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Highwayman-Ed

ED Closed Beta Testers Team
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Everything posted by Highwayman-Ed

  1. Played with this earlier and it's a great script, just one issue so far that the F-16's don't come back for their second pass and just fly off. I watched them fly 80 miles away after dropping the first LGB.
  2. Check in the script that the AF1-3 where they are called in later functions have 'quotes' surrounding them e.g. ('AF1') as I remember fixing up a couple of things in one of the versions. We ran a modded version of this script for just US aircraft in a mission for over 2 hours without any problems on our dedicated server this evening.
  3. Yep, this is a great idea. Excellent job.
  4. Excellent work SNAFU, any idea if you could get AI artillery to fire on the WP marker?
  5. I haven't experienced any degradation in performance using it
  6. It's not as easy as it should be, but try this... Make your farp / base out of the real thing as desired... Then place a vehicle group over the top of what you have laid down with the exact same orientation as the statics and save that vehicle group as a template. Whenever you need that base in the future, place the vehicle template and then reverse the process above. It's not quick or elegant, but it's a lot quicker than creating from scratch every time. Here is one made up from a couple of my own and some from the community, sorry to the authors, but I can't remember who to credit for them! Please note that there are a couple in there that use Beczl's vehicle pack, so unless you use that pack (and if you do and use those vehicles in mission, the people that fly it use them), you won't see them.
  7. Yep, this is great advice and it works like a charm. I did this with the release of my Improved Villages terrain mod on the last version and it brought the download size down from 680MB to 320MB.
  8. You don't have to install via JSGME if you don't want to, simply copy the files and folders over your DCS directory, but I would highly recommend using JSGME as it makes it very simple to remove and then re-add mods when patching DCS. This version (linked in the first post) is more recent than your current version and it is fully 1.2.7 compatible.
  9. Correct, JSGME will create a folder in the same place as the zip file with the same name and copy the textures into it. DCS will then load these textures in place of the ones inside the zip file with the same name, but will continue to load any others in the zip file itself not in the mod.
  10. Yep, working well
  11. Looks really good Diveplane, another great mod :thumbup: JSGME version here * Shown in combination with Sweet FX, PeterP's HDR, Mustang's Clouds, Harke's More Visibility (Set to Very High) and Highway's Villages Mod - 229th edition
  12. Fully functional in 1.2.7 for those that would like to know
  13. That's right, I placed all the files needed in the JSGME package so it's just a quick 1 step install. Scroll Lock is the Activate / De-activate key.
  14. Yep, working fine. I'm using a combined version with PeterP's HDR and Sweet FX too that I packaged for JSGME: Link
  15. Just got myself a G930 and did it tonight, very simple to do and it works really well!
  16. We've found that keeping missions limited to a couple of flyable airframes ( mostly helicopters for our part ) dramatically increases stability, especially in the 1.2.6 and 1.2.7 beta. We very rarely get disconnects any more as a group and for example, last weekend C Coy flew 4-6 ship co-op UH-1 missions for over 8 hours with single individual sorties lasting up to 2 hours on our dedicated AU server.
  17. Nothing new yet, I captured some images to map the light sources and have started playing around with the textures, but I'm still not happy about the way that they 'tile' in the city centers... bear with me.
  18. On the contrary, you'll find the C Company 229th guys online at least 3-4 nights per week (A Coy is mostly US, B Coy is Europe, C Coy is AU / NZ) and we're constantly flying the UH-1 in co-op multiplayer. Anybody over 18 is welcome to join our Teamspeak server and come fly with us --> 229th
  19. I'm away for the Holidays, but I'll take a fresh look at these when I get back in January :)
  20. Put it into your JSGME mods folder and the enable it. If you don't have JSGME installed, check here
  21. The city tiles still remain I'm afraid. Where the village tiles usually follow rules with tree, building and road placement as well as with predictable overlapping, the 'town' tiles do not adhere to them as much and working with the town tiles has proven to be incredibly frustrating. I did pour a lot of time into modding those town tiles, but was never happy with the results and thus I didn't release them. For anybody that would like to have a go, there are only a few tiles that you need to modify... Comfort, town 1, town 2 and town 3 are the main ones, there is also an industrial one but I can't remember the name of it off the top of my head, but leave the tech one alone, that is used at the airfields under the big hanger where the Il-76 is parked.
  22. OK, now the cat is out of the bag so to speak, here is the version of my villages mod with the blended version of Toby's excellent two terrain mods included that I made a good few months back: Download It's in JSGME format, just drag it into your JSGME mods folder, enable it and enjoy. Don't forget to remove my old version and Toby's originals if you have them in already!
  23. OK, now the cat is out of the bag so to speak, here is the version of my villages mod with the blended version of Toby's excellent two terrain mods included that I made a good few months back: https://drive.google.com/file/d/0B31Ed4Wn1_E2VFdwamlldFBWNFE/edit?usp=sharing It's in JSGME format, just drag it into your JSGME mods folder, enable it and enjoy. Don't forget to remove my old version and Toby's originals if you have them in already!
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