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Rlaxoxo

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Everything posted by Rlaxoxo

  1. Mirage is using Default DCS Wind sound and it's really loud, it would be best for Mirage to have it's own definition for Wind sound so it can be tweaked
  2. Alright I'll add the R-77 Just for you : ) Edit: Updated, Check the first Post
  3. Idd, People want it NOW and if they get it and it's shit they start complaining ... It would be great not to go on long Hypetrains if possible for this reason
  4. Didn't put R-77's
  5. Yup, Startup, Shutdown and overall 3d Sound positioning is still an issue and it's known Its just it much depends on ED to work with Razbam on this since it's their own Sound SDK that they work with and Razbam pretty much just say what they want done but it takes time : /
  6. Can't you do that In mission Editor already?
  7. Idd, Much better then having a boiler-looking bomb attached : D
  8. Java lua decompliler Got it long time ago can't really find you source now : P
  9. Added Weapons For Fun: Note All Weapons / Smokes are Usable and can be Fired CBU-103 CBU-105 MK-82 x2 MK-82S x2 GBU-12 x2 MK-82 Snakeye MK-20 Rockeye MK-82 CBU-97 GBU-12 GBU-10 Aim-120C Aim-54C Aim-7 Aim-9M AIM-9M x2 R-73 R-27ER R-27ET UB-32 Rockets Smoke Generator - Red Smoke Generator - Blue Smoke Generator - White Smoke Generator - Green Smoke Generator - Yellow Smoke Generator - Orange Update v2 Added: R-77 Update v3 Added: R-27R R-27T Album of Weapon Lists: http://imgur.com/a/n5OG5 Album of Mounted Weapons: http://imgur.com/a/M2nH3 Weapons ~~ Mig-21bis Weapon Expansion Mod v3.rar
  10. Thanks mate, No wonder I couldn't find them thought I was losing it I'll check with the my Lua decompiler Edit: Yup It's there I'll see if I can change something and compile them back and see if it works Managed to get it working by Decomp Am file adding Aim-120C to Pylons 1 & 2 and compiling back Thanks for the help again Man
  11. Thanks for the Reply but that's not really what I'm looking for, What you linked me is the Pre-made Custom payload file, I need pylons definitions so I can have more room to work with while I try to do something I'm looking something that looks closer to this: pylon(9, 0, -3.086, -0.587, -3.311, {use_full_connector_position=true, connector = "str_pnt_009", arg = 316, arg_value = 0}, { {CLSID = "{MMagicII}", arg_value = 0.15, required = {{station = 1,loadout = {"{MMagicII}"}}} }, -- Matra Magic R.550 {CLSID = "{Matra155RocketPod}", arg_value = 0.15, required = {{station = 1,loadout = {"{Matra155RocketPod}"}}} }, -- Matra Type 155 Rocket pod -- Smoke Generators {CLSID = "{A4BCC903-06C8-47bb-9937-A30FEDB4E741}", arg_value = 0.15,arg_increment = -0.1, forbidden = {{station = 2}, {station = 3}, {station = 4}, {station = 6}, {station = 7}, {station = 8}}},-- Smokewinder red {CLSID = "{A4BCC903-06C8-47bb-9937-A30FEDB4E742}", arg_value = 0.15,arg_increment = -0.1, forbidden = {{station = 2}, {station = 3}, {station = 4}, {station = 6}, {station = 7}, {station = 8}}},-- Smokewinder green {CLSID = "{A4BCC903-06C8-47bb-9937-A30FEDB4E743}", arg_value = 0.15,arg_increment = -0.1, forbidden = {{station = 2}, {station = 3}, {station = 4}, {station = 6}, {station = 7}, {station = 8}}},-- Smokewinder blue {CLSID = "{A4BCC903-06C8-47bb-9937-A30FEDB4E744}", arg_value = 0.15,arg_increment = -0.1, forbidden = {{station = 2}, {station = 3}, {station = 4}, {station = 6}, {station = 7}, {station = 8}}},-- Smokewinder white {CLSID = "{A4BCC903-06C8-47bb-9937-A30FEDB4E745}", arg_value = 0.15,arg_increment = -0.1, forbidden = {{station = 2}, {station = 3}, {station = 4}, {station = 6}, {station = 7}, {station = 8}}},-- Smokewinder yellow {CLSID = "{A4BCC903-06C8-47bb-9937-A30FEDB4E746}", arg_value = 0.15,arg_increment = -0.1, forbidden = {{station = 2}, {station = 3}, {station = 4}, {station = 6}, {station = 7}, {station = 8}}},-- Smokewinder orange } ), Not sure if it's defined in lua for the Mig-21
  12. Thanks for the feedback and the Video it was really Awesome Due to the limitation of well DCS you can't really make anything other then a Loop that repeats for engine sounds. I'll play around try to simulate it closer to reality when I get the time
  13. Trying to test something and I've been messing around but Can't seam to find them where they usually are Anyone know where I can file the .lua file like which path structure is located at? Thanks
  14. Anybody got this working in 1.5?
  15. Did you change the Afterburner textures?
  16. You don't search by TDC but if you have TDC at certain spot you can visually see at what altitudes and range are you searcing at that specific range
  17. Rlaxoxo

    Flight control

    About the inverted flight thing will it be corrected in the next update?
  18. If you search so the TDC is at 80 nm then the cone when the alt is from 0 to 30k feet won't really show you the targets that are closer to you since they will be below the cone 40 - 60 nm is somewhat reasonable distance and 60 degree cone means that the radar goes from left to right quicker hence you will pick up targets more easily and quicker if they're within the cone But then again you will have to move the Cone after you've finished a scan of the area
  19. Can't please everyone
  20. You can always play around with it your self Go to the following path: \DCS World\CoreMods\aircraft\M-2000C\Sounds\sdef\Aircrafts\Engines\SnecmaM53 Open the following files and edit the lines: "e_M2kC_combustion_afterburner" "e_M2kC_combustion_afterburner2" gain = 3.6 To your liking You can increase it to something like 4.4 or any number you wish for more volume if you want and make it louder
  21. There is it's sort of melts into the existing sound you can hear it if you listen for it
  22. I see
  23. Wait what? When did this started working? Edit: Just tried it out and no cannons A-G Doesn't work
  24. Rlaxoxo

    Flight control

    Not sure how I feel about this : / I kinda like how it is right now, but if it's closer to realism I guess I'll just have to get used to it :S
  25. Rlaxoxo

    VTB switches

    Zeus, Today I got this working before you released the video and thx for that as well cleared some other stuff at the same time. Meanwhile what I originally noticed that If I display a Waypoint on the VTB and Do a roll or move in a certain way it behaves as the old contacts did on VTB they move across the VTB screen left and right Is this fixed in your dev version cus it looks a bit different?
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