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Everything posted by rge75
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It seems that this is still unsolved? The briefing gives you the new frequency (iirr it was 380) but when setting the radio to this frequency, I didn't get a signal (no issues with the other ADF frequencies though). Anyway, it wasn't a big issue since I found the ship without the ADF. Aside that, it was a nice first mission to get into the campaign.
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If somebody can do the missing dirt layers, I'd update my WIP textures with dirt. If not...then they're simply brand new clean choppers
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It was a mistake in the description.lua in the template. It ignoredch-47f_tex10_grn because the line 66/67 was: -- ch-47f_tex10 {"ch-47f_tex10", 0, "ch-47f_tex10", true}; Change to -- ch-47f_tex10 {"ch-47f_tex10", 0, "ch-47f_tex10_grn", false}; This way, texture 10 from the template is also being taken into account.
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if somebody has to change the color of a specific bolt...maybe those screenshots are of help to you (click on screenshot to enlarge). 01.jpg right side back 02.jpg right side front 03.jpg left side front 04.jpg left side back upper part of texture file ch-47f_tex04_grn It's not complete / I did not label all nuts/bolts, but it may safe some time to some people. Unfortunately, some bolts use the same texture part. That makes it impossible to use the correct color for all bolts with a complex livery.
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Yeah, I can confirm the "time consuming" part Oh, I wasn't even aware of the model viewer. Sorry to hear that the wheels texture can't be found It for sure would be a nice and helpful feature. Maybe you can help me with one issue though since it looks like you managed to repaint the ribbon of the front side window. I want mine in red and I changed it in the following textures: ch-47f_tex06_grn (left side) ch-47f_tex10_grn (ribbon stuff) ch-47f_tex11_grn (right side) However, there must be something that still makes it look "wrong" as seen in the first screenshot (highlighted with light green). It looks like there's transparency in it. I also attached a snipping of the texture 05 and 10.
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Ah, I thought it was only because I'm using Corel Photopaint instead of Photoshop. Yes, it would be nice to have the dirt layer in all psd files. I simply did not use that layer for the moment. I agree about the challenge. Some textures were not easy to find even when colouring all files in different colors and labeling them. In fact, I still miss a few locations. Do you have an overwiew which bolt goes where to? Unfortunately I can't help you about the wheels. I think tex18 is missing in the template. Maybe this would be the wheels?
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Some may still remember the Bay of Hogs campaign for the Huey for DCS 1.5 (created by SFC Tako). Since I still had the miz files from this campaign, I converted it to make it work with DCS 2.9 and the Hind. The campaign can be downloaded here: https://www.digitalcombatsimulator.com/en/files/3340073/ If you haven't played the original Bay of Hogs: Don't expect a simulation scenario but sort of an action movie. You're also not firing rockets or guns. You'll fly within parameters to make sure your team can take enemies out. Simply the way this campaign has always been; with all the sometimes frustrating moments. Some missions for sure are challenging (and long). It for sure is somehow "unique" with its style. All credits for story and mission design go to SFC Tako.
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Thank you very much for this very helpful information as well as for testing it. Very appreciated.
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I've searched a lot on the net but I simply didn't manage to get the needed result. I'm looking for the correct parameters for the Mi-24P to open the side doors (I think emeregency doors?) According to some forum posts, I should be able to see the tooltips by adding OPTIONS_ADD_COMMAND_CODES_TO_TOOLTIP = true to the MissionEditor.lua. Well, in fact it's set that it's false by default, but the line was not in the file at all. Adding it didn't work though. Thus, I was checking the cliabledata.lua of the Hind. IMO it would be 621 and 622? elements["CB-RIGHT-EMERGENCY-DOOR-DETACH-PILOT-PTR"] = default_2_position_tumb(_("CB Jettison Pilot´s Door, ON/OFF"), devices.ELEC_INTERFACE, elec_commands.CB_RIGHT_EMERGENCY_DOOR_DETACH_PILOT, 621) elements["CB-RIGHT-EMERGENCY-DOOR-DETACH-OP-PTR"] = default_2_position_tumb(_("CB Jettision Gunners Door, ON/OFF"), devices.ELEC_INTERFACE, elec_commands.CB_RIGHT_EMERGENCY_DOOR_DETACH_OP, 622) (simply those doors being controlled by LSHIFT-LCTR-C and RSHIFT-RCTRL-C by default). However, no matter what cockpit device I chose, I can't set it to 621 or 622. Looks like only values above 3000 are working. Would be nice if somebody could help me to get it working in the ME.
