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MYSE1234

ED Closed Beta Testers Team
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Everything posted by MYSE1234

  1. It's client side only, but will require the server to not use "Require pure scripts".
  2. Yep, looks like I messed up with one of the SA-10 search radars having it give a constant CW-warning... I've put together a fix for it with my RWR mod here: RWR mod. I'll notify HB too, to hopefully have the fix included in the next patch. Thanks for the report!
  3. Version 4.7 These changes are already in the main module, this is just to list the changes. Fix for SA-10 search radar giving constant CW warning is fixed with the mod ONLY. Available in the OP. MiG-23 PRF Search PRF from 500 to 1000 Hz MYS M1 PFR to 600 Frequency to 10GHz AN/MPQ-64F1 Changed search pattern and PRF Rapier Dagger Changed search to 4500Hz Changed frequency to 3GHz Blindfire Removed due to frequency being >25GHz HQ-7 LN Changed lock to HPRF warning Changed frequency to 15GHz STR Changed frequency to 3GHz SA-8 Changed frequency to 12GHz SA-2 Changed lock to 1900Hz SA-5 Changed search to CW warning SA-11 Changed search to 1500Hz SA-15 Changed lock to 1400Hz SA-19 Changed search and lock to HPRF warning ZSU-23-4 Increased the rate of the lock signal Patriot Changed “search pattern” Vulcan Changed search and lock to HPRF warning
  4. A version compatible with 2.8.1 has been added to the OP. Enjoy!
  5. We do, and it's still over performing a lot at high altitudes with full burner. The performance charts can be found in "SFI AJ37 Del 3". It should be available in a thread here on the forum if searched for if you want to dive deeper. If something is changed, and mentioned in the changelog, it's most likely for more accuracy. Even if that means performance gets worse in some way.
  6. It's a known bug that both Akktu Stakki liveries have the dynamic number showing.
  7. AJS37 Del 3, Flik 6, sida 31
  8. Time error on target (predicted time error) "The predicted time error is calculated with the current airspeed, including current speed changes, to the next waypoint with an ingress speed set on it. Before a waypoint with an ingress speed set on it is overflown, the calculation uses the set speed on that waypoint between it and the target waypoint to calculate the time error over the target." This error uses the current speed in addition to what is set on the waypoints to calculate the time error at the target. The error is shown using the fin on the velocity vector. Note that this indication currently does not work correctly. Timetable deviation The timetable deviation is calculated only using speeds set in CK37. The distance economic speed (M0.55) is assumed to be used from takeoff to the earliest waypoint win an ingress speed set. After that ingress speed(s) are used to calculate the time each leg of the flight takes to get the time table deviation. This error is shown on the data panel using TID/UT. "Due to the two time error indications using different references, the predicted time error at the target may be 0 while the time table may show a deviation and vice versa." As for the Bx waypoint thing the only thing that would make sense in my mind is that the "previous waypoint" is the previously selected B/M waypoint. The only way to select a Bx point is to do so manually, so when that is then selected the previously selected waypoint would be a B/M point... I hope this made the difference between the two a little clearer, granted I'm sure my typing is a bit scuffed at places. Hopefully it's not too bad.
  9. It should be to the target waypoint, but it does indeed show to next waypoint
  10. It is not. Adding it now
  11. Already on there
  12. You need to set the speed on every waypoint individually with the current simulation, only one is not enough as far as I know. I would expect you to have to fly M0.8 for B2 though, maybe it's the order it was put into the computer? Is there a difference if you put the speed in first and then the ToT?
  13. This will be a thread with links to each mod I have for Viggen, to hopefully make it easier to find where to download the mods and to find information on what they do. I'll still leave the download links in the threads they already are in, and also post any updates there as well. New Viggen liveries: Liveries that change the splinter camo to a more realistic one. Also added and corrected some of the external details of the aircraft. Passes all IC Cockpit texture mod: This mod is a custom livery and changes the internal cockpit textures with different additions and corrections to them. The result is a cockpit a little closer to what the real deal looks like. Available in a couple versions: Swedish, English. Each have a version that passes script IC, and one that pass both script and texture IC More realistic EP08 This mod changes the appearance of both the HUD and the radar screen to look more like they do in the real aircraft. Changes include color changes and the size and placement of a few symbols This mod does NOT pass texture and script IC More realistic HUD Adds some more realistic limitations of the HUD where you see a more limited area of the HUD. What it does is it simulates the pilot actually having two eyes and giving the FOV each eye would have. Available in both a 2D version for use on a monitor, and a VR version for VR use. Two versions are available one that passes script IC and one that pass both texture and script IC. More accurate Apparat 27 This mod adds and changes RWR sounds to all units with a radar in DCS. The result is a much more dynamic and alive sound. It also corrects the sensor FOV so you get warnings you should be getting This mod is already partially incorporated into the base module, so it no longer has as much of a drastic change as it once did, still recommended though. TLDR: Adds more blips and bloops... This mod does NOT pass script IC EP13 scan line Removes the scan lines on the EP13 screen, and chromatic aberration if wanted. This mod does NOT pass script IC I think that's all of them for the moment
  14. You don't like them spread all over the place?!
  15. From the November Mini-update by Cobra: If it's the full thing or a reduced one I'm not sure, but something's coming. So a few more weeks with IC issues...
  16. Seems to be working for me on the latest OB. In what way does it seem to be broken for you?
  17. I might have a way to make it clear texture IC, the script one will be impossible to have it pass however. Edit: It did not work. Not fully anyway...
  18. Oh, yeah it does not unfortunately. I've updated the OP accordingly. You need both texture and script IC to be turned off on the server for this one to work. Thanks!
  19. It's intentional... It's a feature Not entirely sure why it is though...
  20. I think using "MR" they are, if I read that thread correctly. Haven't tried it though..
  21. I personally wouldn't remove that part as it is possible to input them on the real aircraft. It's not something used often in DCS, but it is possible.
  22. Sounds correct yes. The last sentence however is not necessarily though. IRL it should be the first target found, in DCS however it seems it's always the closest one to the missile. Which might or might not be the case IRL.
  23. They are just the accepted spelling for the different waypoint types.
  24. Not to sound overly pedantic, but it's "AJS37" not "AJS-37". As for the Rb04 group mode: IRL it's two ships that are needed, IIRC we made a test and showed that three are needed in DCS. So both are accurate, just depends on what you want to be accurate to: IRL behaviour or DCS's.
  25. It is possible yes. The order required is to first enable this cockpit mod, and then the EP08 one. Be aware though that the EP08 will fail texture IC.
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