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fl0w

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Everything posted by fl0w

  1. The development cycle has been hazy. There is no concise path as to what modules are being actively worked on. The issue is not what is going to be developed. I am sure the reason as to this is that they now have 3 modules that they are trying to keep bug-free in the game as well as continuously improve on, likewise with the Harrier which would give the appearance of juggling with their development. I do not speak/work for RAZBAM, my views are my own.
  2. fl0w

    VF-154 Black Knights

    News Sorry for the delay guys! Just about done with the livery. Needs very minor adjustments but it is looking good. Hoping for a release this weekend. In other news, a joint venture is being continued on the VF-154 Black Knights livery with Stargazer. I am happy to say that I will be releasing this livery of mine alongside his. I plan on in the future also working on the Low Viz variant of this livery. More details will be coming soon. :)
  3. Having "nil" instead of the line you said determines whether or not it uses pre-coded systems from FC3/base game. (old=# dictates that by avionics type) The controls themselves will have to be done through the InputProfiles variable. ["E-2C"] or ["E-2D"] inside InputProfiles will do it depending on how the aircraft name has been decided with its name in the Scripts/Database/planes directory within its respective file. EDIT: Inside the E-2C.lua file within the Scripts/Database/planes directory, you see this line: plane( "E-2C", _("E-2D"), The hard fixed quotations for "E-2C" determine the actual plane name. However, the quoted "E-2D" within the parentheses prefixed with an underscore determines the displayed name. The displayed name appears for how the aircraft name is shown for MP aircraft names, and in the game itself. Try changing your InputProfiles to this. InputProfiles = { ["E-2C"] = current_mod_path .. '/Input/E-2D', },
  4. fl0w

    VF-154 Black Knights

    No, the signature is legitimate on the behalf of making flyable aircraft mods for the community. I am more or less dipping my feet into the livery/skinning making aspect of this and may continue if I find more interest in it. Thanks! I will take a look at it. :)
  5. fl0w

    VF-154 Black Knights

    Almost done. Added black tips with red trim on the wings and stabilizers. Updated the dark paint to be more black, and the rest of the fuselage to a lighter grey. If anyone has any reference photos of the inner rudder sides and top of the airframe, please post them to me!
  6. fl0w

    VF-154 Black Knights

    Adding more details.. Red trim on the bottom vortex generators is still being tweaked. Pilot design (thanks to Robert for the pics!)
  7. Bumping this thread. The issue has been found out a while ago, and the track file has been provided. Are ED planning on fixing this?
  8. fl0w

    VF-154 Black Knights

    Haha yeah! Do not be sorry, I never knew. I will keep working on it. :)
  9. fl0w

    VF-154 Black Knights

    WIP shots.
  10. VF-154 Black Knights.
  11. fl0w

    VF-154 Black Knights

    Download link: https://www.digitalcombatsimulator.com/en/files/3307039/ This livery is WIP, requested by Rob in the F-14 Livery Requests thread. Some issues are still being worked on.
  12. It's very difficult for a 3rd party to keep track when they have a bunch of bugs they are currently working on, and then a patch breaks their module, even more, making them have to take more time to fix this as well. I'd rather wait and have solid fixes on my modules than meet some deadline on a feature that somehow breaks my landing light switch, or makes my game crash with a loadout at Al Dafhra.
  13. There was a bug for chaff? Not sure what you mean. Awesome! Looking forward to seeing some more bugs squashed. Hopefully, the afterburner visibility bug is fixed along with the cockpit lighting issues. And not trying to get my hopes up high, but maybe a pilot body as well. :D
  14. The patches were either too quick for HB to get anything into their updates, or HB is currently busy working on an assortment of bugs to include in one big update like they did the last week or two.
  15. I'll try doing this. :)
  16. fl0w

    DCS world 3.0

    I wish DCS received an actual good internal restructure and organization of its files.
  17. I'm not sure what that is supposed to mean, because 2 modules that are missing multi-crew (even though they're stated to be developed later on) can't be comparable to 1 module that doesn't have this missing feature. 1. The product is EA. You bought this intentionally knowing that it wouldn't be finished upon launch. It's more complete than say other modules, but it is still EA at that. JESTER is still limited but constantly improved. 2. The F-14 Tomcat needs a RIO, regardless if it's an AI or a real person. If it is this hard for you to either find a real human RIO to operate with or use the AI with its current design, then you may need to evaluate what you're doing with the module and your intentions. What exactly is this supposed to mean? As in radar modes? JESTER response times? It's a vague thing to complain about and leaves it quite broad to question exactly what this is. There are ways you can get around this. HB has already acknowledged that they will be adding LANTIRN functionality to JESTER in the future. There is also a mod in the ED user files section for the F-14B allowing you to control the LANTIRN from the Pilot seat.
  18. The issue as shown in the thread title. I am not sure if this bug corresponds with the afterburner visibility.
  19. Huey and Magnificent Eight don't have multi-crew, to begin with.
  20. It's a limitation with how ED designed multi-crew. The code is dictated inside of the F-14B.lua file with this. crew_members = { [1] = { ejection_seat_name = "f-14b_gru7", drop_canopy_name = "f-14b_canopy", -- pilot_name = "MiG-21_pilot", pos = {4, 0.65, 0}, can_be_playable = true, canopy_arg = 38, ejection_order = 2, canopy_pos = {3.916,0.798,0}, ejection_added_speed = {-3,15,-3}, --pilot to the left role = "pilot", role_display_name = _("Pilot"), }, [2] = { ejection_seat_name = "f-14b_gru7", drop_canopy_name = "f-14b_canopy", -- pilot_name = "MiG-21_pilot", pos = {2.5, 0.65, 0}, can_be_playable = true, canopy_pos = {3.916,0.798,0}, ejection_added_speed = {-3,15,3}, -- RIO to the right ejection_order = 1, canopy_arg = 38, pilot_body_arg = 472, role = "instructor", role_display_name = _("Radar Intercept Officer"), }, }, The variable "role" absolutely dictates the feature of Pilot and Pilot2 slots for an individual aircraft. "role_display_name" seems to be a variable that is now deprecated or internally stored rather than displayed. Unless we are given the ability to choose a setting or a setting is made by HB themselves, this is something that is completely around the GUI system.
  21. IC for MP is fine for me, but my IC is kind of iffy. I sometimes have to join a server before DCS recognizes the IC is not secure for other mods I have installed.
  22. So now flight simulators are meant to have fun and not simulate? Odd. This is ironic, considering that HB have been the ones so far pushing the whole "have a real someone else in the back with you" experience. JESTER was only an option for those who like to fly by themselves. Wait for HB to implement this as a feature for JESTER himself, or get your own RIO. It isn't hard.
  23. Good to know that they added sound effects for failures... But I would be more excited for the carb controls to be more functioning, fixed pilot body, the messed up startup to be fixed, and etc. bugs mentioned in the subforum. So far hopeful for more addition!
  24. I smell Heatblur? :D
  25. Already reported. JESTER Camera: https://forums.eagle.ru/showthread.php?t=242571 Radio: https://forums.eagle.ru/showthread.php?t=242540
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