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agentkgb

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Everything posted by agentkgb

  1. This is exactly what I do for months! Thanks Mustang, it is a really great cockpit mod, I love it! Recommended for everyone, who needs improved cockpits for FC3. - KGB -
  2. Thanks Viper, this kind of list is very appreciated. That way we won't ask twice :) Still the Su-25T gunpod issue is under consideration? http://forums.eagle.ru/showpost.php?p=1630621&postcount=762 Ignore the bomb related second part, it is still unclear for us... - KGB -
  3. I wonder if anybody tried to create an ordinary air interception mission. On the ordinary interception I mean the GCI/AWACS detect boogies, and it sends an alpha alert to the fighters/interceptors on stand-by. They take off, intercept the boogie, and in case of no radio contact the fighters will forcing to land the boogie on some airfield. Now I tried to create a mission like that, but I'm struggling with the force landing task. I found two ways of making the force landing option. 1. My original intention was, to change waypoint of the boogie, if the fighters are in the moving zone of the boogie (yak-40) - which sets a flag on, but I cannot get it working, because I don't know how can I change the waypoint with the given flag set to true in the conditions. The other question with this way: RTB on bingo means the plane will return to the place where it took off, or will it return to the place where it's landing is set. 2.The other "workaround" I saw, that I create two yak40 units, and if the fighters are in the moving zone, it deactivates the unit with the original waypoints, and then activates a new yak-40, which has a landing point on the given airdrome. The problem with this workaround is that it would be nice to spawn the new plane to the very same place, where I deactivated the old one. So I suppose a getpos(x,y,z) and a setpos(x,y,z) is needed to do it nicely. The other problem I have, when I get close to the boogie, it starts manoeuvring like a fighter, and tries to outmanoeuvre my Su-27 :) That way, he will not get to the next waypoint, just keeps on manoeuvring. Any help/ideas are appreciated. - KGB -
  4. Thanks Kuky, I always check Viper's latest list, and I haven't found that. - KGB -
  5. One more MP issue found, maybe somebody can also confirm. Multiplayer session, with AWACS available (Russian A-50 + couple of Su33 and Mig29S). Only the hosting server can see the targets reported by the AWACS on the HDD. The other clients receive the messages from the AWACS, but no marks on HDD, nor friendly nor foe. - KGB -
  6. In the 7570 release the problem still exist. After the strafing run my buddy ceases fire after pulling back on the stick, from all other MP client point of view the fireing continues from the gunpods, and creates huge FPS hit. Track attached, checked twice :) One more thing, some bombs (FAB500 M62, KMGU2's) have very small damage radius. This issue was reported by my buddies, personally I don't like bombs. You should almost clearly hit your target with a 500kg bomb, otherwise, if it detonates 3-5m far, nothing is hurt. We can make a track, if it was not reported. - KGB - Su-25T_gunpod_7570.trk
  7. Will check this today in an MP session and save track if exists. - KGB -
  8. And what if you fly a close formation, and you're looking at your buddies? :) I got your point, but also the external model makes sense. At least for me. - KGB -
  9. I haven't highlighted it in my post, but this is an MP issue. There is a track in the topic I linked. In SP the gunpods work well AFAIK. Anyway thx. Viper! - KGB -
  10. Just a question here Viper. Should we report Su-25t issues here? As I see, there are some in the list. There is a serious bug with the Su-25t gunpods, which creates huge fps hit in MP. http://forums.eagle.ru/showthread.php?t=96830 I didn't find any issue tracking in the DCS:W - Bugs and Problems topics, and I know, that the Su-25t is not belonging strictly to FC3, that's why I ask. - KGB -
  11. Thx Combatace!
  12. The rudders are moving in the wrong direction for me if I look at the model in the external view. Is this issue appearing only for me, or was it noticed by someone else? The rudder movements are not symmetrical. For me it looks like as an aerodynamic brake for V-tails. This has no effect on the flying parameters, in flight, the rudders are working as expected, so I suppose this is a model error. Other than that, it is a fantastic piece of work, I love it! - KGB -
  13. I agree with Frogfoot. It's better to have a DCS quality A or B/export version, then to have an "imagined" K or SMT version. However there's more fun with the new versions, but it won't be the real thing. Russian developers should get in touch with Mr. Kvochur, according to my readings he was quite involved in the development of the glass cockpit for new russian fighters :) - KGB -
  14. +1 for AFM and proper avionics - DCS level. If you guys at RAZBAM do it right, I think it can become a best seller... That case, you can take my money too :) - KGB -
  15. Great job, thx Mustang! - KGB -
  16. Excellent work Mustang, great cockpit improvements! The only one little bug I found, is in the Su-25T pit, IR Jamming light. Scrshot attached. - KGB -
  17. Hi, I can confirm this bug, we got the same on a 3 player multiplayer session, using gunpods on Su-25t. After the first shots clients see each other su25t planes with gunpod continously fireing. That renders the game useless, framerate drops to 1-5 if looking into the direction of other client planes having gunpods. - KGB -
  18. Hi, I can confirm this bug, we got the same on a 3 player multiplayer session, using gunpods on Su-25t. After the first shots clients see each other su25t planes with gunpod continously fireing. That renders the game useless, framerate drops to 1-5 if looking into the direction of other client planes having gunpods. - KGB -
  19. Hi, I found weapon panel characters misalignment if the cockpit illumination is on for Su-27, Su-33. - KGB -
  20. Is it working with 1.2.1 6288? I did the above mentioned changes with notepad++, but during mission loading the process bar stops before 50%, and the dcsw freezes. In the log I got: 00009.808 ALERT EDCORE: Can't execute Lua file ./Config/View/Server.lua - [string "./Config/View/Server.lua"]:1: unexpected symbol near 'ï'
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