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BarTzi

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Everything posted by BarTzi

  1. Well if it happened to someone else it could be a bug. If it is can a moderator please move this thread to the verified bugs section? Thanks
  2. Exactly. I selected it but it still loads the default one. It does work when I load it in the model viewer.
  3. Updated to version 0.6. *since I exceeded the 300mb size limit, I'm unable to pack the 60th-anniversary decals with the normal decals of the squadrons. Going forward they will be two separate skins. **All of the 60th-anniversary versions were uploaded to the site and are waiting to be approved. The links will be posted when they do. -Redid some of the decals, including the ejection seat warning and IAF roundel. -Fixed a small typo I had ('do not deform roles', was changed to 'do not deform holes' as it should be) -Wings now have their RoughMet. -Skins will now be found under Israel only, and not under the USA.
  4. Very, very impressive!
  5. Hi guys and thanks for the feedback! Just pushed v0.5. Here is the combined changelog for v0.4 and v0.5: V0.4: Added Hebrew markings on the wing pylons, rails, and fuel tanks ("Barak" and the squadron name). V0.5: All pilots had their ranks and nametags added (115 has their own version of the IAF ranks, painted red). A small sticker was added to the seat (it says "Barak"). It is placed behind the pilot's head and is visible in external view only*. Most importantly - no more '0' near the nose. *This will go with a future cockpit texture I'm making (separate mod).
  6. I'm trying to make a slight cockpit modification. Got all the files sorted and I am able to load it just fine in the model viewer. However, even if I select it in-game (DCS recognizes the entry, so the path is correct as far as I know), I keep getting the default cockpit to show instead. Anyone had a similar issue? Is this a bug?
  7. Hi guys. I'm trying the same thing with a cockpit mod. The cockpit livery loads fine in the model viewer, but I can't get it to load in-game. Any thoughts?
  8. Updated to v0.3. (links are updated) Changes: Tweaked the paint a bit and removed some excessive leaks \ dirt (that includes slightly changing the color of the center fuel tank to make it closer to the wing-mounted ones). Adjusted the roughmet accordingly. Changed the position of the IAF roundel. Enjoy!
  9. Absolutely. I have a list of all airframes and their IAF squadrons somewhere on my PC. I decided to start with the dynamic numbers because I want to avoid a scenario in which all airframes look 100% the same and you can't do anything about it. Of course, it will also be more time-consuming. So maybe in the near future :)
  10. Hi guys! Now that the template is released, I can finally share something I've been working way too many hours on. This is the Israeli Viper pack, made by me. The initial release aims to introduce the operators of the F16C of the Israeli air force. The following squadrons operate earlier blocks of C's: 110 - known as "Knights of the north" (Based at Ramat David currently) 117 - known as "The first jet squadron" (Based at Ramat David currently) 101 - known as "The first fighter squadron" 115 - known as "The flying dragon squadron", which is an aggressor squadron and transitioned to C's in 2017. Bare in mind - Israel never owned the block ED simulates - so these are all fictional skins. Each squadron had its decals and stencils recreated and made to fit the DCS Viper. Each skin contains the full texture set, including RoughMet, and bort number font to match the squadron (they each have a different one). Three of the four (excluding the 101st) include a 60th-anniversary version, which has an additional decal on the base of the vertical stab. All four skins have a 'Barak 2020' version, which adds a small logo on the intake (see explanation here: https://forums.eagle.ru/showpost.php?p=4346503&postcount=27) **As of september 2020, The standard liveries are a part of DCS. You don't have t odownload them anymore. If you wish to add the 60th anniversary or barak 2020 versions, download them separately here: https://www.digitalcombatsimulator.com/en/files/3313552/ Known missing items/issues: 1. On the right side of the plane, there's a label stating the serial number of the airframe. I've decided to leave it blank (I'm going for a dynamic skin, so I don't see the point in restricting myself to one serial number). 2. I had to enlarge the 115th and 110th bort number font to avoid massive gaps between each number (can't change that either. Smaller font = bigger gap. The real font is smaller and tighter.) Download links: V1.31: 110: https://www.digitalcombatsimulator.com/en/files/3308780/ 117: https://www.digitalcombatsimulator.com/en/files/3308782/ 115: https://www.digitalcombatsimulator.com/en/files/3308785/ 101: https://www.digitalcombatsimulator.com/en/files/3308784/ And now - for the most important part, the pictures:
  11. Too close abeam, too high at the break, too high at the 90 and many other issues :) That's a wave off for sure. Start by learning the case 1 pattern properly, and then practice flying it.
  12. It doesn't really make sense, don't you think? To waste all that time and resources on a pod that eventually most of us won't use.
