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gospadin

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Everything posted by gospadin

  1. mostly true. Early access to the C-101 and the Hawk came with SFM, which is what the AI uses. Both are getting EFMs at some point, Hawk should be very soon.
  2. I know everyone's super excited, but there's just a half dozen of us or so ham-fisting our way through our first aircraft mod in our spare time on nights and weekends. With the hours I've put in so far relative to the visible progress (and I'm not even the modeler!), i'm ready for Leatherneck or Razbam or someone to launch their A-4 so that I can just throw money at them for a finished plane.
  3. Note that IRST can and will detect you when your radar is off, especially if the russian pilot knows where to look. A good pair of mk 1 eyeballs is also invaluable.
  4. This app from uboats should pull all the args you need: http://www.digitalcombatsimulator.com/en/files/1797654/
  5. Hopefully the Mi-24 body kit. :pilotfly:
  6. is it possible to add new aircraft models, so that our mod doesn't look like an A-10?
  7. Currently only available for team members. The release of the mod will release the source code, since we're using lua.
  8. thx for the quick turnaround =P
  9. btw, I was speaking to uboats, and he just updated his application to allow numeric sorting. =P Should make it easier to align to the argument list document.
  10. I see the same behavior in beta too. Note that when doing touch-n-go passes, I found that if you don't let the nosewheel touch the ground, the liftoff from just the mains is smooth like before. Something about the attitude the FBW thinks you're at, versus the actual attitude of the aircraft, would appear to not match. --gos
  11. Try uboats' argument extractor: http://www.digitalcombatsimulator.com/en/files/1797654/ --gos
  12. Procedure works for me. I noticed that all generators are now "on" by default during a cold start.
  13. holy crapola... 1GB for the paint kit edit: 2.1GB after unpacking I think browsing your template taxes my PC more than DCS does. The level of details is insane... photoshop is showing 3.5GB used.
  14. Please let's keep comments about other devs out of this thread. Our updates look good because we're in the easy phases. Modeling and texture workflows are well understood, with plenty of forum examples. Once we start finalizing the plane's systems and push the limits of what we can do with an SFM, then you'll inevitably see us slow down as we run into the challenges that every other studio has faced.
  15. A PSA on my English cockpit mod: RAZBAM has implemented their new options panel in 1.5.3 update 3. The lua code embedded in my english cockpit v0.85 is NOT compatible with the open beta update, and will break their options setup. I would prefer RAZBAM not get blamed for mission options when the fault is with my mod. If you're on open beta, please use the new version (0.86) in the forum thread linked below in my sig. I don't want to promote this to the master download site until after the lua has sync'd across all versions of DCS. If you're playing on stable or NTTR, you may continue using v0.85 from the main ED download site and it will continue to function. Thanks! --gos PS: I'm aware of some base texture changes in the latest update, but I haven't had time to update my mod to incorporate them yet, so visual quality in the French cockpit is better in a few places. I will try to resolve this in a 0.90 release shortly after the latest RAZBAM textures reach the stable branch. If someone finds errors in my English mod, I'm always open to feedback, please contact me on these forums or on reddit via /u/gospadinperoda. Thanks!
  16. Turns out my download of 1.5.3u3 went quicker than expected and I was able to fix it during an extended lunch break... Please use this version (0.86) for 1.5.3 update 3: https://app.box.com/s/axmun7fznnerl89xot6raqrmmwcagtc1 I'll update the main download site after stable and/or NTTR get it.
  17. FYI, my English cockpit's LUA code is incompatible with today's beta update to the M-2000C. I expect to have it fixed by Monday evening USTZ. Sorry for the lag. --gos
  18. bad pairs is from ranger79's mod, i believe as was suggested, uninstall all mods, do a repair, then re-install one at a time
  19. Yes, a few of us are imgur challenged. It's being resolved as I type this...
  20. Would definitely be useful for various testing. Asymmetric loads, drag/performance measurment in combat conditions but with tanks retained, etc.
  21. R.550 Magic II is the short-range heat-seeker with a lock tone.
  22. Yea. I think I'm alone, in that i'd accept lower resolution in exchange for larger maps.
  23. I like it. =P I'd be okay with high-rez airbases in the middle of nowhere, at least to give us the possibility of larger/longer missions. If you click on my beacon thread, there's a LOT of possibilities. Even Luke AFB is "on the map" technically. Davis Monthan is about ~100 miles too far south. I'd also like to see actual ocean near LA, to let us place carriers.
  24. Yes. For the exact argument you need, use uboats' awesome utility: http://www.digitalcombatsimulator.com/en/files/1744284/
  25. ok, thanks for the info, yes, US planes similarly have their Bu number (USN/USMC) or serial number (USAF) on their fuselage somewhere, separate from their squadron ID. i'm just used to calling the squadron IDs borts, due to DCS. would be nice if we could affect the serials as well in the mission editor, as it always looks a little funny to have multiple airframes with the same serial number flying around
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