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szcz13

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About szcz13

  • Birthday 06/30/2002

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    DCS

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  1. Ok, so I looked into the Su-25SM3.lua and just as I thought there was only one crew member defined, which is an easy fix. Also, while testing it turned out that the pilot ejecting uses F-15 pilot model and not a Su-27 pilot. I also changed that. So to fix the bug change these lines: crew_size = 1, crew_members = { [1] = { ejection_seat_name = "pilot+ejectionseat", drop_canopy_name = 12, pos = {4, 1, 0}, canopy_pos = {4, 1, 0}, }, -- end of [1] }, -- end of crew_members to this: crew_size = 1, crew_members = { [1] = { ejection_seat_name = 9, drop_canopy_name = 12, pos = {4, 1, 0}, canopy_pos = {4, 1, 0}, }, -- end of [1] [2] = { },-- end of [2] }, -- end of crew_members
  2. Idk if there's going to be an update, but you can fix it yourself as it's a pretty known bug in DCS mods. I'm not at home rn and I haven't looked at lua but I'm almost certain that the issue is caused by just one crew member being defined in plane's lua. You'd need to add a dummy-empty crew slot for it to work without crashing. I could look into it later. An update with mirror fix would be nice too.
  3. UPDATE v2.62 Released a new update, because somehow I missed the bug in the previous one which made the HUD glass invisible. Also thanks to @Etha2007 observation I added another R-33 variant (the older one), which should behave more like R-33 from ED, to represent earlier R-33 models. The missile that was used before was changed to R-33S.
  4. It's from user files page of the mod here: https://www.digitalcombatsimulator.com/en/files/3342771/ Download link_to_download.txt file attached, go to provided link and download the zip file. Inside are two folders: FC3 fix and mod itself. Copy MiG-31BM mod folder to your mods in Saved Games directory and install it just like any other mod. If you want to be able to jump into the aircraft without manually loading Su-27 beforehand each playing session, install FC3 fix folder using OvGME, the mod is OvGME ready. You need to own Su-27 module or the whole FC2024 pack for it to work.
  5. Hey, nice roundup of some inconsistencies that I also was wondering about. 1. R-33 and R-37s on wing pylons will stay as optional choice just like I left R-27 although someone noted to me that they shouldn't be there. I knew that but I decided to leave it to someone who wants to have more fun in their games. Because the weapon is selectable I will just leave it there and let the player to make a decision. If more people would like to it being deleted there's no problem for me to do it, I just never considered it being an issue, again due to it being selectable. 2. I decided to add Kh-31P missiles based on one or two old photos with this payload seen. I thought about the possibility of it being a prototype but I also haven't seen any sources saying that it for sure can't carry these missiles, and the fact that we don't see the payload used doesn't prove it not being possible, especially with russian weapon systems. I don't plan to add any other AG weapons at this moment. 3. I thought about making it a separate R-33S variant but while making the missiles I got confused with all the missile variants. I will probably add R-33 basic variant soon, but right now I don't have a lot of time. Can't just use ED's R-33 as it's blowing up on launch . But will do that as I was simply putting this away due to lazyness. Overall thanks for pointing it out and especially the R-33.
  6. UPDATE v2.6 Fixed a bug where Kh-31P would not track the target and explode mid-air. Added new custom Kh-31P missile, which could be used without the ELINT pod. Thanks @BlackFalco for pointing it out to me.
  7. UPDATE v2.52 Probably the smallest of the updates so far, but I couldn't find the solution to the issue before and it turned out to be pretty easy. Made the glass textures clearer - they should behave much more like a real glass and not a semi-transparent wall.
  8. I will see what can be done with glass texture, and to use russian HUD you have to change your game language in settings, for some reason that's how ED have done it.
  9. UPDATE v2.5 New update is up - fixed pilots texture bug, thanks @Urbi for pointing it out. Completely reworked engine SFM data - now it should be more realistic, although needs more testing, maybe adjustments will be needed in the future. Added more powerful radar - seems like DCS caps detection range at around 320km, so I can't make it find targets even further. If there are any (realistic, not "can't hit 3000km/h in this thing") suggestions regarding flight performance you notice while flying, I'm open to hear it, it's hard to gather a lot of flight data alone, and as I said, new SFM engine code is a little bit different from the previous one but much better and more detailed. It means that there's more stuff that can be adjusted, and that needs time and data.
  10. Thanks, as I said there's a speed issue right now that I'm fixing. It will not be going 2.83M though as it's the speed of aircraft during testing and not realistic operational value. At 50% fuel, with clean loadout I was able to get to 2.2 Mach at 13km yesterday. I'll see if it needs even more speed without making it a UFO.
  11. It shouldn't go Mach 2.4 with that loadout, but I revised some SFM code and made it faster, because I also noticed some issues woth speed, I will drop the update soon.
  12. UPDATE v2.4 - added external lights animations for taxi and position lights, - added dynamic bort numbers instead of separate liveries for small amount of borts, - adjusted SFM parameters like minimal speed and others, - adjusted R-37 and R-37M parameters in which reasonable to real reports range.
  13. UPDATE v2.32 Smaller update but I feel it was long needed - bitching Betty being angry about AoA all the time. Now you will hear her only if critical AoA was exceeded. Also SFM drag parameters were adjusted.
  14. UPDATE v2.3 - Fixed AoA gauge showing weather - now it shows correct values, - Added mechanical distance indicator, - Adjusted SFM parameters and missiles behavior a bit
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