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fargo007

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Everything posted by fargo007

  1. 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.
  2. Thanks Hawkeye! I'm gonna check it out.
  3. 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.
  4. 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.
  5. 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'
  6. Yes, I'm aware of that. According to the announcement it arrives in the next update. The dynamic slots are active since the last update.
  7. This dynamic route tool along with dynamic slots introduced last update are truly superb quality of life features for DCS. ED, you guys are nailing the user experience stuff. Please do keep up the good work.
  8. Halfway through it and I will add to the recommendation.
  9. Did you look at it? It's only 44 lines long brother.
  10. There's nothing in that template. It's empty.
  11. There's already a mod of the compound. But yes, we need Abbotabad. Not everything up to it, but just the city itself. null
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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?
  17. Whatever long range missiles Iran and it's Hizb'allah proxies have, that's the launcher and systems I want most. These are great for deep strike missions for anything from F-15SE's to Hornets, A-10's or (of course) attack helicopters. It's important that they work with both CA and script control as most advanced users will be deploying them in a more dynamic way rather than hardcoding fire orders via the ME. Since we're using so many of your most excellent mods, CH - We are happy to offer to help test the full spectrum of anything we're likely to use. CA, Script (MOOSE/ARTY), & multiplayer.
  18. No brother, that's not what I'm referring to at all. I'll explain a little better. The way we use this (and mortars) is that a lift helicopter transports those assets to a drop zone where they are in range of the target. In this case, the gun is deployed via CTLD (or slingloaded there). Some distance away, an observation helicopter (SA342, OH-58D) spots a target, calls that pilot on the ground near the gun and provides coordinates. That pilot (who has combined arms) goes to ground idle, hits the F10 map, clicks our M77 unit and sees this: null They then pick "ADD TARGET" and move the mark to the coords I provided: null They send those rounds and the helicopter spots the impacts, adjust as needed or call the fire mission complete. What I want to be able to do is modify the mod so that the guided shells are either: 1 - The only ordnance this gun can fire, at any distance. 2 - Available at a much shorter range (configurable in the lua) than 30km. I hope that explains it better. /Fargo
  19. I'm sorry, I mean in a more dynamic way, like controlling them with CA, or via scripts.
  20. Really great job on these new additions man. I do have a question - With the M777, is there a way to tune or modify the range at which the unit decides to fire a guided round instead of the regular HE? Or if I wanted this unit to ONLY fire the guided rounds, but at any legitimate distance for it for instance.
  21. The 430 it appears, should support MGRS. This would be awesome if that end of it could be made to work in the sim. Thank you!
  22. Renewing the Sa342 Gazelle call here. Both US and EU platoons are now OPEN. We are getting it done with all variants of the Gazelle big time, so come check us out.
  23. Guys, check SLmod. It has it's own ping-kicking logic.
  24. Nvm, I figured it out. It has to be a single unit group, then it will fire.
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