jef32
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Everything posted by jef32
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DCS World 2.5.x Caucasus Terrain Textures
jef32 replied to Mustang's topic in Texture/Map Mods for DCS World
Hi Mustang I think there is an issue with the airbases shelters in the new beta version of DCS.Textures are missing. -
Hi ED Just for fun, look at your hangars on airbases in the new update beta. Do you think that all is quite normal ? Perhaps some textures are missing :music_whistling: Re-edit: Forget this post, it's an issue due to an unofficial mod !
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Hi There are plenty of times that I report this bug. Sometimes It's fixed and the bug returns again with the next version of DCS: The refueling in flight of SU-33 continues even after an interrupted refueling. As usual, I've decided to unplug my Su-33 from the Il-78 around 6 tonnes of fuel and returning towards the carrier, and I saw my fuel jauges increasing to 10T during the flight back to the carrier. I've even tried to dump some fuel but if I saw the fuel dumping behind the plane in the F2 view, the jauges never decreased and by luck, I've succedeed to land my plane on the Kustnetsov with 10T of fuel in the wings
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Hi For the first time, I've uploaded a mod I've created for the user's file section. It's a sound mod and nothing inaproppriate. Whe I've finished to post, I've seen a text saying that my mod was submitted to a moderator before being online, and it's quite normal. But today it isn't online yet. Is it normal or has my mod be refused by the moderator ? If yes, I would understand why. It's just a mod allowing to generate different sounds in DCS to give a sound ambience at a definited point. If my mod is accepted, how many times do you need to validate it ?
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NOW AVAILABLE: Community A-4E-C Mod
jef32 replied to Merker's topic in Utility/Program Mods for DCS World
Hi I've downloaded le 1.11 version and it crashes my DCS after some minutes. I can start, taxying and take-off but after some minutes I have a DCS crash. (I don't crash with other planes) I've tried to read the log but this isn't very explicit. -
Hi I've recently bought the Yak-52. To pilot, it's a real pleasure but used as AI, it's a total disaster. The Yaks AI are doing absolutly what they want but surely not what the ME wants. In exemple, I've replaced a group of 4 AI planes ( L-39) I had in a mission I'd made some times ago, by a group of 4 Yaks-52, the four pilots having excellent skills and, of course, I have adapted the speed to the Yak-52 at the different waypoints. In this mission, I wanted, after take-off from Batumi ( runway oriented to the sea) that the 4 AI airplanes fly towards the harbour of Batumi. With the L-39, no problems but with the Yak, they all turn to the left after take-off ( the harbour is located to the right) and each Yak taking fanciful altitudes (up then down and up again) and doing what he wants but absolutly not what I've programmed in the ME and they're absolutly not following the flight plan I've made in the ME. So, I think that for the flight model for the player, ED, the Yak-52 is perfect but used as a AI, you must totally change its behaviour.
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Hi Thanks After my post, yesterday, I had the idea to do it. And effecttivly I read the answer. So I wanted to delete this post but we don't have the option.
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Hi Tell me if I have well understood about sdef files ? inner_radius : The maximum distance from the source of the sound, in which the sound can be heard in the player's cockpit in closed position. outer_radius: The maximum distance from the source of the sound, in which the sound can be heard out of the cockpit ( in F11 view for exemple or if the player's cockpit is open) . For the line "gain", I think I have understood alone. Thanks !
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I'm totally disagree with you The other AIs are starting progressivly, even the user's mods like the civilian airplanes. For David OC, helicopters are starting progressivly from FARPS or heliports. Just the Harrier don't do it
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Hi I've made for myself a mission with an airshow. After the flying parade, I've set an Harrier to take-off from an héliport and so, I've made a "start " in the advanced option of the Harrier and when the last plane of the flying parade reaches a zone, the Harrier starts and takes-off. But, differently than all others planes, the engine is on full power immediatly and the Harrier takes-off. No time for hearing the power increasing slowly during a start sequence. It's the silence and suddenly the engine is full and immediatly the Harrier is airborne. Totally unrealistic !
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reported Trains aren't activating the triggers
jef32 replied to jef32's topic in Ground AI Bugs (Non-Combined Arms)
I think ED will finish to fix the bug. If, in the future, an infantry or a cargo can be embarked on the train, all will become possible. The trigger will be activated by the embarked item. -
Hi As you've done fabulous fire effects, in the same manner, you could do fabulous water effects like spray or water games. In this way, we could simulate waterfalls by placing water smokes on the rivers or we could finally give life to the Bellagio pool at Las Vegas. ( in the condition that these effect could be placed on water too ) And as I spoke about fire effects, do you intend, one day, to create a fire-fighter plane module like the Canadair with the possibility to take water on lakes or sea and dropping it above fires ?
