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SUNTSAG

ED Beta Testers
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Everything posted by SUNTSAG

  1. Incorrect I'm afraid....... so please don't go on a wild goose chase trying to find this. The lua files form part of the WWII Assets pack and are therefore encrypted and unavailable to view. Cheers.
  2. Hi xvii-Dietrich, I appreciate the shout out but I am small fry in the YouTube stakes, so wouldn't qualify. Glad Phil got a gander though. I will take a good look at both on release and possibly do a release review :thumbup:. Cheers.
  3. There are sounds and they are all generated from your DCS Install. I have not added anything additional from a sound perspective and everything is working fine here. No one else has reported an issue of this nature, I therefore presume all is well with sounds. None of the people whom tested this prior to release reported a lack of sound either. Only 2 suggestions spring to mind: 1. You have another mod that is impacting this one. 2. A repair on your DCS install might be in order as sound files might be missing from it. Cheers
  4. The current Normandy map does exactly that now.
  5. Hopefully this might help. Cheers.
  6. A requested video highlighting the AI launch process for those that don't own Combined Arms. Cheers.
  7. No worries....my pleasure. It's not a bug its an issue with EDs model and the animations. They have reversed the argument for the steering hence why it actually works in reverse. ED will have to correct that when they are ready at some point to actually release the model themselves. Consider the mod giving you EA to something in the pipeline.
  8. Here is a quick guide to reloading a missile in Combined Arms, when you have NOT set the first missile to launch in the Mission Editor.
  9. Hi Fercyful, There is a completely different and slightly more convolute process to rearming the launcher when using it in CA, for the first missile launch. I guess it is more realistic from process perspective and I will try and create a "HOW TO" video to reflect this method. Cheers.
  10. Hi Sierra99, I think you misunderstand. With my original mods you could place them on the deck of specific ships and give them waypoints to move on the deck to say a Helicopter. That is the element that has had to be disabled. I am not complaining, as I was fully aware this might be the case when the new deck crew came along. All of the available elements in this mod can be added to the deck as statics so that is not a problem. Cheers.
  11. Thank you and I appreciate your kind words.....:thumbup:
  12. No not until ED write the code otherwise I would have had at higher altitudes. I could possibly attempt to rewrite the code but I am not going to waste time with that when ED are doing that themselves at some stage. Cheers.
  13. Sure no worries.
  14. Hi mrmat01, It's a while ago now but I am sure I added both a standard and desert Australian army selectable livery version. Ah wait a minute yes I did found this image: Includes a UN Option too: Unit TYPE *NATO_Soldier and select the PAINT SCHEMES = AUS_CAMO or AUS_DESERT or UN_AUS_CAMO or UN_ AUS_DESERT. Cheers.
  15. Hi All, Following release of the Super Carrier I have updated this Mod. Originally you could place the units on specific ships but that historic method no longer works, so I have deactivated the option. It means that this update will fix some elements floating weirdly on the screen. Please refer to the first and original post for the new download link. Cheers.
  16. Hi All, Following release of the Super Carrier I have updated this Mod. Originally you could place the units on specific ships but that historic method no longer works, so I have deactivated the option. It means that this update will fix some elements floating weirdly on the screen. Please refer to the first and original post for the new download link. Cheers.
  17. If my assumption in the recent update video is correct, then the time we as mission builders could activate the search lights would potentially start at dusk all the way through to dawn. If that is the case, then IMHO it would be a positive step forward and avoids having to spawn searchlights at set times, as we have to do now. On the other hand if ED are considering having the searchlights AUTO activate during those given time frames, then I would also be against this. Just highlighting my preferred options here too. Cheers.
  18. Hi muehlema, No I have not updated or released any changes to that pack. Cheers.
  19. Latest Open Beta Update 27/05/20.
  20. No BURN TIME which will allow it to travel to it's maxish distance within DCS limitations.
  21. If you want to launch to it's maximum range then in the latest working version: Change line 27 from 172.0 to 9200.0 Cheers.
  22. No worries my pleasure. :pilotfly: It was a conscious decision but only the launch animations have been sped up. :joystick: Not a problem all mission builders appreciate these small elements. :thumbup:
  23. Updated user guide for the "NEW" SCUD-B Mod. Cheers.
  24. The updated SCUD-B mod is now available for download: https://forums.eagle.ru/showpost.php?p=4328277&postcount=5
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