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Quaggles

ED Beta Testers
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Everything posted by Quaggles

  1. Unfortunately you can't drop it from that altitude: Farthest range you can hit a target from is probably about 9000m with optimal conditions (M 0.9, 500m altitude, no turning to target required)
  2. Updated mod to v1.2 Link: https://drive.google.com/uc?export=download&id=0BxpLx1-UMEbWVjByQ2lhTjA0M0U Changes: Rlaxoxo (http://www.reddit.com/u/Rlaxoxo) kindly gave me some new beefy sounds from a real MiG-21bis GSh-23 cannon recording, these sound a lot clearer in the cockpit so I included them.
  3. The files you are talking about are these right?: \CoreMods\aircraft\SA342\Sounds\Effects\Weapons\PlaneCannon.ogg \CoreMods\aircraft\SA342\Sounds\Effects\Weapons\PlaneEnd.ogg I noted this in the readme file: Not sure why this sound is now in the SA342 folder but it's frustrating that a scout helicopter and two interceptors are still using the same cannon sound and there is no way to set individual sounds for each. Hopefully the devs can get around to fixing this.
  4. Updated mod to v1.1 Link: https://drive.google.com/uc?export=download&id=0BxpLx1-UMEbWNk5BVl9xUjBQc2s Changes: Now works with DCS v1.5.4.57288.170 after ED moved the location of the sound files
  5. The reason this occurs during Vikhr engagement is that as the rocket motor burns it puts out the smoke particle effect, if the Ka-50 is stationary (Such as in autohover) then the amount of smoke being rendered keeps increasing as the Vikhr moves away from the camera down it's line of sight. If you do Vikhr runs while on the move (Or while moving up or down slowly in autohover) you won't have this issue. Solutions are to lower the Shkval resolution, mod the smoke to disappear faster or move a little after you fire every Vikhr.
  6. Yep, used it online many times including on the 104th server.
  7. You know I just played around with the sounds and I think the in-cockpit sound is correct even without the mod. Put on two UPK-23-250 gunpods and compare the sounds with the main cannon in the cockpit. They sound pretty similar with the obvious difference being you have 2 UPK-23-250's firing at once. It seems like it was just the external sound that was bugged. Edit: It seems like the in-cockpit GSh-23 gun sound is the GSh23.wav sound being passed through a filter, so to summarise: Without the mod: MiG-21bis GSh-23 In-Cockpit Sound - Correct MiG-21bis GSh-23 External Sound - Incorrect UPK-23-250 In-Cockpit Sound - Correct UPK-23-250 External Sound - Correct With the mod: MiG-21bis GSh-23 In-Cockpit Sound - Correct MiG-21bis GSh-23 External Sound - Correct UPK-23-250 In-Cockpit Sound - Correct UPK-23-250 External Sound - Correct
  8. [MiG-21bis] Added missing RSBN/PRMG stations for airfields Description Recently I've been trying to do more daring landings in the MiG-21bis, some of these included RSBN/PRMG landings with low visibility. To make the challenge even more difficult I wanted to try landing on the shortest runways in the game (Gelendzhik and Novorossiysk, 1800m). I unfortunately discovered that these airfields and a few others don't have RSBN/PRMG stations which makes practising these types of landings much more difficult. To remedy this I've created this mod which adds RSBN/PRMG stations to all the airfields in the game that were missing them before. These new stations are: Channel 17 - Sukhumi Channel 18 - Soganlug Channel 19 - Novorossiysk Channel 20 - Gudauta Channel 21 - Gelendzhik How to make your own custom channels This mod includes instructions on how to create your own RSBN/PRMG stations in case you wanted to add more. These instructions are located in "DCS World\Doc\Quaggles Mod Documentation\Quaggles MiG-21bis Custom RSBN Guide v1.0.docx" when the mod is loaded. Custom Kneeboard The mod also includes a kneeboard page listing all the airfield data including radio channels, runway headings, RSBN/PRMG Channels, altitude, length and morse code identifiers, this is helpful as obviously the default MiG-21bis Kneeboard does not include the data for the new RSBN/PRMG stations I have added. This is located in "DCS World\Doc\Quaggles Mod Documentation\MiG-21bis Caucasus Airfield-Radio Kneeboard Expanded.png" when the mod is loaded. Copy this image to "[username]\SavedGames\DCS\Kneeboard\Mig-21Bis\" to install. Custom Kneeboard Preview Download Link v1.0: https://docs.google.com/uc?export=download&id=0BxpLx1-UMEbWc1lTYmVacGU5T0k Install Instructions: Install as you would with any JSGME mod: http://forums.eagle.ru/showthread.php?t=98607