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Just read that the US Army got the first CH-47F Block II delivered. I suppose we don't get this updated version. Would have been interesting since they wrote it can lift even more.
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The 3rd one isn't bad in my opinion.
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When I think back of the Mi-24 EA, it also wasn't perfect (in fact I didn't like the module in the beginning) and now I enjoy it a lot. So yeah. So yeah, I also simply want it on July, 3rd knowing it won't be perfect in the beginning. If I don't like it in the beginning, I will simply fly the other helicopters until a couple of more updates. So far, I don't think we've got any bad helicopter module so far. Still not a huge fan of the Gazelle, but I think that's more due to the lack of missing good campaigns. That's something I have to criticize though. In the beginning, there were campaigns included with new modules. Now you "only" get the aircraft and you can only hope that some 3rd party companies or the community will make some (unless you fly online). Unfortunately, also no campaign mentioned in the after early access features... oh, and sorry for going offline...the topic was pre-release videos.
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I'm surprised that quite many (new) modules don't have a trial. I can understand it for Early Access, but for releases (like e.g. Kiowa, Sinai map), I don't understand the missing trial period, especially since the website says "Try out each and everyone of our products for 14 days per product during a six month period. You can play each module sequentially or any number of them at a time. The choice is yours!". It's simply not true...
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Just finished the campaign. Thanks again. It was very entertaining and well done. There were those 3 mentioned missions with the DCS bug which will hopefully be fixed (and mission 17 gave me a success while flying over the field w/o having dropped the bombs). It was also interesting to get some information about this war. The voice overs gave a lot of atmosphere even though I did not understand a word. And although I'm not a big fan of "just videos", I must admit that "mission" 18 was well done and cool to look at. It was a good end for the campaign. My favorite mission probably was mission 15, followed by mission 16. Only mission 7 was frustrating in my opinion me because I never saw the other helicopter(s).
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Thanks, I must be blind in that case . I was told EU44 and stuff like that and I really thought "I should see it". I once had the message "helicopter 9 o clock" when I probably was "close", but I simply did not see it. Anyway, I'll try another day. Not sure what changes I'd have to do for the objects to make it more visible
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Any hint for mission 13? I never find the helicopter...I sometimes get the squares but it seems impossible to find/spot her. I even checked the AI flight plan in the mission editor and still failed. I simply skipped this mission now (might give it another try sometimes).
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good to know Thank you.
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I wonder if it's the same issue in mission 8. I destroyed all 3 targets, got the "mission accomplished" screen in the end, but only had 49 as a result which resulted in "failed". It was a nice mission though
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Yes, I read that in the description, but I had no issues with the AI during taxi when I used time compression. IMO it's fine to have a wingman because it's helpful in some missions (more guided missiles). Personally, I destroy the AA myself first before I let the AI do some stuff though The parking lot simply is very far away from the runway though. However, I'm not really complaining. I enjoy your campaign. It's well done.
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Yeah, I can understand it...it's the same during mission 3 to 5 or 6 though and it therefor becomes a bit monotonous to always wait (especially since the taxi way is quite long). However, I simply use time acceleration while circling above the airfield. The missions itself are good so far.
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Just finished mission 7. I liked this one very much. The music fit very well. Mission 5 and 6 were also cool. So far, it's an enjoyable campaign. Not too difficult, but nice. The only thing I disliked so far was the long waiting time for the wingmen if there are two. It takes ages until they're both airborne Anyway, looking forward for the remaining missions.
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Thanks for the information. Yeah, I simply "skipped" when it was listed as "draw" and when I was told to replay...and I adjusted the score in the logbook.lua
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Yes, it was written in green letters all above the screen and it automatically ended the mission when I turned off everything (it also was a text and/or a voice that everything is turned off). I shortly opened the mission in ME and had a short look at the triggers and mission goals. So flag 5 for sure has been set. And since Flag 5 was set, it should have given a score of 51. The only thing I can think of is that both (alive and destroyed) have been triggered WP2 = 9 column 1 alive -25 column 2 alive -25 column 1 destroyed 20 column 2 destroyed 20 success 51 The sum gives 50. That's the only logical, mathematical explanation. So maybe the destroyed vehicles still counted as "in zone"? With that said, check the Mission Goals "column 1 alive" and "column 2 alive"
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So far a nice campaign (even though I agree on what has been said about mission 3 and the long taxiing). I just finished mission 4 but I only got a result of 50 even though it said "Mission accomplished". All trucks have been destroyed. Did I miss something (maybe because the wing man was still airborne? I told him to RTB but he somehow failed to find the airbase...). Anyway, it's not a big issue. I simply skipped to proceed to mission 5.