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MYSE1234

ED Closed Beta Testers Team
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Everything posted by MYSE1234

  1. If you have this issue on the swedish cockpit, you need to either: install the latest version of the cockpit texture mod, or remove the old mod so you use the new default HB textures.
  2. @Sprool Here's a modified texture (based on new base texture) for the english cockpit mod. Obviously all the hard work on this is not made by myself, but @Devrim. Hopefully he doesn't mind me uploading this, and if that not the case I'll remove it in a heartbeat. LNS_VIG_CPT_UV05.zip
  3. Try setting all decimals to 0's first, and then see if you can set the frequency you want. It goes a bit crazy when the 2nd, and 3rd digits are 9's and the decimals are not all 0.
  4. Make sure that you don't have an old version of a certain cockpit texture mod installed. That or update it If it's not that I'm not sure what it could be.
  5. This is intended, most of the EWR's working frequency is well outside the Viggens RWR frequency range and will therefore not pick up the signals from them. The "Tin Shield" is the only EWR it can detect. Frequency for the "Flat Face" is 0,850 GHz, while the minimum frequency for Viggens RWR 2GHz.
  6. Waypoints created in the mission editor are not loading. As a workaround for the moment you can use cartridges created from the F10 map, or using the .ini files. They seem to be working correctly. The bug has been added to the HB bug tracker.
  7. New patch, new mod update. This time version will be v2.8, and includes: Once again a rework of the main instrument lighting. Should have sharper lines, more accurate size, and be a bit nice overall Altimeter 0.5 lines are larger than default Nice lighting effect on the altimeter STD "cover" Updated the diffuse textures with the newly exported HB textures for slightly sharper/ more detailed textures Probably more stuff.. V3.xxx is no longer needed, and has therefore been removed.
  8. It has indeed been added to the base module with this coming patch. So it will now be forced upon everyone, and you'll all have to relearn all sounds. And all ELINT tools will need to be redone too...
  9. The .edm file you want is 'ajs37cockpit.edm'. Found here: '../dcs world (openbeta)/mods/aircraft/ajs37/shapes'.
  10. Hope you got some time to read through it all
  11. No, it can not. Neither do I, it wasn't designed to do it so it probably can't. Ships only As was mentioned earlier the newer version of the Rb15 is able to hit ground targets, probably due to it having a GPS in addition to the INS already present. And most likely other upgrades from the version we have in DCS; radar etc.
  12. This is accurate and working as expected. You only get steering orders on the HUD and ADI/FLI. The distance indicator and the HSI bug shows distance and heading to the target itself, not the popup point.
  13. I can not unfortunately. Just had a crash from it after 30 sec of testing.
  14. Can confirm. I'm also having this (estetic) problem, exactly as described above. It's just an animation thing, as the actual power the engine makes does not change with the animation. The throttle might go up slightly when engaging the AB, but should mostly be an outward movement of 2cm or so on the throttle. Can't quite remember how much it is, but something like that.
  15. Same with all the "displays". It's just a flat plane with an alpha, just above the model with the unlit texture.
  16. Thank you for your kind words. I have updated the OP with two new links. One for a CombatFlite ELINT library, and one for a spreadsheet. I hope this will help with your future ELINT missions. CombatFlite ELINT library Google Sheet with all radar data
  17. What the mod does is to replicate the somewhat limited FOV of the real one, and also makes it change position depending on your head position. What we have in-game now is basically one large static circle, I think it is around 30° wide IIRC. What it should be are two ≈9° cones (one for each eye), slightly offset to each side. This I have implemented and ready to go, and it works beautifully. Almost... Only problem is that the FOV is lowered too much in the lower position of the HUD glass. Because of this the FOV is quite limited in the lower position. There are two mod versions in the file. One 2D and one for VR. Thanks, MYSE
  18. Should we really be surprised though, its been like this for like a year now. I've given up all hope tbh.
  19. Last I heard they were unsure whether they were going to make it. Shocking right.. Can't remember where I saw it, it's was either here on the forums or over on Hoggit. But yeah, I guess we'll know in a few hours.
  20. Yes, but then you loose the original target position if you do a fix. Which in my mind is not really desirable for a TOO, but each to their own. And yes I guess you could press RENSA to revert the fix after you're done with it, but to me SPA sounds like the easier way to do things. The SPA waypoints to be fair are marked as "M" too..
  21. Well yes. You could do it that way, but that might screw up the rest of the flight plan. SPA is by far the best for TOO as it won't change any of the waypoints loaded, just add new ones.
  22. Thanks for the feedback! It was my fault (obviously) for forgetting to change a value. It should now corrected in v3.221.
  23. Over fly it and do a SPA fix. It's that or do a radar fix pretty much.
  24. Glad to hear it's appreciated. I personally install it in the game dir. Haven't tried in the saved games folder tbh. It might be better if it does work there. Install location has been added to the OP. Thank you!
  25. Got both "fixed" to some extent (there is only so much you can do) in the update for my custom cockpit livery mod i just dropped. Enjoy, this and much more!
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