  9. Don't think it changes the in-cockpit sound, I couldn't find the file to replace to have that happen.
  10. [MiG-21bis] Updated GSh-23 Cannon Sound Description Everyone that has had the misfortune of hearing the terrible MiG-21bis cannon sound in external view can attest that it really needs to be changed. It sounds fake, lacks bass and doesn't sound like a GSh-23 firing 3,400-3,600 rounds/min like it should. For some reason Leatherneck left the MiG-21bis gun as the default DCS "Plane Cannon" sound which sounds terrible in my opinion. This small mod replaces the sound of the MiG-21bis' gun with the sound of the UPK-23 gunpod. The UPK-23 uses the same gun as the MiG-21bis so this is the accurate sound of the real MiG-21bis gun. I take no credit for creating the sound as this mod just overrides the "PlaneCannon.ogg" generic sound with the UPK-23 sound (No longer as of v1.2, now uses this sound edited by Rlaxoxo). I just figured this would be helpful for those that don't want to look through the DCS World filesystem. Warning: This mod will also replace the gun sounds of the Mirage 2000C and SA342 Gazelle because they all reference the same sound asset (Why ED why). In my opinion it is worth it because the original sound is so horrible but let it be known. Comparison Video: Download Link v1.2: https://drive.google.com/uc?export=download&id=0BxpLx1-UMEbWVjByQ2lhTjA0M0U v1.2 Changes: Rlaxoxo (http://www.reddit.com/u/Rlaxoxo) kindly gave me some new beefy sounds from a real MiG-21bis GSh-23 cannon recording, these sound a lot clearer in the cockpit so I included them. Older Versions: v1.1 Now works with DCS v1.5.4.57288.170 after ED moved the location of the sound files v1.0 Original Version Install Instructions: Install as you would with any JSGME mod: http://forums.eagle.ru/showthread.php?t=98607
  11. I want to go to Las Vegas!
  12. Something new was uploaded to the DCS World Steam Repository, includes base game files so it might be the patch. https://steamdb.info/app/223750/history/
  13. While this thread doesn't provide explicit instructions it should help: http://forums.eagle.ru/showthread.php?t=132977 If you can't get it to work just let me know and I can provide more detailed instructions.
  14. From the F-15C Manual: From what it says in the manual it sounds like although the target isn't locked it is flooding the sky with continuous wave energy, according to wikipedia (Great source, I know) that is the same energy used to guide SARH missiles such as the AIM-7. So on one hand the target isn't being locked actively by the radar so the enemies RWR should only see it in search mode. On the other hand the target is being illuminated by the same radar waves used for missile guidance, so the enemy RWR might be able to know it's being launched on. With how classified RWR tech is I really don't think we can find out how it works with 100% certainty and there are arguments for either system. For gameplay purposes I would prefer launches of AIM-7's with flood mode to only show in search mode with no launch or lock tones. It makes the gameplay more interesting as it provides a risky opportunity for a F-15 to make a (relatively) stealthy kill, especially if the enemy isn't paying attention. If flood mode did provide launch and lock notifications it would make the mode largely useless compared to Bore and Vertical scan modes as in flood mode you get no target information such as a tracking box, speed or heading or even IFF. Source: https://en.wikipedia.org/wiki/Semi-active_radar_homing#Continuous-wave_radar
  15. Looks like the keys have been merged, my FC3 just activated on Steam today
  16. I just tried activating my FC3 bought on the ED Store to Steam and I am getting this error: I live in Australia if that helps, previously I was getting the invalid product key message as the keys had not been synced but now I'm getting this.
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