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NC_Cyborg

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Everything posted by NC_Cyborg

  1. Following as I have a BBI-64 with a similar issue
  2. Thanks for hunting this down. And the answer to your question about the same radar, Yes and No. Yes, they uses the AEGIS SPY-1. But the CG and DDG have a different variant. CG-59+ uses SPY-1B(V) and the DDG uses SPY-1D. Highly doubt any of this matters in DCS. But good jeopardy knowledge I guess.
  3. Thanks for looking but how to you disable failures if not in the mission editor? I have "Random System Failures" enforced false.
  4. There are times that I would be sitting on the carrier for upwards of 30 minutes and I would start venting gas. In single player, I can pull up the mission status and see that I have taken some damage while just sitting there. The damage that I take does not seem to affect systems. At least not from what I can tell. The venting of fuel is confusing because I dont seem to understand how the fuel tanks become damaged frpm not moving on the deck. This is on the Syria map running Super Carrier. I have noticed this in Single Player and Multiplayer. I am unable to pull the log file for the multiplayer mission. The link below will give the SP and MP track that I have recently noticed this. https://www.dropbox.com/sh/0ql2a8nyusdwfuf/AAB_NgIT885coFi5j8dKNubha?dl=0 My System Win10Pro 64bit i9-9900KS @4.0GHz 64Gb RAM 2080TI 1TB NVME SSD Random Hornet Failures.log
  5. I could use a little help. For whatever reason ModelViewer2 is not finding my liveries on the C: drive. I am using the following code: LoadModel("CoreMods/aircraft/FA-18C/Shapes/f-18c.edm") mount_vfs_liveries_path("c:/Users/James/Saved Games/DCS.openbeta/Liveries") I get the standard 5 default liveries from the Bazar folder. I thought I could copy the livery that I am working on there. But it still wont load the file. But I am at least able to see it in the Viewer's Livery Dialog Box. I tried with a clean file and removed the LoadModel. Still no luck. Attached is the log file and autoexec.lua Any help would be greatly appreciated. Thanks gents! model_viewer2.log autoexec.lua
  6. Wrench, I love the script. You can implement it with the Tarawa but it still sets a course like it is a Nimitz class carrier. Would it be possible to set a variable for CVN or LHA?
  7. Wrench, I can confirm this. Launched 1x S-3B while carriers was in the turn. Flew for maybe 10 minutes and landed. Launched another into the wind. It flew longer but climb any higher than 1,500ft. I did make sure the S-3B had a waypoint in the mission.
  8. I have a mission with a KC-135MPRS and KC-130. KC-135 Shows up last minute when I am right on him. The KC-130 never appears. I do see a smoke trail from where the KC-130 should be. Missing Refuelers.trk
  9. Open the zip file. It contains the pilot, patch and helmet textures. UH1_pilot.zip
  10. Thanks to Valery and DGambo for the awesome help with the texture modeling of the Mi-8 and the pilots. For those that want to make custom patches for the Mi-8 pilots, please read below. The flight crew have a patch on the left and right arm. The template must be a square and that square is broken down into four different sections for the patches. The top half is used for the pilot and the bottom half is for the copilot. The flight engineer mirrors the pilot. Reference the attached graphics. When the graphics are complete, you must modify the LUA script 'description' in the folder. It will look similar to this: {"pilot_MI8_body", 0 ,"pilot_uh1_black", false}; {"ZSH-7", 0, "pilot_uh1_helmet_black", false}; -- pilot helmet {"pilot_MI8_patch", 0, "pilot_mi8_patch_160th", false}; -- patch on flight suit
  11. DGambo, I plan on making a different patch for the pilot. Thanks for the help. It is very much appreciated. Flanker, It is going to the 'description' file in any of the mi-8mt folders located at C:\Program Files\Eagle Dynamics\DCS World\Bazar\Liveries\mi-8mt You wont find that line in the script and will have to add it {"mi_8_tex1", 0 ,"mi_8_tex_1_MERC_SAR",false}; {"mi_8_tex1", 2 ,"mi_8_tex_1_spec",true}; {"mi_8_tex2", 0 ,"mi_8_tex_2_MERC_SAR",false}; {"mi_8_tex2", 2 ,"mi_8_tex_2_spec",true}; {"mi_8_tex3", 0 ,"mi_8_tex_3_MERC_SAR",false}; {"mi_8_tex3", 2 ,"mi_8_tex_3_spec",true}; {"mi_8_tex4", 0 ,"mi_8_tex_4_MERC_SAR",false}; {"mi_8_tex4", 2 ,"mi_8_tex_4_spec",true}; {"pilot_MI8_body", 0 ,"pilot_uh1_black", false}; {"ZSH-7", 0, "pilot_uh1_helmet_black", false}; -- pilot helmet -- {"pilot_MI8_patch", 0, "pilot_MI8_patch", false}; -- patch on flight suit {"EVU", 0 , "evu_texture_MERC_SAR", false};
  12. Dgambo, Thank you for the quick response. My pilot looks great. I appreciate the 'patch' syntax as well. Is there a helmet syntax? "pilot_MI8_helmet" James
  13. One more question. In regards to calling up a new pilot texture for the Mi-8. What is the syntax for the pilot reference in the Mi-8? Is it similar to the UH-1H? {"pilot_UH1", 0, "pilot_uh1_black", false}; Thanks!
