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Eight Ball

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Everything posted by Eight Ball

  1. More drivable ships coming soon Even with some weapons, thanks to Currenthill
  2. Are you talking about my attachments or Upuaut's? Do you have any other mods? Anything in the crashlog?
  3. @Presidium Wow, this looks very interesting! I can't wait to try it @ElphabaI haven't and I use the ship pack a lot. Do they happen at random? oh and my apologies, I completely forgot to answer this: It's pretty easy, you can edit the life_raft_yellow.lua in DCS.openbeta\Mods\tech\Civilian Assets Pack - Navy v2.5\Database\CAP Ships. At the top (line18) you will find : GT.max_velocity = 0.20222 That's the max speed in m/s
  4. Thank you I'll try to release some more stuff before xmas
  5. sure, I'll look into it
  6. I wont "complain loudly" and I'll let it slide this time because it's you but in the future I don't want to see my stuff repacked and redistributed.
  7. Looks like that pickup truck and the combine harvester are from my Combined Farms mod, there might be a conflict if you have the 2 loaded..
  8. Thanks a lot! Glad you like the pack @Abburo @Sn8ke Most are not released yet, you can find a few in the "spoiler" at the very bottom of the first post
  9. A bit late but you can find all his liveries here: https://www.dropbox.com/sh/87ia7yk006ui317/AACf_GImDzVBFLbmS_CyMDzqa?dl=0
  10. Thanks a lot for the kind words, much appreciated. Looking forward to the pic I'll flip the Oil platform 180° in the next update, should fix the issue with the approach.
  11. Stupid question but do you have Combined Arms? That would be an issue with ED's JTAC code itself. Have you tried with a default unit? Maybe try to have just one unit per group?
  12. I'm not sure. I've placed the default armed speedboat next to the Handy Wind and he didn't engage either. But the trawler and the speedboat will engage each other and the trawler will also engage planes (the yak-52 at least...) and ground units. I noticed this too but it seems to only affect the mission editor. If you select the default skin it will display the default ingame even though it stays "stuck" on a custom one in the ME. But thanks for the tip @western_JPN!
  13. You need a specific connector for the driver point of view, which needs to be part of the 3D model. IIRC you will be able to make a ship drivable even if that connector is missing but the driver's view will be somewhere inside the model. So you'll be limited to the external view.
  14. Thank you @Urbi
  15. @crazyeddiesuperb job! @HC_Officialno demo mission, sorry.
  16. Yes...unless I messed up badly. No, but seriously, you can delete v1.0 if you're using v2.1. I guess, just to be on the safe side, you could keep v1.0 but not load it, launch the game with 2.1 and check your missions. But I'm 99.9% sure it's safe to delete v1.0
  17. Like, flyable further?
  18. Very nice @rato65, thanks for sharing! Pretty clever to have just the base as a seashelf object
  19. Yes it should be possible to have them turn off when the alarm state is red. I'll look into it. I sure do! Can you post it/send it to me so I can add it to next update?
  20. Nice, thank you! I had to shrink the one I've used, though, because the crane just wasnt big enough. It's a baby wind turbine @Vine_dogThanks! I'll make sure to let you know if I have the time
  21. I dont really have any experience - and much interest - with armed ships. I also have dozens more vehicles I need to release before taking on any new project. I'm not saying "no" but you might be better off trying with somebody else (Admiral?)
  22. Glad to hear that --------------- I've updated the first post and added a link to v2.1 which contains the new lua for the armed trawler. It's the only difference with 2.0 so you don't need to redownload the mod if you have that version, just grab the new lua (also linked in the 1st post)
  23. Can't say for sure when they were added. They are part of the SA assets but I think those are available for everyone?
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