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SUNTSAG

ED Beta Testers
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Everything posted by SUNTSAG

  1. Hi pepin1234, No problem......here you go:thumbup:
  2. Hi Naj-Treg, No problem you are very welcome. I don't have the 110 mod but if you send me a link I will take a look and see if there is something I can do for you. Cheers. :thumbup:
  3. There is no bragging taking place I am reserved about the things I do. All I have done is highlight an inaccuracy based on experience nothing more nothing less. I deal in fact not fiction so your comment is unwarranted.
  4. Let me be very succinct and forthright in my response: 1. Which part of my experience in coding ground vehicles did you fail to recognise? 2. Smoke is coded for armoured vehicles as I have used it! Have you? 3. Too many people here try and spread misinformation and fake news..... smoke does exist full stop. 4. Know your subject matter is key when responding. Anecdotal comments do not cut the mustard. 5. Check the lua files and prove me wrong. This may come across as a tad brutal but I do tire of people thinking they know something when they don't....... especially when they don't have firsthand experience. This is happening all too often in the forums recently. Sometimes it amuses me but in this particular instance, I can bite my tongue no longer. It is you that has the misunderstanding not other posting here.
  5. Hi All, I have ceated a FARP texture fix (Temporary) that is JSGME ready and can be found here: https://drive.google.com/file/d/16I-HyXTwu6Fq6hgqOPReDegH-z1h1wFz/view?usp=sharing Cheers.
  6. You also need to make your F5s late activation or use the uncontrolled option and start with an advanced waypoint action. The first option is the the most simple. Same goes for your helos.
  7. Try this...... all I did was include an "or" statement in your second trigger and made the third a one time event instead of a continuous action
  8. For radio transmissions you will need to get into the habit of naming them, whether they are unit or zone based options you wish to use. :thumbup:
  9. Simply use the condition: PART OF COALITION IN ZONE select your preference and make the trigger zone a smoke marker.
  10. I maybe misreading your post but my reticle appears below or am I missing something? A picture paints a thousand words:
  11. How to use basic default weather settings in the ME:
  12. Your statement is incorrect and yes they can. I have coded enough ground vehicle mods to use smoke launchers to know that they have that ability. To evidence this simply: 1. Open up the challenger tank edm in the model viewer. 2. Select show connectors. You will the see the connectors attributed to the launching of smoke canisters. :thumbup:
  13. You need certain vehicles in close proximity to the FARP for arming and refueling to take place. Refer to link below about 4:56 into the video lists the vehicles required. Cheers. https://forums.eagle.ru/showpost.php?p=3525067&postcount=13
  14. Apologies......now added V1.2.
  15. Following my tests this is not a standalone AV-8B bug and is likely to have more to do with the location on the NTTR map itself, plus a little airframe coding. 1. Tested with Mod ground start hot with following airframes AJS37 - F86F - M2000C - Hawk. Same results as the AV-8B. 2. Only airframes able to take off from that location that I own were as follows: F/A18C Lot 20 - P51D - Spitfire. (The warbirds were not a surprise). 3.Any ground hot start has the ejection seat active on entering the client or player slot. Which is probably why you were able to eject. So that shouldn't be a surprise nor another uncovered bug, unless you disarmed the seat in flight. 4. Placing an AV-8B at that location but on the road network leading up to the concrete runway everything is fine until you wonder off on to the concrete. The same applies to all the other airframes I tested that failed to take off. 5. IRL I understand there to be a Tarmac runway at that location so perhaps it's still WIP. The concrete appears to be acting precisely as if it were rough ground instead of a smoother surface and the AV-8B has never been able to take off from sand either. Is it simply coincidence that all the airframes I tested that were successfully able to take off, were ED supplied modules? I can even get the F/A18C Lot 20 to take off from sand in the NTTR map. Perhaps ED could share this secret/knowledge with both RAZBAM (AV-8B) and HeatBlur (AJS37). Of course the AV-8B should be able to take off from that location but so should many others. Plus ED could add the ground start and ground start hot option to other airframes at the same time......just a thought. Cheers.
  16. I recommend trying V1.2 and seeing how that works as FARPS have a few issues at present. I often start DCS up with the mod active and get a green FARP. I will then shut DCS down, disable the mod in JSGME and reactivate it again and the desert FARP then shows up.
  17. Hi All, As DCS evolves MODs can end up no longer functioning. To this end, I have updated my version of this mod to work with the latest updates to 2.5 OB. As before this will not work for FC3 airframes but all other modules should work fine. It is JSGME ready and can be downloaded here: https://drive.google.com/file/d/1V1BvFEMAXU0caesgXW1bG-PJK3dQD42E/view?usp=sharing Cheers
  18. Hi All, DCS is evolving and Mods break during this evolutionary process. It does not mean that this is a smack in the face for mission designers, far from it, many additions benefit us greatly. I have had this mod since its inception back in the 1.5 days, I made my own version of it. I have looked at getting this to work in the latest OB version and it does..... so here is a link to a JSGME ready updated version of the mod: https://drive.google.com/file/d/1V1BvFEMAXU0caesgXW1bG-PJK3dQD42E/view?usp=sharing Fully tested and working in OB.
  19. Hi fargo007, I only use JSGME for this mod as I only have one install of DCS and that is OB. Which version of the mod are you having issues with? Just one or both? Thank you everyone for your positive feedback.
  20. Additional missions in the campaign:
  21. Hey Grimes, Thank you...... much appreciated. :thumbup:
  22. Hi All, This is by no means a simple process. One minute you think you have it sussed and then the next fix you put in place breaks another element. What's being shown here is a compromise to get the AI working after a fashion. There are limitations and I am trying to overcome them. Nothing is as simple as you think it should be but we are getting there. This does not represent the final version, it's simply a WIP update. Due to personal circumstances I am working on this as and when I am able so please be patient. Thanks everyone.
  23. Version 1.1 contains revised textures and desert version of the single FARP. See 1st post for download link.
  24. Hi All, The title says it all really...... and I have captured the images below to highlight the issue. Also you cannot spawn any helos on non aircraft carrier type US naval vessels but Soviet ships appear unaffected. I have a cleaned install with no mods active via JSGME or the saved games folder.
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