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andyc

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Everything posted by andyc

  1. let me double check incase i've got the sa invincible confused with t-paps lol - i did put the runway you made in the dcs install folder...
  2. quick update - the invincible update doesn't appear to work with t-pap's invincible - selecting slot 1/2/3/4 and putting all aircraft down - they all spawn on spot 1. Works fine with the invincible from assets pack. I did spot you have one aircraft positions with one wing in the superstructure - see pic.
  3. @beldin the file name for qe carrier is that supposed to exactly match the filenames in the mod ? as it looks nothing like @joey45 file name and is almost identical to t-pap's ? @joey45 I note you liveries folder seems to be outside of the path of the model itself ? therefore does liveries go in saved/games/dcs/ or do i simply put in in mods/tech/hms qe r08 stolv ? joey45 called his HMSQER98stovlTestRunwaysAndRoutes.lua t-pap called his - HMS_QERunwaysAndRoutes.lua which matches your name apart from the HMS bit. Does it matter would it work with both mods ?? Would your invincible one work with t-pap illustrious / invincible mods ? note illustrious hasn't got the sea dart so i guess it means it would be missing a parking spot or two ? I'm gonna try it on both mods re the runways @Beldin
  4. @joey45 is the QE carrier still available for download ? I cna't find a link for it. I assume this isn't the same one t-pap released ?
  5. might work for the lcvp on the albion class though if we could animate the landing craft launching mechanism as they go over the side like helicopter does
  6. is that a scimitar in the fornt on that bottom pic ? if so where's that from ? would this amphib update also include a RN Bay Class ??
  7. ok so thanks for the explanation - is there any way round the problem when placing planes ? and thanks for the update in the lua's...
  8. @Beldin what do you mean by "When using runway spots you must reset the aircraft's take off order." - How exactly do you do that ? Also as you have worked your magic on this - I don't suppose you fancy taking a look at @T-Pap 's HMS Illustrious - AI aircraft seem to all select the same take off spot when selecting 1/2/3/4 as start point - or at least 2 of them do. When taxi'ng the left undercarriage wheel on harrier hangs off the port side of the runway
  9. the current hand tracking offset in vr tab sets both hands to the same offset. Can I request the ability to be able to set left and right set independently. I find the right hand can be on the stick or cyclic but the left hand is no where near the collective or throttles. @BIGNEWY is there a way to raise this via support ticket ? I couldn't see an option for request for enhancement ?
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  10. this mod is great - why isn't this thread though under the flyable mods section of the forum ? only found this by accident ??
  11. Yup thats fixed it for me as well. @Beldin thanks.
  12. @joey45 is Hermes my brain was thinking Illustrious and my finger typed hermes ! - it's Illustrious got the issue - t-pap's
  13. Not tried any other mods. The sea king lands fine on other ships like hms ocean and illustrious. I need to understand how to work out these taxi ways etc - ipap’s hms Hermes has some issues like harrier all taking off spot and putting left wheel over edge of ship
  14. I will try it again Beldins changes and yeah it was there for about 20 mins
  15. Thanks I will give it a try when back home tomorrow/ Monday. @crazyeddie it’s the sea king I was trying to land on it - the hc 3 in rm commando skin
  16. @Admiral189 Your HMS Albion mod - looks like AI helicopters won't land on it. They come along side and hover next to it but won't land...
  17. are you planning a sandown update ?
  18. worth pinging EA as a dcs core feature request ?
  19. thanks - i got trackers enabled by default - with no pointers, I'll have a play - the earlier post from rifter made it clear on the steps i missed
  20. i am assuming the cockpit (buttons / knobs etc) on the t45 isn't interactive ? ie vr glove compatible ?
  21. Not sure if this been done or there is an active list ? Is it worth doing a poll of the community for the next plane / helicopter (maybe 2 polls?) we would like to see. I would suggest generating a core list and then create a poll from it ? Maybe ED / 3rd party developer might take it onboard... Thoughts ? My list (in no particular order) Planes - C-130 Typhoon (I know there is a community version) Typhoon ww2 version Tornado (think this might be being done?) B17 B52 Dakota Junkers Ju52 Stuka Helicopters - Sea King (especially westland helicopter versions - more variety ie aew / commando etc) Sea Sprite Lynx / Wildcat Puma H145 Merlin HC101 CH53
  22. The Bomber version of the mosquito did have an option for a bouncing bomb. Called Highball. Now I know there is a team developing a lancaster but it would be cool if we could get the bomber version of the mosie + bouncing bomb and then be able to attack the dam... I know physics would also be required to simulate the bomb skipping over the water but it could also be used to attack ships - the primary purpose it was developed was to attack the tirpitz.
  23. i was having a play last night and loaded up with 2 pylons of bombs - but i couldn't get them to release ? I heard a blip in my head set when i press the weapon release button. I've switched master arm on. I asume I've missed a step - do i need to select the pylon or something 1st ? couldn't see an obvious key binding ????
  24. guys is is possible to use the winch with this mod ? I think i saw a post that suggested it is with a script ? does anyone know if script exists ? ie doing us coast guard air / sea rescue
  25. seems fine to me was flying it in red arrows livery monday night with blue smoke telling myself i was red 1
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