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Xeno426

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Everything posted by Xeno426

  1. So, I've been playing with the Seacat missile stats and the Hermes entries to try and get them to work like the version that ED added to the game already. So far, I've been unable to get the Seacats to actually shoot at anything. I'm dropping what I've got so far here so hopefully other people can take a look at it. It's strange, because I've done the same for the Armed Boats mod without issue. To get the new Seacat model to work, delete the seacat.edm that comes in the Hermes shapes folder. The game will pull up the new ED model. Hermes carriers.7z
  2. Kind of good argument that custom weapons should always have unique names to avoid this kind of conflict. Incidentally, I've been trying to update the Seacats on this mod using the Seacat missiles that are now in the game (under CoreMods/tech/TechWeaponPack/Database/Weapons/ammunition_missiles.lua plus a new model with the name "seacat.edm"), and I've found that both GWS-20_BL and GWS-20_BR do not exist as connectors on either Hermes.
  3. You can try using the luas I've modified for personal use. I added a few extra callsigns from the B-52 and B-1B to the B-2 (not all of them). Also added a rotary system to the B-2, and changed the name of all the units to follow the naming convention of official units. Military Aircraft Modified lua.7z
  4. Yep, I've even downloaded the file again. I loaded it up in modelviewer2, and found that it's trying to use "guntripod_d", which is a texture not available. In fact, the miniguns themselves are missing their regular texture in the file. The Iranian gunboat has it, and having both installed seems to help the Syrian one load up the proper texture. Load up the Syrian boat on its own and the miniguns are textured with only their normal maps. The "gunmount_b" normal map is also missing in the package, but also found in the Iranian boat download. I'm guessing you're not seeing an issue because you've already got "guntripod_d" as part of some other mod, which I'm not using.
  5. Does anyone else have untextured minigun tripods on the Syrian boat? Going through the logs, there's a message about a missing texture "guntripod_d".
  6. I've noticed that the AT-14 launcher is missing a texture file. It's supposed to also use "tex_0002_2", which is not provided in the mod. Based on what the unit looks like, I'm guessing this is the specular texture. [EDIT] I've been trying to get it to use the existing AT-14 missile in the game, but it's stymed by the fact that the GUN_POINT connector is angled up, causing the missing to fly outside the guidance cone and go stupid. As an aside, is there a reason why the Leclerc XXI and the Toyota technicals have a separate unit for each colour, rather than using liveries for that job? I've successfully edited the files so that the desert camo is a livery for the Leclerc, and the Toyota trucks get all three skins with just one unit entry.
  7. I'd second this. I'd prefer to have the deck units (men, tractors) as separate statics that can be placed as needed.
  8. Yeah, and the CDG also has a weird issue that when looking at the ordinance display in ME or the Encyclopedia display, the models is really far down. I'm wondering if the model isn't properly zeroed in its 3d file (i.e. 0,0,0 isn't the exact center of the ship), and that's causing issues.
  9. Lots of sync fixes. I'm particularly looking forward to the wing sweep fix, as I'm hoping this is the end of randomly spawning damaged with wings fully extended. Though I've seen the AI F-14A do this as well.
  10. We're getting a lot of these early 50's designs. Kinda feels like we need some period appropriate ground units and maps to complement them. And some more period AI aircraft to intercept.
  11. The FM is the AH-6, to the point that the FM file names are still labeled as AH-6.
  12. Did you read the OP? If you guys ware interested, I've been using a version of the B-29 that I modified myself. Added a bunch of historical bombs to the payload by pulling and modifying them from the base game (AN-M57, AN-M64, AN-M65, AN-M66, M19 incendiary cluster with AN-M69). I put them into various amounts and modified bomb bay positions and made use of the bomb bay hatch function of the B-52 so that the bombs would fall from either two locations or three, depending on the bomb load. Anyway, I'll upload them here. It's not really a drop-in for your file, but I hope you will at least find use in the pylon setup, loadout, and the added weapons. B-29.lua
  13. Are you running standalone, or Steam?
  14. Put together an encyclopedia entry for each aircraft. Expanded the one that was already in the mod as well. Description text taken from the opening paragraphs of the Wikipedia articles for each. If any of the devs read this, feel free to include it in the mod. Civil Aircraft Mod Encyclopedia.7z
  15. Well, I've seen the B-1B collide with its own bombs when dropping JDAMs.
  16. Have you tried using the B-52 or B-1B first? It's a good idea to make sure the problem is the B-2, and not your general waypoint setup. The bombing AI can be very fickle regarding whether or not they want to drop bombs. Usually, you want to give them the bomb command on a waypoint a dozen or so miles from the actual target to give the AI plenty of time to set up their run.
  17. Curious. When I use that, I get the following error. 2021-04-07 03:52:34.003 ERROR Scripting: [string "C:\Xenomorph\Saved Games\DCS.openbeta\Mods/tech/HermesR12/entry.lua"]:23: attempt to call global 'error' (a nil value)
  18. As the host, turn off the IC. A few of the files in the mod do not pass IC because they have the same name as a texture in the base game. The texture is "white", incidentally.
  19. Realistically, the R-33 and R-40R are both SARH, so you have to keep STT lock for the entire flight. The R-40T is an IR guided missile, so like the R-27T it's fire and forget. One thing to keep in mind is that IRL the MiG-31's radar is PESA, so it's able to maintain multiple STT locks and thus launch R-33 missiles at multiple targets simultaneously. No MiG-31 mod to my knowledge properly models the Zaslon radar, and thus many of the unique and powerful features of the MiG-31 are not available. Imagine flying the F-14, but with F-15 avionics and displays. That's how limited you are in the MiG-31 mods.
  20. Yeah, that's the same IC issue I brought up in the previous page. If you check your logs, you can look for "IC failure" and find all examples of files that are failing IC. Probably a good check mod makers should do is run their mod and check their dcs.log file for such issues, then fix them before releasing. It's usually caused by the mod using a mounted texture that shares the same name as the texture in the base game. Heck, if the textures are exactly the same, it might work to just let the mod unit use the default texture to save on download size. Unfortunately, the only way to really fix this issue without the original cockpit model would be to use a hex editor to change the name of the texture in question. The new name [i]must[/i] be the same character length as the original, so "white.dds" or "white.tga" must be replaced by a name with five letters, since "white" is five letters long. Then rename the texture file to the same name.
  21. Gonna throw this out there, but the AGM-84D is pretty bad at taking out ships. Its damage is quite pathetic compared to other options like 2,000lb JDAMs, C-801AK, or even a full spread of 24 ARAK rockets from the Viggen. In general, damage against ships is incredibly inconsistent across the game. I found that just two full ARAK rocket loads on the Chinese troop transport ship would take it out, yet it would take a few Rb 05 strikes to do the same. This is probably related to the known and ongoing issues with the warheads.lua file.
  22. I don't mean visual damage effects (those would be nice, ngl), but I mean how much damage it takes to sink the ship. In testing, it takes over five 2,000 lb bombs to take it out.
  23. If you downloaded from MediaFire, the reason the textures are missing is because you have to download each and every one of them individually that are housed in the Textures file (unless you have an advanced MediaFire account).
  24. What's also important is the EULA of the model. It needs to allow the end user to freely redistribute the model in a modified form. I assume the .edm format is baked and thus can't be modified without the original, so being able to redistribute that kind of derivative work is a must.
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