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Everything posted by MYSE1234
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Probably worth it to change it from "non functional" to something else as it does in fact do something, but probably not worth going in-depth on it.
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Easy to check with a basic mission made in the mission editor.
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It does function. Only "problem" is that it doesn't really help in removing the jamming effect, but it does function as you can see the radar image change depending on the position of the knob.
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Feedback Thread AJS-37 Viggen Patch, Dec 16th 2022
MYSE1234 replied to IronMike's topic in DCS: AJS37 Viggen
Yes, the numbers can be disabled by editing the description.lua for each livery that currently show the tail numbers, but should not. What you need to add to the file is this: custom_args = { [850] = 0.6, -- dynamic tail numbers (>0.5 = on) } Just paste that into the file(s) and they should be removed. -
Not sure what to say tbh, using the track it loads the cartridge just fine. 9099 is entered both automatically and manually, only difference is LS not being pressed after punching in the numbers when you did it manually. I'm guessing because you did not get the numbers on your end.. The 9 button is indeed held down when using the auto start but doesn't seem to affect it negatively in any way, other than being held in visually. And as you said pressing it in some way makes it pop back out. Do you have the ability to record a video of it perhaps, as unfortunately the track doesn't seem to very helpful in figuring this out? Preferably not in VR
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Oh, my bad. CB testers might have a different limit then. A dropbox or google drive (or whatever you might have) link will work too. Also with a file that large I assume it's from a multiplayer mission, are you able to replicate in in let's say the "cold start" mission too? Or is it only on that one mission? Using the cold start mission should result in a much smaller file size too.
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Right here in a post would work. Max file size is 64MB, so should be plenty
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It's client side only, but will require the server to not use "Require pure scripts".
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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!
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More accurate Apparat 27 - AJS37 RWR mod
MYSE1234 replied to MYSE1234's topic in Utility/Program Mods for DCS World
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 -
A version compatible with 2.8.1 has been added to the OP. Enjoy!
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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.
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It's a known bug that both Akktu Stakki liveries have the dynamic number showing.
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AJS37 Del 3, Flik 6, sida 31
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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.
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It should be to the target waypoint, but it does indeed show to next waypoint
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Failures: "Canard flap servo left/right" do not work
MYSE1234 replied to TOViper's topic in Bugs and Problems
It is not. Adding it now -
Already on there
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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?
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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
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You don't like them spread all over the place?!
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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...
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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...
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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!
