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Everything posted by szcz13
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UPDATE v2.2 Just dropped a new update. In it, I tried to tackle the long standing issue with pitch and stability of the plane — now it should feel much more realistic. I also changed the model for the R-37 and R-37M missiles, which should look prettier than the older one. Adjusted the behavior of all three missiles — R-33, R-37, and R-37M — to what seems to be the most realistic I could get so far. I tried not to make it over the top, like many modded R-37Ms are, but at the same time left a good incentive to use them over other missiles. Thanks for the replies, feedback, and support — it helps a lot with development, and I'm looking forward to hearing what you guys think of the new changes.
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Great video man, thanks!
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Hey man, appreciate the enthusiasm — seriously. But just to clarify: I’m a university student doing this solo in my limited spare time. Building a third-party level cockpit (especially for something like the MiG-31) takes a ton of resources — 3D modeling, coding, research, testing — it’s basically a full-time job for a team of professionals. I don’t have access to actual MiG-31 specialists or military-grade documentation, nor the budget/time to hunt that stuff down. I’m doing my best with what I’ve got. The flight model’s still WIP and based on whatever open data I can gather, so yeah, it’s gonna have rough edges. Constructive feedback’s always welcome, but just keep in mind this isn’t a commercial-grade project — it’s a personal one, for free, made on evenings and weekends between classes and exams. Disable FF settings and adjust axis curves and see how it works. SFM has it's limitations and some things aren't fixable without EFM. There's no way we are going to get people who worked on MiG-31 to work on a mod. Russia has much stricter laws on classified data and with war going on it's even less possible than ever.
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Yes, majority of soviet aircraft (even fighters) don't carry as much gun ammo as NATO fighters. MiG-31 carries only 260 rounds.
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I'm replacing this model with a better one soon. I can't use other people models without their consent as it's their work. You are free to do whatever on your pc though .
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I'm not sure it's fixable on my side
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From what I’ve seen, the two mods are quite different overall. The only real overlap is that we both used the same cockpit model at one point—though I’ve since replaced mine with a custom one. Other than that, I genuinely think my mod comes out ahead in most areas. But honestly it would be best if you tried it yourself. The differences are pretty obvious once you get hands-on, and I’m not here to trash someone else’s work on my mod's thread.
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Yes, on F-18 I see warning on RWR, and on F-14 it shows AI. When iy locks you you get a lock warning, and when missiles go pitbull, you get launch alert and symbol.
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I just ran a test mission but unfortunately I don't have F-16, so I tried it with F-14 and F/A-18. I got RWR alarm on both of them, and both from radar and missile going pitbull. Might be the issue with the F-16 or missile being shot in TWS by AI and guiding it right until it hits the target.
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You sure it's not because AI launches it in TWS? Does missile have any RWR alert at all, at least at the very end? Or is it just like if you got shot with IR missile?
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I played it yesterday and RWR worked like normal SPO-15 would?
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UPDATE v2.1 Uploaded new update to User Files. As @Mandoble pointed out plane had some weird instabilities on transsonic speeds, so I've looked into it and realized that center of mass was in the wrong place - it was changed to a more logical one, along with adjusting the roll rate and other SFM parameters. Added a missing rear gear suspension animation, and overall it works and is usable, but unfortunately it seems that for now there are little SFM gear bugs. First is nose gear sinking into ground a little on landings if applied to much forward pressure on a stick. Second is a plane seems to do a "wheelie" until it drops to really slow speeds on landings. For know I can't find the issue of exact problem, but will keep looking into it. Also small but important addition - added functional kneeboard. Before that kneeboard wasn't generating. Besides the mod changes, I worked together with the DCS: Retribution team to add mod support to their campaign generator - so now it's available there too! Big thanks to @Raffson, @Starfire13, and @Drexyl for making it all come together.
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Flown a little more and see some inaccuracies (just feeling of the aircraft of course, we don't have any documentation unfortunately). I'll see what can be tweaked and will add to the next update.
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I just checked, and I honestly don't understand the issue. I've accelerated to 1.6M, and when I tried to pitch up (it was actually somewhat stable without any inputs to the stick at those speeds) the only thing that happened is I got Rita bitching about critical alpha, which would be correct as, at those speeds it's pretty low (iirc around 10 units of AoA) and that's it.
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Thanks. About pitching above Mach 1.0, I wouldn't say it "extremely" pitches up from my experience, and I've spent a couple of hours testing it. I did however had an issue with FC3 aircraft (my mod included) having uncontrollable pitch up caused by force feedback setting being on. I don't know why, but I've seen a lot of people on the internet having the same issue. So try turning it off and see if it changes anything.
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UPDATE v2.0 Just uploaded the new update, version 2.0. I remade a lot of parts in the cockpit, made new, better textures and fixed instruments, so that now they are more realistic and most important - correct. Added R-77 missiles for inside pylons as per @Velik observation. Also changed the darkness of the HUD glass to make it more readable. Added pilot's and RIO's animated models. Changed R-33 model for a better one. A lot of visual enhancements in this update, but also some changes to missile behaviour. Feel free to try it out.
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Checked just now, everything works, you are probably mistaking my mod for someone's else
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My mod uses FC3 DCS avionics textures, so if it's low res it's DCS side issue. Other than that it looks like MFD is also a little low res, maybe just a screenshot compression, but check what setting you are using for screens (DCS visual settings). I'll see if I can make it brighter if it's possible.
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I'll add R-73 and R-77 for inside pylons in the next update, but won't delete R-27. If someone doesn't want to use it they won't
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What exactly do you mean by faded? It's not dark enough to read, or is it some other issue?
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So far you are the only one reporting this issue, also I myself use the same version of the mod I'm posting online and it works. Also I have a lot of other mods installed and have no such issue. Try reinstalling and if you still have an issue some mod might be braking it, not mine. All textures that had somewhat common name where renamed. On your picture all the elements are grey which is pretty much impossible as there are at least 6 different texture files that should be used for different materials that I see here, not just one. Either your DCS uses one of modelviewer presets that renders objects without texture (which is weird and unlikely, but does look similar), or some mod is braking it. You could also try unzipping textures.zip, and later deleting the zip file only leaving textures folder. I doubt it's the issue though.
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Hi, yes I did a long time ago and yes, I know that changing texture name on it's own wouldn't have fixed the issue, I changed it in the 3d model in blender. It's been fixed for a month now.
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I didn't really use DCS forum before that, passively if anything. As of a mod quality, I had some experience with 3D software like Blender and CAD, Photoshop and other graphic software understanding and some coding. So it was just a little bit of everything and a lot of hours. Had to pickup a lot of knowledge on the way. Also modding community helped a lot - without them and older mods as references it wouldn't be even near that easy.
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Thanks, and glad you like it. I thought about making the K version too, but I'm going to be honest - the main reason I haven't even started doing it is because while the BM version is just a cool coldish era/modern interceptor, which with it's A/A weapons can fight on par with modern blufor fighters (BVR of course), it's K version is only used to carry the Kinzhal missile. Which is nice, but main three reasons why I haven't even begun making them are: 1. It's too long range for DCS maps 2. Even if I implement it, it would be just another glorified long range anti-radiation missile as without proper FF systems (or complex CWS) we can't put coordinates in for weapons 3. My personal reason is the use of these missiles on civilians in Ukrainian war. Also, I edited and changed quite a lot with the last update, so if you haven't better download it instead of the older version.
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Which one, I just checked if it works and it worked as it should?
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