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Everything posted by SUNTSAG
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As soon as I have the 3 elements of this mod in place, I will release it mate. I will then post further template updates, for the numerous maps as they are completed. :thumbup:
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Hi All, Nearing completion.........Just working on some templates that will hopefully cover off all three maps that are currently available. Hi All, Here is the Marsden FARP mod and a couple a static templates. If you have the Harrier field mod make sure you remove it from your saved games folder as well as the JSGME option. https://drive.google.com/file/d/13qi91X6j3zaAdKTs5ID2ytvbcZSX0xru/view?usp=sharing Simply download and unzip the mod then place it in your "Saved games folder". Copy the STM files from the folder from within the mod called "Static Templates" and paste them into StaticTemplate folder within saved games. If you don't have one simply create it. You will find the mat and field hide options under "UNARMED" in the ME and the manned tower under "FORTIFICATIONS". To rearm and refuel you will need to place one of the mats as a FARP under "STATICS" "HELIPORTS" and no FARP vehicles are required to enable this to work. The mod is fully IC compatible so please enjoy. Update: Here is a link to the static template for the Persian Gulf Map: x5 Temp Airfields https://drive.google.com/drive/folders/10MAydHhMsiGHPTBClcstaYawQ-OgtkgW?usp=sharing Here is a Liveries folder for the netting that came with the mod. It now gives you a desert option. Simply place the extracted folder in the WWII MastonMat folder. https://drive.google.com/file/d/1dHM6VKFOcvsvU6BAKZlEzuOhqV4e82Jv/view?usp=sharing
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Firstly let me address the Integrity check issue which is and can be frustrating at times..... There are so many good and useful features that can be implemented via modding that would enhance playability and player options for a more fulfilling, realistic and rounded experience. By that I mean additional ground units and their functionality. For me the cheat umbrella has been cast too wide, but then again that's a whole new topic of discussion. I'm not complaining about it, I'm just suggesting that perhaps it is far too wide reaching. To address your concerns DrummerNL.....The mod would be JSGME compatible and would not affect the original mod in any way, it would function as you originally intended and still be stored in the saved games folder. It would remain placeable as a non FARP object in the ME without breaking IC. Turning on my intended mod via JSGME would allow players to use it to also rearm and refuel and at the same time it can be switched off via JSGME to avoid MP IC issues. So the flexibility is there to cover all eventualities. I hope this makes sense? Cheers. :thumbup:
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Hi All, I have been considering the creation of a consolidate FARP mod that would enable you to rearm and refuel on your favourite FARP, either one you may have created or have downloaded already. To do this I am asking you all which mods would you like included? Providing they meet all the criteria, I should be able to add them. It would mean that if you own it you will be able to place it with full functionality. If this something you would be interested in let me know. Cheers.
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https://forums.eagle.ru/showpost.php?p=3527718&postcount=19 try this as it contains a list of vehicle types that you can use too.
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Trigger condition: BOMB IN ZONE - does it work?
SUNTSAG replied to Gierasimov's topic in Mission Editor
Previously the bomb in zone condition would work for zones as small as 30 in size. I have tested the latest OB update and no size of zone (largest tested 6000) triggers an action set. In conclusion it is my belief that it is currently not working in the latest OB. Cheers :thumbup: -
No problem you are welcome
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No unfortunately no........ but I have figured out how they can now rearm and refuel without having to have the usual vehicles present. :thumbup:
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That will be linked to my shadow settings I keep them low when trying out new ideas and elements.
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Something I have been working on.... In the picture the mat has been placed on the airfield NE of Kutaisi so it's actually a non functional airfield from a spawning plus arming and refueling perspective. With a couple of mods all things are possible :smilewink: :thumbup:
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Hi 352ndDeacon, I am working on a mod now that may just meet those requirements. I presume you mean that small airfield North East from Kutaisi?
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I have updated an old CSAR script with the original not being my work. So thanks go to Ciribob for the original format. This mod gives you: 1. Downed pilot = Newer model infantry unit. 2. Sounds provided for radio messages. 3. Realistic PLB sound. I am providing this mod in mission file format, as you can download that and open the zipfile. You can then save the script and ogg files to wherever you wish. You can fly the mission if you would like, providing you own the Huey. It will show you how this all works and potentially how to setup your own mission once you have all the files. It's only a very basic short mission but it show's what is possible. Files will be located in the RevisedCSAR.miz zip as follows: l10n/DEFAULT Please enjoy.
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Hi Captain Orso, No problem but my version I updated in September 2018 works perfectly thanks and for those not used to code changes downloadable and working. Cheers.
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Would have saved you some typing::thumbup: https://forums.eagle.ru/showthread.php?t=219643
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You can already determine which cat you want to launch from by selecting a runway start and choosing which slot 1 2 3 or 4 :thumbup:
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Help with troop pickup and homing on the editor?
SUNTSAG replied to Irishlad200000's topic in DCS: UH-1H
These videos should help with your query: https://forums.eagle.ru/showpost.php?p=3521018&postcount=6 https://forums.eagle.ru/showpost.php?p=3566110&postcount=59 -
The two I know of that have a windows home autostart without the .lua file are the AV8B and M2000C.
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Please also bear in mind that not all modules have the Macro_sequencies.lua. Plus those that have one, each one would need adjusting. Quite a task really having looked into it historically. :thumbup:
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Hi All, Whilst I completed the landing and parking elements previously, I have now found some workarounds for the takeoffs. It's a compromise but functional:
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Big smoke / fire etc - do they burn forever ?
SUNTSAG replied to Johnny_Rico's topic in Mission Editor
They seem to burn for ever..... you can switch the effects on with triggers but not off at present. Would be a handy feature though. I sped a mission up and gave up after 3 hours lol