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MobiSev

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Everything posted by MobiSev

  1. Awesome! Thanks for the reply! But has ED ever considered reaching out to the creators? That was the main point of the question.
  2. we already have a mig-21
  3. I was thinking more along the lines of ground assets and small additions instead of mods like the A-4, etc. Full modules should prob be left to ED and Official 3rd Parties. Small additions or assets are different imo. Yeah, I'm sure there could be a process that's created to seriously look at some, better established, mods over others. I do not see this as too much of an issue. Otherwise they would not allow free assets made by third parties to be added. Take, for example, the ATGM infantry mod I mentioned in the opening post. I do not see that as any different than the Chinese Asset Pack made by Deka Ironwork. Both are free, and both aren't "major" additions like a full blown module is. We even see ED adding free ground assets of their own: Some recent examples: New Airdrome Equipment https://forums.eagle.ru/showpost.php?p=3970541&postcount=204 T-72B3 https://forums.eagle.ru/showpost.php?p=4029204&postcount=214 The difference is they have to pay their employees for the time they worked on said asset. These small, player created additions would make paid modules, like Combined Arms, more attractive to players, would only be a fraction of the cost, and would allow ED to focus more of their time on other things.
  4. Yeah, and I'm sure the creators would love to have their mods put into the game for everyone to enjoy!
  5. Does this ever happen? For example, the following mod that creates ATGM infantry would be an amazing addition to Combined Arms, and it would make infantry actually useful against armor: https://forums.eagle.ru/showthread.php?t=166007&highlight=atgm+infantry
  6. There are even player created mods that could be incorporated into the core game that already have been completed, so the work has pretty much all been done: https://forums.eagle.ru/showthread.php?t=166007&highlight=atgm+infantry Also, there are some infantry models that do not have animations at all, soooo...that evidently does not seem to be too important either. You could pretty much just copy the other infantry code, change the model/textures (it does not necessarily need to be high quality since the models are small), and make it shoot either the TOW or the Konkurs instead of a machine gun. Again, both missiles are already in game (BMP-2 shoots the Konkurs, and several US vehicles already in game shoot the TOW). I don't know, it seems that someone with experience and knowledge of coding could accomplish this relatively quickly.
  7. ugh....
  8. When you press the UFCP BUTTON A/P in the 17, attitude hold turns on as soon as it is pressed. When you press the arrow next to ATT, the mode switches to Altitude hold. All I want is a keyboard bind for the AP button on the UFC.
  9. Fair points. However, regarding the infantry ATGMs: The Konkurs (AT-5) and TOW missiles are technically already in game, so that would not be an issue. I would be fine with literally copy and pasting an RPG soldier that shoots the above missiles until they are properly made.
  10. is it possible to get ai ground units to transport troops using this script? For example, I would like to be able to control an apc using Combined Arms, order it pick up troops, manually place a waypoint for the APC in the Tac commander slot (i.e. not use a predefined waypoint in the mission editor), and have the ability to decide when that vehicle unloads the troops (could be a random place. again, not a predefined trigger drop off zone in the mission editor) __________________
  11. is it possible to get ai ground units to transport troops using this script? For example, I would like to be able to control an apc using Combined Arms, order it pick up troops, manually place a waypoint for the APC in the Tac commander slot (i.e. not use a predefined waypoint in the mission editor), and have the ability to decide when that vehicle unloads the troops (could be a random place. again, not a predefined trigger zone in the mission editor)
  12. seems like it would be a "relatively" quick to put in ATGM infantry? Use same infantry model currently in game, just model the weapon and make it one of the AT missiles currently in game
  13. It isn't like the F-18 where pressing the autopilot button merely brings up a set of autopilot options from which to choose. As soon as you press the autopilot button in the 17, it will enable attitude hold. It would be extremely helpful to have this bound to a keyboard button.
  14. I know that if you press the "Slav" option in the Pod, it will slav to your first waypoint. My question is: How do I cycle the pod through the various waypoints? I was wanting the pod to go to my PP waypoint, but I could not figure out how to get it there.
  15. I remember seeing an official post (possibly from Nineline?) saying that missiles will be reworked soon in the coming months, but i do not remember where it was. Anyone have a link? I'm asking this bc the introduction of the seemingly realistically performing SD-10 seriously highlights the need to overhaul the other BVR missiles.
  16. [keyboard]: 1. Autopilot on/off toggle (currently we only have turn autopilot off)
  17. Need a keyboard bind to engage autopilot. At the moment we only have a bind to turn off autopilot.
  18. I agree, zoomed out a little too far
  19. title. Radar is on and searching, but i cannot see any targets. nor do i get warnings when i get locked. seems to work with SPJ pod not loaded
  20. Interesting...I had a similar problem with the F-15 shooting an Aim-7 at me. No lock or launch warning. I wonder if it relates to a similar reason.
  21. assume i dont know where the dst page is
  22. yeah, that would be really cool! Maybe it could work kind of like "line of sight" where your team (or at least the person in the tactical commander slot) could see the enemy unit icon on the map as long as you are looking at it with the TARPS pod.
  23. Evidently it is already in there under a different name - "Sensor up" and "Sensor down" i think
  24. Not a keybind request, but a request to change a keybind. The "Zoom Normal" control needs to be a little more zoomed in than it currently is. Currently zoomed too far out.
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