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VP-Airfield Equipment 0.8.2 beta
jef32 replied to Hawkeye60's topic in Utility/Program Mods for DCS World
Hi If you want better lights, download this excellent mod: https://www.digitalcombatsimulator.com/fr/files/3302379/ and use the "GD parking lights". They're really enlight the zone where they are. You'll find them in statics\land vehicles (???? !) but that works. -
HI Hawkeye60 I can wait that your good PC returns home to have the good jurassic pets. As I see that you follow this topic, I've reported some issues to your intention on other topics about your mods which I'm pleased to use: The ocean life crashes DCS if used in a mission. The mission starts and all is freezed. Ctrl alt suppr is the only way to get out. I use VR if that helps, perhaps it's an issue just with VR. Texture is missing on Cow B in the animal mod As you've done the middle east asset pack, I suggested you to make, if you want and if you have time, some typical towers that we can see on the google pictures if we search "Batumi" and some monuments if we search "Tbillissi". Thanks for enhancing DCS with your mods !
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I would be interested by the Skull island but the zip seems to be corrupted. I've tried 2 times to download and each time, the zip is corrupted.
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AI cheating behavior. Taking all the fun out.
jef32 replied to robban75's topic in Aircraft AI Bugs (Non-Combined Arms)
I don't know if already reported in this topic ( I havn't all read) but the AI new Mig 29-S ( I havn't try for the A) can use the airbrake even with the central external tank embarked. -
I confirm. As I deleted the mission I've done yesterday, I remembered having the issue with, as I said, a mission in NTTR. So I've tried to delete objects in this mission but they're impossible to select. If I can't select them, I can't delete them.
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I'll try immediatly but the issue is that I can't select the objects!
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I don't know why but I was sure you're telling that. And so explain me why I have the same issue on an other mission ( in NTTR this time) with statics purely ED ?
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Hi Yesterday, I was building a mission with the last version of the bêta, and near to end it, I wanted to place a control tower from the mod VPC airfield equipment. But, I don't know why, instead of placing one, the ME placed 3 and after, they were impossible to delete. I've tried to get out DCS and return: nothing. The 3 statics were impossible to select. All this work for nothing, I had to delete the entire mission. :furious:
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Hi ED As you can see, more and more users are making mods giving us the possibility to have civilian objects. The last, released some hours ago, give us animated merry-go-rounds and Ferris wheels to place around an airshow or elsewhere. But what a strange ambience ! The crowd is silent, just the merry-go-rounds are making the same noise than turning radar units ( that's surely why the author as placed merry-go-rounds and Ferris wheels in the "air defence" category) and except this noise, we just can hear some cicadas and crickets and some far motors I've tested on Batumi airport). That's why I ask again, again again....again and again yet, the possibility to associate sounds with units. In this way, each of us could associate the sound we want and having the sound ambience we want at a determined place. Of course, we already have the action trigger "play sound" to all, or just a coalition or a group but in this case the sound is heard in the same manner, canopy opened or close, far or near a place. I want to say, this sound has not a point of origin. So, it's unrealistic. You have two ways to give us this possibility. In the trigger action box, you can add the "group play sound" or "unit play sound" with a loop option or in the advanced options of a group, you can add, as a command, "play a sound" with loop option too.
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No question to have a rifle in hand and shooting people but it could be pleasant to begin a mission in the briefing room and walking toward the aircraft or helicopter. The function is nearly implemented since with P-51, if you press Ctrl E 3 times as you are on the tarmac and engine off, you can walk freely around but you can't return to the plane, considered out of order since you ejected.
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See my message ( the third) here: https://forums.eagle.ru/showthread.php?t=191394&page=23 In the beginning I thought it was an issue with the mod but I quickly understood that it wasn't just the civil planes mod. That will give you the date of the beginning of the issue, around 17 december 2017. And you can see than other users have noticed the issue at this time, not before.
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I don't remember exactly when the user's mod "civilian planes " with AI liners had been released in its first version but I remember perfectly that I've made missions where these civilian AI had a good behaviour on final approach. When I spoke about a chicken that I activated to stop the AI on waiting point, it was precisely to prevent that an AI on final approach lands on an AI ready to take-off because the AI ready to take-off and reaching the waiting point didn't care about the AI on final. It was the just landed AI which desactivated the bird with a trigger when it reached the end of the runway and the AI blocked on the waiting point was moving again to acces the runway and to take-off. I'd even created a trigger to re-activate the bird if a second AI was just behind at the waiting point. And all was working good. Then one day, just after an update of DCS, all was over and the AI had taken this bad behaviour that wer'e knowing today.
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Hi Upuaut Just downloaded the new helipads and tested, it's the same. Hospital is in the ME as helipad, not in the mission. No issue if I use it as structure. I'd noticed the same problem with some of others but I don't remember which. And what about TV antenna, static mast and Communication tower M not present in the new version of Cargos+ Uh-1H external tanks+ Racegates ?
