-4,FlankerEx by Codename Flanker(Su-30系列),SU-57 Felon by CUBANACE SIMULATIONS ,J-16A. 已知开发者发布修复的飞机模组:VSN F-4 https://e.pcloud.link/publink/show?code=kZxLInZSIVSBK9EJFy8f2fDW7pxQfvz2tU7%2F 已知已定位可手工修改文件绕过bug的飞机模组:FlankerEx by Codename Flanker(Su-30系列),SU-57 Felon by CUBANACE SIMULATIONS ,J-16A FlankerEx by Codename Flanker(Su-30系列)去下面链接下载Weapons_AS.lua替换。这个文件注释掉了会触发问题的个别武器定义并不会影响其他。 SU-57 Felon 去下面下面链接下载Weapons.lua替换。这个文件注释掉了会触发问题的Kh-59mk2,因此损失了这个武器。可用Su-30的Kh-59mk2代替。 J-16A 下载本贴的Weapons.lua替换。这个文件注释掉了会触发问题的YJ-91。 Bug追踪页: 快速绕过bug方案楼: Weapons.lua
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Well, my point is ED should not just mark "remove unoffical mods" as solution for this bug. The reason link back is not everyone can see the quick helpful solution. Also, I updated it with follow-ups perticularly point out the causing and no longer break the land units or ships and with mininal impacts. Mod users should know there is something they can do, while wait for more perfect fix no matter from ED or mod creators. Since there are mods that owner no longer update for years still can work before this update, and people love their mods. And yes I follow the link you provided.
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Btw, I think users deserve a better answer than just roughly mark "disable unofficial mods" as "answers", it is just an approach to isolate the boundaries, which really disappointed both users and mod makers. If ED changed some backend logics to some weapons , ED should have make it publicly, such as : XXX old way are unsupported from this version, please use below new way from now on, and explain the new way clearly. even better should say why the new way is so important/great/perform better to replace the old way . And much better is publish a backend tech road-map from time-to-time , let mod community understand this.
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I found a quick work around to this "bug", so that you can still fly the mission without part of customized weapons before mod owner publish formal fix or update . For those mod impacted, please open the entry.lua, comment out weapon.lua call out line and save. For example, SU-57, you many want to comment out this line with -- dofile(current_mod_path.."/Scripts/Weapons.lua")--Calling Weapon Types Since not all customized weapons are the cause, I just give out some clues for those who want "quick solution". If I narrow down further, may get back and let you know. So far, with this work around , I managed to revive several mods I have such as : Su-57 follow up: further debug shows the root cause is in Weapons.lua in Kh_59MK2 definition. Just comment out it with --[[]] will make Su-57 back. Note: my installed mod version is 4.3 may different from yours. If you are using the same version as I do , you can download the attached file Weapons.lua to replace. Su-30 follow up: further debug shows the root cause is in Weapons_AA.lua in function __counter_wpn(). Comment out it(first 5 lines) and replace all "__counter_wpn()" with "WSTYPE_PLACEHOLDER" Weapons_AS.lua in KH_38MAE and RudraM1 . For those already downloaded my Weapons_AA.lua, please restore the Mod default , and then download Weapons_AS.lua replace. This will give back the most AS weapons. Note: my installed version is EFM V2.7.98b with CWS 3.6.4. If you are using the same version as I do , you can download the attached file Weapons_AS.lua to replace. J-16A follow up: further debug shows the root cause is in Weapons.lua in YJ-91 definition. Just comment out it with --[[]] Weapons.lua Weapons_AS.lua
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mod conflict YJ-12 is in a wrong place after udaption!!!
sean laser replied to laiyilong's topic in Weapon Bugs
I solved it by searching mod folder in saved game for yj12.edm , and then rename it to other name. -
mod conflict YJ-12 is in a wrong place after udaption!!!
sean laser replied to laiyilong's topic in Weapon Bugs
May I ask how do you solved this? I have the same issue.