Jump to content

remus77

3rd Party Developers
  • Posts

    43
  • Joined

  • Last visited

1 Follower

About remus77

  • Birthday 12/07/1977

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. WWSmith. Thank you for pointing that out. Crazy AI Jeep has been addressed. The link at the top will have that solution for you.
  2. Hey Sunbather. I did do a slight quality of life improvement and replaced that file. If you downloaded it already just do it one more time. Sorry about that.
  3. Hey everyone. There has been an update to the file above fixing yet another strange error. This will be included in the next patch but for those who want to get in on the action now can do so with the updated file as seen in the original post.
  4. Today we are releasing a manual fix for the F-4E FROG-7 and FROG-7 CA Campaigns. This update resolves the taxiing issues caused by pathing changes for multiple missions within the campaign. While a future patch will have these changes applied automatically, we wanted to issue a fix for those who have been patiently waiting and were wanting to fly the campaign immediately. Attached is a zip file containing a nested 'mods' folder that you should paste into your base DCS folder (not saved games). This should properly nest the following folders and files afterward. Thank you all for your patience and hope you thoroughly enjoy the campaigns as intended. Stay tuned for news about future campaigns sometime soon. frog7_Jan2025_update.zip
  5. Hi normanleto. Thank you for your feedback. We are indeed aware of the taxi issues due to some map changes and have an update already headed to the next patch for release. Until then however we will be releasing a fix available for download here on the forums in mere minutes from now so that you won't have to wait till the patch if you so desire. Keep an eye open for that. -Remus
  6. This has all been addressed and the fixes are in as of last patch. Thank you everyone. The map changes caused the taxi paths to run into our props as you could probably tell.
  7. Sure Fuzzy. We can do that. Thanks for the suggestion!
  8. I did yes. Currenthill got me sorted out. It seemed I needed an aiming table that wasnt obvious from the examples I was looking at.
  9. Okay. I realized my screwup. My argument keyframes for traverse left and right were switched. I got the traverse sorted. Now my only issue is the vertical. I am using the generic howitzer site, you know, w/ the range #'s on the right and although my elevation kind of works, the #'s dont elevate to the different meter ranges on the right.. The barrel also goes up past the limits I set here: GT.WS[ws].angles = { {math.rad(20), math.rad(-20), math.rad(-2.5), math.rad(65)}, }; Any ideas?
  10. Posted in wrong forum. Apologies.
  11. I'm using 3ds Max but I think I can glean some info that translates. I'm going to do what you said and start spinning my points and seeing what happens. My points align with other ground vehicles ive looked at on the modelviewer which is why I didnt think to swivel them, but nothing's worked as of yet. I have a reference_angle_Z on my lua as well. Here's what I have so far. local ws = GT_t.inc_ws(); GT.WS[ws] = {}; GT.WS[ws].center = 'CENTER_TOWER'; GT.WS[ws].angles = { {math.rad(180), math.rad(-180), math.rad(-2.5), math.rad(65)}, }; GT.WS[ws].drawArgument1 = 0; GT.WS[ws].drawArgument2 = 1; GT.WS[ws].mount_before_move = true; GT.WS[ws].omegaY = math.rad(18); GT.WS[ws].omegaZ = math.rad(14); GT.WS[ws].reference_angle_Y = math.rad(0); GT.WS[ws].reference_angle_Z = math.rad(0.8); GT.WS[ws].pidY = {p=30, i=0.0, d=8, inn=2}; GT.WS[ws].pidZ = {p=30, i=0.0, d=8, inn=2}; GT.WS[ws].isoviewOffset = {0.0, -3.5, 0.0}; GT.WS[ws].stabilizer = false; GT.WS[ws].laser = true; GT.WS[ws].pointer = 'POINT_SIGHT_01'; GT.WS[ws].cockpit = {'genericHowitzer', {0.1, 0.0, 0.0 }}
  12. What is the reference_angle_Y actually saying? By the way, I've posted on multiple things and you are the only one that's helped. Can't tell you how much I appreciate that.
  13. So, you didn't do anything? I'm having the same issues and fixing itself isn't exactly happening, lol. My turret is facing the wrong way in isometric view but in first person is facing the right way which is seemingly causing it to move on its own, spin around, not elevate right etc.
  14. Does anyone know how to shoot Shrike's in the F-4 and have them track?
×
×
  • Create New...