  13. Got it, thanks for clarifying. BIGNEW was talking about the LITENING TGP. What you showed is accurate for the ATFLIR and we should get the exact same display when it's mounted. The discussion here is if the LITENING display had those elements in that time.
  14. COOPER - that timestamp shows a video from a pod that isn't LITENING. It's ATFLIR, which we should eventually get. While I'm all for having the coordinates, north arrow, scale and the distance to the target (as LITENING II should and does display), we have to bring accurate sources :P An official reply from ED would be nice. EDIT: please watch this video showcasing the BATS(VMFA-242) using the pod in 2004. North arrow (top left corner - hard to spot), scale, and distance to target are shown. Ccoordinates are blurred.
  15. HOTAS functionality is so simple to code. If it's not in by now (and it is in the F-16 which is less mature), it's because ED has no documentation on it.
  16. I don't understand it. It's shown right here: Compass and coordinates are part of the TGP's program. Is there a version of the LITENING without it? Hornets that used nitehawks had some of those displayed. It's strange that a newer pod has none of those. Those symbology elements are almost mandatory for CAS and coordination :\
  17. Additionally, the skin will always use the bort number texture inside your installation folder of DCS. This means you can't use another file unless you place it inside your installation folder. User-made skins that are placed inside your saved games folder cannot use a custom made font because of that.
  18. At what speed?
  19. As long as ED models HUD designation properly (where you can designate a target using the HUD not only when you are in CCRP mode), that should not be a problem.
  20. P-129. Autopilot. from the DCS manual: "Autopilot modes listed on the UFC are selected by pressing the Option Select Button next to the Option Select Window of the autopilot mode. When selected, a colon is displayed next to the autopilot name on the Option Select Window. Once selected, pressing the ON/OFF button on the UFC enables the mode. An A/P advisory is displayed on the left DDI when an autopilot mode is engaged." The mistake is marked. Activating the autopilot does not require pressing ON/OFF at any point unless you want to activate a mode called heading hold. Quoting NATOPS here: "2.9.2.1 Autopilot. The basic autopilot (heading hold) is engaged by selecting the A/P pushbutton (at which time pilot relief options appear on the UFC) then selecting the ON/OFF pushbutton. Engagement is indicated by the A/P advisory on the DDI. Selecting the ON/OFF pushbutton is not required if ATTH, HSEL, BALT, RALT, or CPL (MC OFP 13C AND UP) option on the UFC is desired. At this time the aircraft maintains the existing pitch attitude. If roll attitude is less than or equal to ±5° at engagement, the magnetic heading is maintained. If roll attitude at time of engagement is greater than ±5°, the roll attitude is maintained. The pitch attitude hold reference can be changed with pitch CSS to any value between ±45° pitch. The pitch attitude reference can also be changed with the trim switch on the control stick at a rate of 0.5°/second. The roll attitude hold reference (if roll is greater than ±5°) can be changed with roll CSS to any value between 5° and 70° of roll. The roll attitude reference can also be changed using the trim switch on the stick at a rate of 2°/ second. The magnetic heading reference (if roll is less than or equal to ±5°) can be changed, or initially set with roll CSS. The roll trim switch also can change the reference magnetic heading."
  21. It doesn't exist in the real plane. It shouldn't be a thing in DCS.
  22. Manual P-236 already has a picture of the S/A page with TACAN information displayed on the top left corner. Since we don't have it I wonder if it's just a mistake in the manual (if we do get that info it would make sense to also have the triangle symbol of the TACAN station). Additionally, this is from page 235 of the manual (describing the types of declutter options for the S/A page): DCLTR (declutter), pushbutton 7. Upon selection, five declutter options are made available via pushbuttons 6 to 10. . (Coming later in early access) o OFF. All symbols are displayed o REJ1. The following items are hidden: compass rose, lubber line, and SAM rings. o REJ2: The following items are hidden: REJ1 items and Waypoint/OAP/TGT data, TACAN data, waypoint head and tail, and TACAN head and tail. o MREJ1: Hide air defense symbols (SAM and AAA) and rings. o MREJ2: Hide surface unit symbols.
  23. Hi guys, I would like to create a rather small mod, and I'm not sure how complex it will be. I would like to add two sets of fuel tanks for the F16. Those tanks will have the exact same properties as the original ones except for the texture of the tank, and the name of the tank. The goal is to paint one set in blue and one set in red and have those tanks selectable via the mission editor/ arming menu. If possible, I would like to do the same for the CAP-9M (add a red variant). Assuming I can make all the textures myself but have no idea how to configure those items, where should I start? Is that even possible within DCS?
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