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Everything posted by fargo007
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No sir, it's intended to be only air to air. They have been clear about that.
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TROOPS IN CONTACT! (V10 released, now on github)
fargo007 replied to fargo007's topic in User Created Missions General
I do have a newer version of this to publish that addresses that. The spawned units will all have an "expiration time." After that time passes they'll self-delete. There will be an update this year for sure. -
Baghdad is hands down the best modeled city in DCS. Really amazing level of detail and unique buildings.
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Which of these files has ths USSR subs in it? Kursk, Red October? I can't seemt to find the right file to download. Thanks.
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Really solid improvements. Especially from a rotary wing perspective. You brought this map from applause to a standing ovation.
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Great thread - please keep it up!
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BSD now has both CH-47F "GRIZZLY" platoons listed as open.
- 19 replies
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- blacksharkden
- bsd
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(and 3 more)
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Any mods of buildings that shoot?
fargo007 replied to fargo007's topic in Static/AI Mods for DCS World
Yeah I'm familiar with that one. It was a GREAT project but (no fault of 8ball) placing stuff on it didn't work out. Hawkeye this building you put together totally works, but looks a bit funny with the American sniper on it. It definitely fires at the enemy when they go by. -
Any mods of buildings that shoot?
fargo007 replied to fargo007's topic in Static/AI Mods for DCS World
Thanks Hawkeye! I'm gonna check it out. -
Any mods of buildings that shoot?
fargo007 replied to fargo007's topic in Static/AI Mods for DCS World
Dirty, partially wrecked, and as we say here "rochambeau." More like this: Something that would work equally well with AFG, PG, Syria and Iraq. Would be kinda hard to sell that troops are taking fire from the Cathedral if you know what I mean. -
Hi guys, Looking to see if there are any mods out there of buildings that shoot or engage on their own, sort of like the "Armed Barracks" but with a look and feel that wouldn't be so conspicuously out of place on Syria, AFG or (upcoming) Iraq. You see so many IRL situations where enemy fire is coming from a very beat up building or compound, and ordnance is being requested on the building itself. I'd like to be able to recreate this experience. Thanks for any pointers fellas.
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[Official] SimShaker for Aviators
fargo007 replied to f4l0's topic in PC Hardware and Related Software
The mod profile tool seems to have an error in it: 2024-08-11 16:01:13.235 ALERT EDCORE (Main): Can't execute Lua file E:\Saved Games\DCS\Scripts\Export.lua - [string "E:\Saved Games\DCS\Scripts/SimShaker.lua"]:546: 'end' expected (to close 'if' at line 161) near 'elseif' -
Razor 03 by Alan Mack - good read about MH-47 in the 160th
fargo007 replied to Hawk 09's topic in DCS: CH-47F
Halfway through it and I will add to the recommendation.- 4 replies
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- mh-47
- 160th soar
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Did you look at it? It's only 44 lines long brother.
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There's nothing in that template. It's empty.
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There's already a mod of the compound. But yes, we need Abbotabad. Not everything up to it, but just the city itself. null
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Authorization failed after latest patch
fargo007 replied to RyanFlint's topic in Flaming Cliffs Bugs & Problems
Had this issue. Looked at dcs.log where it said auth data was expired. Checked my pc's date and time which were wrong. Synced that up - fixed it. -
Military Assets for DCS by Currenthill
fargo007 replied to currenthill's topic in Static/AI Mods for DCS World
Yeah, a squadron might just do that if they were packaged in a more consumable way. @currenthill - if you define "redistribution" here as a squadron using your mods as part of squadron-specific mod packs, please say so and we will stop using them. -
Military Assets for DCS by Currenthill
fargo007 replied to currenthill's topic in Static/AI Mods for DCS World
How do you think mods are handled in a squadron such that everyone has the exact same mods, and the exact same versions - by instructing each member to go find & download them individually? Keep in mind that these aren't the only mods that are going to get used. 46 Gb is hardly a compromise if only a few things from each pack are needed. Tying them up in giant packages and deliberately making it impossible to separate them is just a bad choice for good mods. -
Military Assets for DCS by Currenthill
fargo007 replied to currenthill's topic in Static/AI Mods for DCS World
I think that's the wrong direction. Dude, they are great mods but nobody wants to curate and distribute 75Gb of stuff among a squadron if only a few items from each are going to get used. -
Military Assets for DCS by Currenthill
fargo007 replied to currenthill's topic in Static/AI Mods for DCS World
Does anyone have a guide or recipe for extracting or separating out 1 or 2 specific mods out of a large pack (e.g. Russia) like these?