Jump to content

tietze

Members
  • Posts

    321
  • Joined

  • Last visited

Everything posted by tietze

  1. Well it's you and Ricardo doing the hard work I'm just zipping ;-)
  2. Hi, just got thumbs up from RICARDO on dropping this zip-file prepared for JSGME, it includes Devrims compass-fix and description.lua (and can also be used if you're not using JSGME - just do step 3-5 from the post above): http://dl.dropbox.com/u/2910357/fsim/JSGME/Ricardos%20Blue%20HD%20cockpit.zip
  3. Haha, mature?! We're playing with flight simulators for ##¤%%!! :pilotfly:
  4. Links to mods I use (not mentioned in above post): DCS World PeterPs proper neck: link to EDF-thread. For JSGME: Windowed GUI and Net-types.zip: Windowed mission editor and singe player user interface. Added net types for multiplayer options. KA-50 module For JSGME PeterPs Unchain rudder from trim.zip: Unchains the KA-50's rudder from the trim function - for rudder pedals without FFB. (link to EDF-thread). For JSGME KA-50 setup.zip: Setup KA-50 ABRIS defaults to decimal lat/long coordinates. Reduce controls indicator to half size. For JSGME Ricardos Blue HD cockpit.zip: Nice highres KA-50 cockpit. (link to EDF-thread) Older JSGME mods Dustcloud removal.zip: Removes the smokecloud that bugs down the FPS of some systems when flying at low level and high speed (only needed with DCS World pre 1.2.4). PeterPs Proper Neck version RC2b.zip: Changes head tracking parameters to be more realistic/ easy to use. Only works with DCS pre 1.2.4 ( link to EDF-thread). For JSGME Rocket ballistics plate for default cockpit.zip: A plate showing the different rocket ballistics settings in the back of the cockpit, to your right in the standard black cockpit. (Plate is made by DRAGON, originally included in "DCS Modified Sharkpit Mod v3" found at lockonfiles.com, updated 17 Aug 2009).
  5. And a JSGME-zip for this lovely KA-50 mod as well: PeterPs Unchain rudder from trim.zip
  6. Hi, PeterP - nice mod from you again. Would you object to a JSGME-compatible release, like this: PeterPs Proper Neck version RC2b.zip
  7. Hi, don't know if I'm the only one finding this geeking around fun, below are what files are changed from 1.2.3.9871 to 1.2.3.10201 (all public available modules installed). I removed all lines that concerned files tagged with SAME and sorted them in the below 7 categories - everything hidden for the faint of heart ;-)
  8. This mod is really nice as well, it will give you a green Shkval: http://forums.eagle.ru/showthread.php?t=81600
  9. It looks fantastic! ;-)
  10. Maybe the steps of this linked post and some further posts could help - and remember to enable the TARS plugin in teamspeak (often forgotten). Further TARS will not show as running in teamspeak before radios are powered on in a multiplayer game and you update the view in teamspeak. Further - check that standby is not checked in the TARS-control panel. Everytime you change your TARS-settings in the TARS control panel you have to restart DCS Multiplayer and reload the teamspeak plugin or restart teamspeak.
  11. That you are right about. Thanks for the clarification!
  12. Or one could entertain the idea that they might work as both? :-)
  13. No, as I understand it they are not PTT's. Check out the description from the TARS communications page:
  14. Yeah, just press ctrl-1 once and then use the PTT. Shamandgg published a small tutorial he made for his squad, there is a link to the picture he published here:
  15. It is kinda straightforward - be sure that DCS and TS is not running. Install TARS. Configure TARS (check the install TARS and make sure that standby is not checked). Configure TARS keys: used to select which radio you are talking though, (still push-to-talk is can be used, but) the three TARS keys also work as push-to-talk keys. Start up DCS multiplayergame and teamspeak. Enable TARS plugin in teamspeak. When you are ingame and have powered on your radios alt-tab back to teamspeak and check if TARS is running (detailed: click your username - you might have to click something-else and then your own nick to update it - it should show on the right pane in teamspeak) Then you should be able to speak to the other planes on the same radio channel in-game - and not anyone not running TARS on the teamspeak channel.
  16. We were online four people doing training session yesterday and had no problems with TARS apart from the settings in the configuration does not always reflect the settings experienced when flying. Specifically changing the key-bindings does not always work. Have no details on procedure or how to reproduce, but will look into that as soon as I get time.
  17. It looks really nice! Can you showcase flying close to planetary bodies and maybe how to deal with effects of gravitational pull? Another thing is that flybys of all kinds at high speed near buildings, landscapes/ other is always exciting to see (if you count YT-videos).
  18. HELIOS does not work out of the box with DCS 1.2.3.9871. Download: HELIOS scripts.zip. The HELIOS export-script is made by Loophole - give him the apropriate credits! Place the two files (Export.lua and HELIOS.lua) into: Saved Games\DCS\Scripts The install button will not work, but there is no need, because your HELIOS profiles will work when running DCS with those scripts in place. [edit: above scripts work for both A-10C and KA-50 :-)]
  19. Just a thought - is it related to the latest teamspeakupdate that was released just after the weekend?
  20. Download: Ricardos KA-50Textures.zip. Copy it here: DCS world/Mods/Aircraft/Ka-50/cockpit/Resources/Model/Textures/Cockpit/ Rename the english folder for the normal cockpit to something else, it is located here: DCS World/Mods/aircrafts/Ka-50/Liveries/Cockpit_Ka-50 Create a new english folder. Drop devrims description.lua in there. Eventually install the compass fix by Devrim. It should replace "Ka-50 inscripts.dds" inside the zipfile downloaded in step 1. It is really simple to make a JSGME-package that just does all this with a 1-click install (and I have done so for personal use). But I have no idea if the authors will be ok with re-releasing this repackaging of their mod.
  21. I appreciate the work you are putting into this. Concerning TARS only with files in the Saved Games/DCS dir seems to be a really good idea, cleaning things up (and hopefully making things easier to coordinate with other mods/export scripts). I was just noticing when TARS finds no export.lua, that it creates an export.lua beginning with the following code. Just of interest, what does it do or what is it for? -- This is an export stub generated by the TARS Control Panel. -- The old Export file is now located in $DCSINSTALLDIR/Scripts/Export.lua local default_output_file = nil function LuaExportStart() end function LuaExportBeforeNextFrame() end function LuaExportAfterNextFrame() end function LuaExportStop() if default_output_file then default_output_file:close() default_output_file = nil end end function LuaExportActivityNextEvent(t) local tNext = t return tNext end
  22. Don't know if you've seen it but there's a new version of TARS out: TARS 102b3
  23. For the lazy people using JSGME the following can be placed in the JGSME-mods folder and used :-) Description ABRIS setup (1.2.3.9871).zip
  24. If the ramdisk is working correctly and depending on your harddisk you should probably see speeds around 100mb pr/second.
×
×
  • Create New...