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MYSE1234

ED Closed Beta Testers Team
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Everything posted by MYSE1234

  1. 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...
  2. The .edm file you want is 'ajs37cockpit.edm'. Found here: '../dcs world (openbeta)/mods/aircraft/ajs37/shapes'.
  3. Hope you got some time to read through it all
  4. 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.
  5. 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.
  6. I can not unfortunately. Just had a crash from it after 30 sec of testing.
  7. 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.
  8. Same with all the "displays". It's just a flat plane with an alpha, just above the model with the unlit texture.
  9. 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
  10. 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
  11. Should we really be surprised though, its been like this for like a year now. I've given up all hope tbh.
  12. 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.
  13. 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..
  14. 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.
  15. Thanks for the feedback! It was my fault (obviously) for forgetting to change a value. It should now corrected in v3.221.
  16. Over fly it and do a SPA fix. It's that or do a radar fix pretty much.
  17. 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!
  18. 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!
  19. v2.72 & v3.22 Increased resolution of warning/annunciator panel texture to 2048px, from 1024px. All text redone, slightly larger, for better clarity and accuracy. Also dotted a few Å,Ä and Ö, and made some - where they were missing. Clearer AFK light Redder altitude warning light Brighter autopilot and altitude warning lamps Larger radar range numbers First post for download
  20. Just some small changes for this one. Mainly for some of the instrument lighting text (should now be sharper), but also some other small things. https://forums.eagle.ru/topic/280930-cockpit-texture-fixes/#comment-4763052
  21. Yep, I think anything you can theoretically spawn on/at get one assigned to it. For ships that would probably be a helipad on it.
  22. Hmm, in that case just increasing the code by 1 until it shows the correct place would work I guess. Albeit not quite as elegant as one might wish it to be, it should work. If it's only 1 FARP in the mission it should be 9051.
  23. Fairly sure the FARPs should have their own ID number assigned to in the kneeboard. If there are multiple FAPRs in the mission it might be useful to name the FARPs something easy to find in the list, as it can be difficult to know which is which. When you have the ID you can just enter it like any other airfield: 90xx and LS, L1 or L2.
  24. Indeed little to no point in animating it as it's fairly well hidden. It is visible if you want to see it, but as mentioned above the turbine will not really be visible when spinning, only the stators (being stationary) will be. (Looking at that image, I'm now very annoyed I didn't center the diffuser cone better in the flame holder..)
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