  14. Valery, You are the bomb! Thanks! I had all the arguments set to empty but I had the argument set to 'false' vice 'true' after 'empty.' Thanks again!
  15. You guys definitely know your stuff. Thanks for all of the tips that have been poured into this thread. I have one question. I am making a fictional SAR helo and I don't want any numbers on it. I changed the code in the LUA file to empty on all of the spots for numbers and I get a missing texture on the output. Example: {"mi_8_SMALL_BALKA_NUMBER_001", 0 ,"mi_8_tex_2_GR",false}; -- {"mi_8_SMALL_BALKA_NUMBER_001", 2 ,"mi_8_tex_2_spec",true}; -- {"mi_8_SMALL_BALKA_NUMBER_001", DECAL ,"empty",true}; -- {"mi_8_SMALL_BALKA_NUMBER_010", 0 ,"mi_8_tex_2_GR",false}; -- {"mi_8_SMALL_BALKA_NUMBER_010", 2 ,"mi_8_tex_2_spec",true}; -- {"mi_8_SMALL_BALKA_NUMBER_010", DECAL ,"empty",true}; -- {"mi_8_SMALL_BALKA_NUMBER_100", 0 ,"mi_8_tex_2_GR",false}; -- {"mi_8_SMALL_BALKA_NUMBER_100", 2 ,"mi_8_tex_2_spec",true}; -- {"mi_8_SMALL_BALKA_NUMBER_100", DECAL ,"empty",true}; --
  16. I have noticed this recently as well. I was able to get the view back to normal by pressing Num-5 or Num-Enter. Sometimes one or the other worked. Very strange though.
  17. Like Doom said earlier, I stand off about 20-30NM @ 18,000ft from the target area. Set the plane into altitude hold to start an orbit. Change the CDU selector knob to Mark. Slew TGP to the target area. Changing from EO to IR will help from time to time. Mark your targets with TMS Short Right. When you think you found all of the targets, look at the TAD and you can see all the targets you have marked. But finding targets with the TGP does take a little practice. Don't get discouraged. Keep at it. Hint - I noticed targets tend to shimmer when the TGP is in IR. Could be my setup, but the targets start to pop out when you notice it.
  18. Objects like the command center take 2x Mk-84s, GBU-10s or GBU-31s to destroy it. With GBU-10s you can ripple a pair on the same pass for the same target. Same goes for the Mk-84 as well.
  19. In my experience both engines need to be shutdown. Once they have spooled down, you can request the ground crew for repair. A timer will countdown and once finished the groundcrew will start repairs. I normally start up the APU and turn on the generator before I stop my engines. This keeps my CDU from having to re-initilize.
  20. Geospatial Analyst - fancy talk for taking the world and putting it on a piece of paper. I work with programs such as ArcGIS, SocetGXP, RemoteView, etc...
  21. Thanks for that wealth of information! Both links were very good reads.
  22. Well, I tried to re-create what I talked about yesterday and failed. :joystick: I tried it several times (jammer on/off) after work and no matter what I did the launchers keep coming at me. And this is after I killed the search radar. At the end of the track, they just ran out of missiles to toss at me. I didn't know it at the time so I made a low level attack with Kh-25Ls. SA-11_SEAD.trk
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