Jump to content

Kurdes

Members
  • Posts

    73
  • Joined

  • Last visited

Everything posted by Kurdes

  1. I'm using the normal labels. I normaly change the "neutral dot only" section to my needs. But i think i know now whats going on, the distances in the labels file are now in km not in nm... Is that possible? Anyway, i just have to use higher numbers, thanks for your answer!
  2. Please please please, can somebody port this mod to the F16? Would pay a large coffee if someone is able to...
  3. Hello stevey666! I've tested it intensively and can say now that this brings the experience to a new level! If i were you i would highlight, that you integrated something like the smoke mod from tazz, into your splash-damage script. Many people are searching for this! Thanks again! Ps: would it be possible to add a choice to have random cookoffs on the destroyed vehicles also?
  4. Thanks, this is great! And yes, i would make it for all vehicles. Will try what looks best then add it for all vehicles. An option to activate it for all vehicles is also a great idea, so everyone has the choice to use it or not. Thanks again for this superb script!
  5. Hello! Since one of the latest dcs updates my labels won't show farther away than 20nm. Was there a recent change to this? I modified my labels.lua since ages, but now i can't get them to appear farther away than 20nm. Is this a bug? Thank you.
  6. Hello! Since the "Smoke Mod" isn't compatible anymore with the recent versions of DCS, is there a possibility to enhance the smoke from destroyed vehicles with this script? Make them bigger and higher in the air etc. ? This would be great!
  7. Can also confirm this problem! Only when starting from runway or in the air the hud marker is aligned with the tgp. Not perfect aligned but workable, like 5 meters. If Starting from ramp or hot parking the deviation is 100 meters or so! Same with the HMCS. Please fix this.
  8. I had the same problems, only solution now is to use version 2.3.1 which works absolutely fine! For the Ka50 III i use "Shark Planner". It's only for the KA50 and works great!
  9. First you have to enable this: ["damage_model"] = true, Then whenever the health of the unit drops under 50, (or whatever you set in ["unit_cant_fire_health"] = 50,) the unit won't fire anymore. You can also disable the units ability to move with this parameter: ["unit_disabled_health"] = 30,
  10. You can add weapons were you want in the weapon list, just don't forget the comma.
  11. Hi! I think i know what's going on now You are right, the script i posted only works for player weapons. Probably the people from Retribution done this for better performance in the campaign. However the script from page one in this thread won't work at all because of the latest changes in DCS 2.9! As user bal2o already said on page 6: "Hi, i think the script need short update because 2.9 update and change in dcs API : foundObject:getCategory() need to be replace by Object.getCategory(foundObject)" And because of this it wasn't working for buceador also. So i will delete the posted file i posted on site 6 and post a fixed one here! Let me know how it works for you! Splash_Damage_2_0.lua
  12. Will try it again when i'm back home! I'm really curious now... Any chance you haven't fired/dropped the weapon yourself? As i understand the script, only player weapons are processed. But i may be wrong, lua is not my language!
  13. Strange, i play with it in every mission and it works standalone! Only thing with retribution is, that you can edit it from within Retribution without editing the file directly. Try it!
  14. Ok, then i cant explain it to me. Even on the monitor i had before, it was very desaturated. Are you possibly running the technicolour2.lut in dcs settings? That would explain much! Also normandy 2.0 is very saturated stock.
  15. Sorry, haven't run your mission. Also not having any experience with olympus. But what i can say, the script i posted works absolutely fine. Even in mission editor, why shouldn't it? You have to run the script file via trigger "at mission start" of course... Easy to check in mission by seeing the blast wave.
  16. Then i would check your monitor for its colour settings! On my calibrated oled with a neutral colour profile, stock DCS is very desaturated...
  17. Sadly i missed flying in that great short time!
  18. Sadly the old mod doesn't work anymore, so i made a new version. It shows the velocity vector line in all hud modes and till 350 km/h. Has to be enabled after Devrim's english mod. Have Fun! Ka-50_3 Velocity Vector Mod.zip
      • 1
      • Thanks
  19. If you like to have the Shkval back to B&W, here is the SHKVAL_MASK.bmp to do it. File goes in "DCS World OpenBeta\Mods\aircraft\Ka-50_3\Cockpit\IndicationTextures", backup original file & override. Would love to do a coloured Shkval, as the existent mod doesn't work anymore. But my non existent lua skills prevent it! But if someone knows how to do it, please explain how. Thank you and happy flying. SHKVAL_MASK.bmp
  20. When the mission beginns, do you have the message "SplashDamage script running" ? Then it could also be, that the weapons in use aren't in the weapons table of your splash damage script... In this case you could try to enable the "weapon_missing_message" in the script, to see if weapons are missing and add them yourself. Otherwise you could try the version i'm using, has added weapons and functions like cluster effects etc. Edit: New file on page 7
  21. Its a shader provided with reshade. Once you installed reshade, you can choose it in the list.
  22. Shure there was wind in this missions? Without wind George won't oscillate.
×
×
  • Create New...