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gospadin

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Everything posted by gospadin

  1. The problem with the Mirage originally is that it didn't have a scan function to look for other liveries. My mod added the scan functions, as well as adding the new textures in a livery directory. My cockpit is selectable from dropdowns, just like you're suggesting. It didn't affect any original files except for the menu page in the advanced settings and entry.lua, which were both required. I'll check to see if that has changed... if they have their own scanner now, then I can remove the one that my mod includes.
  2. I'll look into this, it used to pass IC as-is with JSGME.
  3. Sorry, I don't know what APR-XX stands for.
  4. As far as we can tell, radios require the SDK. Same for any air-to-ground weapon that requires passing target information.
  5. here we go again... =P No, at this time we have no public ETA. We're still creating our final punchlist for the mod. --gos
  6. Community A-4E: August 2017 Update Hi everyone. Just a few things to report this month... First, while the interior unwrap is continuing, we aren't yet finished updating the new surface texturing to match, and thus we're not quite ready to show off the fully painted cockpit yet. Hopefully ready within the next few weeks and ready for our next update. We did take the time to re-model our fuel tanks (to include bobtail variants on the centerline) and give each livery its own fuel tank skin, as a function of the squadron you choose. We combed through a bunch of historical photos we had of the various squadrons, and tried to replicate the tanks as accurately as possible. As an example, here's VA-163 Saints with a pair of 300 gallon wing tanks and six Mk-82 bombs on the centerline: And here's VMA-311 Tomcats with a relatively plain bobtailed 400 gallon centerline fuel tank. Aerodynamics and weight of the new tank variants is modeled. Tanks are painted according to base livery, size of the tank, and whether they're on station 2/4 or the centerline. On top of the new fuel tanks, we've done a lot of small changes to improve how the cockpit warning lights and textures look in the new 2.1 engine with deferred shading. As that's that path forward for DCS, we're trying to keep up. We've also got a number of small fixes to our external model to improve how it renders, as well as fixing the left side bort numbers for our aggressor skins. I don't happen to have pictures handy, but we'll include more cockpit pictures and video when we're ready to show off the full unwrap. Systems wise, just a few small changes: New g-meter behavior with max and min needles, the pitot-static based VSI behaves more realistically, and we've fixed the behavior of some knobs and switches. Thanks for everyone's support! --gos
  7. Correct. "Channel" based aircraft cannot alter those channels in-flight. IRL, they'd have agreed upon the correct list of channels before starting the mission.
  8. Apparently there is: --{"L39-CPT-PANEL-02_CPT2", 0, "l39-cpt-panel-04", true}; The CPT2 material maps to the panel-04 texture file.
  9. It can land and takeoff from the existing in-game carriers. Tailhook works properly, and we made a change in our engine modeling to allow carrier takeoffs. (PS: This was covered in the FAQ on the front page of the thread) We have no information on any upcoming carrier projects or what changes might come with them, so we cannot predict future compatibility. --gos
  10. Can you talk to Chuck and get him to update it? :megalol:
  11. If needed, you can apply emergency power for 5-10 minutes if necessary, should help you keep the rotor RPM high enough.
  12. Didn't get the chance last night, hopefully this weekend.
  13. This probably belongs in this forum: https://forums.eagle.ru/forumdisplay.php?f=321
  14. Okay, appears material setup in the cockpit unwrap was tweaked with the latest version, and my description.lua is no longer sufficient. Will patch tomorrow after work if I get the chance, thanks for the feedback. --gos
  15. great thanks, I know what to look at now --gos
  16. Yup, welcome and good luck!
  17. FYI, my mod implements the custom cockpit scan, which isn't part of the base M-2000C installation. (Thanks to Uboats!) You're correct that custom cockpits will not work without that change. --gos
  18. I changed those lights on purpose though, to be closer to what one might expect as English abbreviations. Will investigate either tonight or tomorrow though, thanks. --gos
  19. Can you make sure you uninstall the mod, do a repair on DCS, then re-install and see if it still happens? Which indicator lights are affected, specifically? Can you share a screenshot and I'll investigate? thx --gos
  20. No idea at this point. I remember hearing it was close at one point, but as you said, that was ~19 months ago. --gos
  21. no problem, glad it's working for you
  22. So I checked, and v0.92 passes the multiplayer integrity check running both DCS 1.5.7.7741.317 (stable branch) and DCS 2.1.1.8491.251 (open alpha branch). If you're still having issues with the latest version, please post which file(s) specifically are reported as being the problem and I'll look into it. thanks! --gos
  23. Our lack of API access is fundamentally on our own shoulders, which is why I used a smiley face emote. ED owes us nothing. --gos
  24. It used to pass IC. I'll check again and see if the fix is obvious or not.
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