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bennyboy9800

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Everything posted by bennyboy9800

  1. Weapons_AS.lua This is the affected file for the Codename Flanker mod.
  2. Not sure if I have the most recent build, but I have noticed that this new OB update causes the supercarrier, and other ships, to be unable to spawn. This bug is resolved if the Codename Flanker mod, and the Jas 39 mod is uninstalled. Both mods cause this issue independently of one another. EDIT: The Codename Flanker mod has been fixed through changing the Weapon_AS.lua. This file was apparently the culprit.
  3. The mods that I have installed that cause this are the Jas39 Community Mod and the Codename Flanker Su30MK mod.
  4. With the recent open beta update, a series of aircraft mods have causes the supercarrier to be unable to spawn during the start of a mission. Currently troubleshooting, but would be interested to see if anyone else is able to reproduce this. I narrowed it down to a folder inside savegames/mods/aircraft.
  5. Made a few extra number-less skins: https://drive.google.com/file/d/1_H5K7SXI-fLck9V-OMnRkxCNpj2lG8yF/view?usp=sharing
  6. This has always been possible. The only factor is whether or not someone decides to develop it.
  7. I have been working on a Hostomel-like scenario on the Caucasus for a few months now. I had initially been forced to use KA-50s in place of the 52s but not anymore! They should fit in perfectly!
  8. That sounds accurate. Older SA-15s should also be able to shoot down HARMs and larger JDAMs, although I believe the GBU-38 may be too small.
  9. Don't mean to nitpick an otherwise great looking model, but the KA-52K's wings fold backwards, not upwards. It also seems to crouch down a bit lower on their landing gear.
  10. Yes! If you had told me that it was working as intended I would have believed you! I can't imagine this would have any negative effect on immersion.
  11. Understandable, thank you for the reply. I had noticed that the Swedish asset pack had a helicopter in it with retractable gear, was that the actual function or a nifty animation like the one you’ve described?
  12. Thanks for the clarification! I am wondering if you’d be able to trick the game into thinking that your AI KA-52 has the same functions as the in-game AI KA-50-2 or KA-50-3? I understand that this may not be possible due to locked files, but if it is possible it may resolve some of these issues in a similar manner as the CJS super hornet mod uses the ED hornet files or the IDF F-16I using ED F-16 data.
  13. Am I dreaming? Somebody pinch me!
  14. Any updates? @aston-m777
  15. This is not a bug, this is user error. You need to create a second loadout in the editor in order to add weapons to it. This is the way every single module in DCS functions. We will likely add default loadouts in a future update, but they would be different depending on which pylon set-up you select for the E/F.
  16. Trust me, I am fully aware of missile kinematics. The issue is not whether or not the missile can reach that far, it is that it is not tracking when it is launched from that far. If this feature is hard coded it would be quite a shame. This would be another example of ED permanently handicapping the modding community. We are routinely handicapped by arbitrary code-locks, meanwhile base-game systems such as cruise missiles are completely useless as a result of major game-breaking bugs that continue to be unresolved. I assume the phrase 'if it ain't broke don't try to fix it" has never once been spoken within ED. Here is another example: op_time value set at 200, the missile has more than enough energy to make course corrections and hit its target, but yet it remains completely blind, and misses by a mile. Tacview-20231115-124130-DCS.zip.acmi
  17. When I adjust the op_time and life values in aim120family.lua it still fails to track past 60 miles.
  18. So this 100 second battery life is a fixed value that won't be changed? In other words, it is a feature not a bug?
  19. Since 2.9, and the enhancements to the FA-18C and F-16C radar, both aircraft are now able to engage well past 50-60 miles. However, when the Aim-120B and Aim-120C are shot at non-maneuvering targets past 50 miles, they will consistently undershoot the target during the loft, as if they are no longer able to correct their course. I have mostly tested this in the FA-18C using TWS, but I have noticed it in RWS. I have also tested this with the F-15E and F-16C and the missile behavior remains the same. Attached is a track replay of this issue, as well as the tacview. Blind Amraam.trk Tacview-20231114-223326-DCS.zip.acmi Blind Amraam SE.trk
  20. Is this still being made? DCS 2.9 added ability for sams to engage rockets.
  21. Sorry to hear that you have been feeling unwell. Wish you the best during your recovery! Thanks again for continuing to manage these incredible additions!
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