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Everything posted by MYSE1234
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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
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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
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How to assign roadbase/farp for landing in ME?
MYSE1234 replied to LazyBoot's topic in DCS: AJS37 Viggen
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. -
How to assign roadbase/farp for landing in ME?
MYSE1234 replied to LazyBoot's topic in DCS: AJS37 Viggen
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. -
How to assign roadbase/farp for landing in ME?
MYSE1234 replied to LazyBoot's topic in DCS: AJS37 Viggen
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. -
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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New stuff again. This time a remade Distance indicator. The Distance indicator now show the distance more accurately. Range accuracy is now within +- 100m (1000m), average accuracy is +-40m (400m).
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Because it changes a texture file, that from what I know, can not be loaded like the other modified texture are. What V3 does is it actually replaces a texture, the other files are loaded using a custom livery, so no files are actually changed. Just added, and then loaded. edit: If someone knows of a way to load a texture file using a custom livery that is not used in any of the models materials. Please get in touch
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@Machalot I think that this is not what was seen in that clip. As far as I know FLI37 only works based of "gravity-down", and should as far as I understand not be affected by the earth's rotation. @CaptCrash That's the reason for this test I did, seeing the waypoint drift to the side as I was flying toward it. You can see the in-game time in the bottom right corner in the time format you mentioned. Mission starts at the default 08:00:00.
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@IronMike Due to as test I just did as I had a sneaking suspicion that this was the case. The rate at which drift happens in the FLI is too high. As you can see in the video below in about 14 minutes it drifts about 5 degrees north, just standing still on the runway. According to this TIFF (Teknisk Information För Flygmaterieltjänsten) magazine it says the drift rate in FLI37 is about 1 degree per hour. Not 20-ish as it seems to be now. Worth noting is that it only drifts about 7 or so degrees until it stops doing so.
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It is not realistic, but a limitation of what IC allow. This is taken care of in V3 of the mod with a texture change. From what I can see there is no way of loading that texture the same way as the other ones are. So no fix for it right now.
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Yes, but only as a mod. There is so for no official English cockpit. https://www.digitalcombatsimulator.com/en/files/2400126/
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Sorry about that. I guess this is just more evidence that I should not work late at night. I've now corrected it, and everyone should now have access to that link. Thanks for the heads up.
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I saw that I had accidentally left in a test texture in the previous update that I did not notice in testing. Here's a new update to fix that, and to also add some new stuff. In this update I've added dots on the panels just below the rotary switches, so that it is now possible to see what position they're in. Even at night .
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Yet more updated texture inbound. New version are: 2.6 and 3.1. This time with: A completely remade FLI37 ball, together with modified needles and wings. This update will make the appearance more realistic and also will now also show the correct pitch angle. Also removed a weird glow around the instrument that shouldn't be there. Added 60° and 90° roll lines on FLI37 Corrected colors of some of the text fields on the left Warning/annunciation panel to be orange instead of red. -Thanks to@gregfp66 for accidentally reminding me about it Added small arrow next to the altimeter setting window Possibly some other small things that I've forgotten about
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It's not the aircraft itself that is going to drop something this way. The game will simply just spawn in an illumination bomb when the selected aircraft enters a trigger zone. It's a "cheat", but it works. You can of course make it more advanced than above, this is just the bare minimum needed.
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It does not seem to be possible to get the AI to drop any illumination bombs from what I could see. Depends on what you define as "heavy scripting". This is the bare minimum I think. It does the job well enough for the amount of work put in, it's a 1 minute job for this basic setup.
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What you need is a wingman with illumination bombs going in before you.
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Perhaps. Unfortunately it's not that straightforward to fix it the way it's setup now. So might take some time, as I can't see this being very far up on their priority list.
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It's unfortunately not possible to fix. You'd need access to the 3d model to fix this problem as it's just mirroring the texture to the right side. I did however correct the color of 25% of the fields to be the orange color they should have, instead of the red they have by default. So some stuff did get fixed.
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All of the white marks on the right indicator tablet are marked incorrectly, they are just mirrored from the right side. On the right side only "SYRGAS", "HUV o STOL" and "MAN BR REG" should have the white marks next to them. Thanks for reminding me about this, I'll see if I can't get the texture corrected. It might not be possible due to how it might be modelled/textured.
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This is now "fixed" in v2.5 and v3 of my texture fix mod.
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This is "fixed" in v3 of my texture fix mod.
