Wrench
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vVF-45 "Hot Shots!" Are recruiting Tomcat pilots and RIOs
Wrench replied to Wrench's topic in Jets Squadrons
With this suggestion in mind, I brought up that question with our CO-turned-CAG, and we created a discord link for you guys to join us directly. -
vCVW-10 is recruiting Tomcat crews for vVF-45 "Hot Shots!" We’re a new Carrier Air Wing, but all of us have years of experience in an operational DCS squadron (our sister squadron, vVF-161 Fightin’ Stingrays). Now we’re standing up a new squadron to focus on the F-14B. If you currently fly the Tomcat or you want to learn, this is your chance to get in on the ground floor of a new squadron and help shape the culture. The squadron: We’re a mostly-milsim group and fly NATOPS as much as we can, but we don’t use ranks or honorifics (we don’t say "sir" or "ma’am"). Still, we have a serious “fangs out” attitude when we fly missions, and we train like we fight. When we’re off-mission, however, our Discord is a pretty chill place where camaraderie and real friendships are the order of the day. We focus on carrier and maritime operations. Where you fit in: Personnel requirements: Mature adults, 21+ please. (Or have a very mature attitude) A reasonably thick skin and the ability to laugh at yourself. Ability to give and receive constructive criticism. Willingness to learn and improve as a squadron member. Interest in building a squadron from the ground up. Availability Thursday nights at 20:30 US Eastern Module requirements: Aircraft: F-14 Tomcat Maps: Syria and NTTR Asset Packs: Supercarrier Additional Software: DCS Simple Radio Standalone (SRS) Leadership opportunities: Since vVF-45 Hot Shots! is a brand-new squadron, we’re looking to fill slots such as IPs and department heads. What’s next: Our new site is still being built, so read more about us at www.fightinstingrays.com. Watch a few videos to see how we operate and take a look at our SOP and Handbook in the downloads section. If you think the Hot Shots! might be a good fit, join us on Discord! https://discord.gg/sT4kkYHa
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I haven't looked at this mod in a while, did anyone ever fix the multicrew desync? The main this for us was the engine, and thus fuel usage, desync. I'd love to use it for training but that's a dealbreaker.
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Correct, however I'm fairly sure that at 161 mhz it should be in AM not FM automatically. The mission file and ME even say AM.
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Hey guys. Has anyone noticed then when using radio 2 SRS always detects it as FM? I reported on Ciribob's discord and he said it would be a heatblur side issue, so here I am. Super easy to replicate. Spawn in a Hot tomcat, tune radio 2 to 161.000 AM, look at the SRS overlay, it will read FM regardless of the AM/zFM selector.
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Heck yeah! That's a feature we've been missing, happy to see ED add it! My thanks to the ED team for working on it.
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I'd also like to mention, this could use the long-promised DTC system to allow users to have access to waypoints from the mission maker, and player could be taken from the "spawn" screen to the rearming screen, to give them a chance to select which stores, livery, and board number to spawn with.
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ED seems not to be very fond of mods at this point. They'll use them in promotional materials, sure, but they'll also encrypt everything slowly over time to prevent the community from making them look stupid. It's funny ED finally started preventing "cheating" by encrypting things that modders need access to after the F-16 pre-alpha release fiasco happened so nearly simultaneously to the community A-4 mod or whatever releasing damn near feature complete. Can't remember any one ever complaining about people cheating in DCS before that. Or since come to think of it.
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REQUEST FOR ED: Add "last updated" date on User Files pages
Wrench replied to Fulgrim's topic in DCS Modding
Good idea OP Always glad to see a Primarch on the forums. A little advise: stay away from magic swords. -
It's not too hard with OvGME, I've been doing it for a few years now. You have to create an xml file with hyperlinks to the mods, and have your guys add that xml to the "mods/repositories" in OvGME. Some mods are not redistributable, so keep that in mind. At any rate, here is a demo chunk from mine: <mod_list> <mod name= "demoMod" version="1.0.0" url="http://fightinstingrays.com/demoMod.zip"/> </mod_list> If you're not aware, OvGME uses a particular setup for its zip files, you can generate them through OvGME GUI, but I found a hackaround so I don't do it that way any more. A few gotchas: hosted mod names cannot contain spaces The mod name must match the .zip file name hosted mods must be in OvGME format, meaning the folder structure and version info exists (Just use the OvGME GUI to make zip files) If you update a mod, you must increase it's version number and update the xml I think those are the big ones. Hope that helps.
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This.
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I wrote something like SWPR myself as well, DM if you want it. If I remember when I get off work I might post it.
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Check out the blender .edm exporter. You'd have to place the signs down manually, but you can save them as a "static template" so you'd only have to do it once. Those kinds of simple static objects only take a few minutes to model and export. https://github.com/tobi-be/BlenderEdmExporter
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Been a while since I looked at this. Have the Multicrew sync issues been fixed? Is it possible to just copy the comms.lua from one of the other mods that has in game comms working for the t45?
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Search for the "WWII Marston Mat" mod. Should be what you're looking for.
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I know this would be a huge project, but it would be nice to completely overhall the slot/Spawn system. Here's the idea. Instead of putting down individual client aircraft in particular parking spots, what if we used the existing airfield inventory system to define which aircraft are allowed to Spawn, and then simply allow clients to Spawn whatever aircraft they like, provided the airfield has one in stock, and just have it automatically Spawn at an empty parking spot? This would hugely simplify mission creation, make servers more dynamic, and declutter the "select slot" screen. I know that would be a huge task, but it seems like it's worth a mention.
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Blender Plug-in Request for Mod Development
Wrench replied to Raptordadgaming's topic in DCS Modding
GitHub - vapourlabs/modeldrop: A highly modified Blender .EDM exporter. It's been picked up by another dev. They're not working on it atm, but it should still work. -
Overview of what’s required to add lights to existing model?
Wrench replied to Elphaba's topic in DCS Modding
If you're adding lights to a mod with free 3d software, I assume you're using blender. Tobsen has shut down his github page for it, but the project was picked up by "vapor labs". Their page is here https://github.com/vapourlabs/modeldrop There is hort explanation for how to add lights there, but an even quicker explanation is there is an export mode called "light" that can be applied to an empty. There is also a tutorial Playlist on that github page that goes over everything in pretty good detail. -
@Hawkeye60 , I've been trying to get sound to work on this mod for a while now, I've even copied the sounder files from other working naval mods, with no luck. Would you mind adding sounds to this if you can?
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w.i.p M230 via TADS compensating rather little of helicopter inertia intended?
Wrench replied to MRTX's topic in Bugs and Problems
TADS does not calculate lead or superelevation for the gun. -
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The model viewer has been utterly broken for a while now. To quote myself from other places, "It still crashes when opening, crashes when file browsing, crashing while loading models, crashes while opening liveries tool, crashes while loading a livery." Yes, I've tried deleting modelviewertrunk and running repair Yes, I've tried reinstalling from updater Yes, I've tried the standalone. Yes, I've tried the oldest version of MV standalone available (29-OCT-2021) Yes, I've dried installing DCS and the MV to a BRAND-NEW SSD. Yes, I've tried clearing C:\tmp and C:\temp I wasn't able to upload the 52 MB of crash files I had intended to, so Here's just the few from crashes in the last 5 minutes. Logs.zip