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Grajo

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Everything posted by Grajo

  1. Yea, but it has been such a long time that do not heard anything from it so... Just dreaming awake here :]. Could be the "free" map of this year? :D
  2. Su-25+Mi-8+Mi-24 = Afganistan
  3. Indeed, Is there any module that has this option for the bombs? Being waiting for a feature like that for the Mi-8 for a while also. Delayed action fuses are really necessary in many modules for DCS.
  4. Muchas Gracias Gizzy, for your quick feedback. Hope that this works in Multiplayer at some point :music_whistling:.
  5. Thanks, Gizzy for taking the time to prepare an example mission and share it with us :thumbup:. I have applied the method to Mi-8 loading multiple units in different waypoints and does work great, as you say, they keep going with their next waypoints and duties after being deployed anywhere, what is key. Also, they do not need to have a specific Helo assigned to pick them up what is good too. Best thing is that Players/Client Mi-8 does not need any waypoints !!! Just adding and embark advanced waypoint command in the spawn point and adding all the units you will like to pick up during the mission to it's list makes the trick. Really simple and working method. Here a couple of question Gizzy; Has this method been consistent for you during the last year until now? Would this work in a Multiplayer Coop? Thank you very much for your help, really appreciate it!
  6. Ok. After several tests here my 2 cents. Is clear that the system to load troops has changed again. The mission that was working a couple of weeks ago, does not work anymore. Troops needed to have advanced waypoint embark, but there was no need to setup anything in the Client/player Mi-8, not even to set where the troops needed to embark in. Gave them the command to embark or disembark and they were doing just fine, even they were going to specific waypoints after being deployed and performing other tasks if needed. This was ideal as there were 2 different tasks, both Rescue, and there were no waypoints sets for the mission Client/Player Helo. This way there was a good free will about what to do first. Now, that this setup does not work, seems that I can not avoid setting waypoints for the Player to embark/disembark specific troops. Here is the problem I found so far, after several tests: Using waypoint system and adding the Unit to be picked up and doing it so with Unit itself, does only work when Helo is in SP waypoint (First waypoint before taking off). If we try to embark, for example, in the player's waypoint 1, Unit/troops will approach the Mi-8 but won't embark. I understand the latest patch has correct some issue about differences between the number of troops loaded and deployed in some cases. But is a pity that the system has changed again because before it was working like a charm. :( I have been editing the same mission during months and working around the way I was embarking and disembarking my troops already 3 times because the updates have broken the way it was working before.
  7. Hi, Anybody having this issue? since the latest update: Embark seems not to work anymore. Troops get close to Mi-8 but they do not embark :helpsmilie:. (tried opening cargo and side door :noexpression:, just in case...) Anybody experienced this also? Thanks
  8. :thumbup: for Su-25: EMIRATI REBELLION. Great small Campaign Kaba !!! Nice difficulty and challenge scalation during campaign progression. Thanks!
  9. Hi, Thanks for the post sadjad-vosoul. I did not notice that there was any improvement in the model viewer tool until I have read this post. I was working in some liveries for Mi-8 some time ago and I found it fairly useful, but this new version is just much better, specially because a part from many other new features and GUI improvements, now you can reload the textures from your liveries with the click of a button which speeds up the process of visualization a lot, specially when tweaking spec maps. Nice one Devs!:thumbup:
  10. When I created my mission there was no need to setup any ground troop unit to call it embark or disembark, landing close to it and using F7 menu was working, although options where very limited, as there was no way (at least for me) to make troops to go to a certain waypoint after deployment. Maverick87Shaka, your method does exactly what F7 menu was doing before with out Advanced Waypoint Actions. Was easy to add that to my units and works fine for simple pickup drops. SUNTSAG, Thanks for the videos, first-one is a little bit too advance for me (I will dig deeper in your tutos in my future missions :)), but the second-one has been really helpful. It shows exactly what I wanted to do time ago and I could not. Is great that troops head to a certain waypoint after being deployed! And works like a charm. Thank you both very much ! :thumbup:
  11. Very nice! Thank you Devrim :thumbup:.
  12. NAKE350 :thumbup:. Absolutely Great! Thanks for your effort. Looking forward to any update.
  13. My Pleasure! I re-post here because of the update and also because many people might not be interested in Mods, as they just want to fly and enjoy without worrying about IC, what I perfectly understand. Maybe, they might be interested in having a IMO better looking Gunsight for one of their favorite DCS birds. I saw that other mods for the Spitfire are posted in this section so I decide to put it here also. Just doing some "dirty publicity"... :D
  14. Hope you guys like it :] Download Link: https://www.digitalcombatsimulator.com/en/files/3301720/
  15. Same impression here. Mi-8 is extremely fragile compared to Huey. I started my helo fun around 2 years ago when I bought Mi-8 and Huey modules altogether. I like to set up my missions, so I can train the things I like to do at the moment and I set them to be able to fly as Client both Mi-8 or Huey. While strafing against ground enemy targets that return heavy or light machine-gun fire, the Huey is like, at least, 10 times harder than the Mi-8, and can take a great amount of punishment before anything vital stops working. In the other hand, Mi-8 gets any of its engines in fire or any other serious system damage and dead pilot/crew most of the time some bullets impact the helo. Russian pilots during Afghanistan war liked the Mi-8 because it was very sturdy and could take them back to home base even if the hello got a great amount of punishment, this seems to be true. Will be great that ED takes a serious look to Mi-8 damage model :). I love to take this great helo to some action, but is a miracle to come back to base with it, in the other hand with the Huey seems like "easy" to face the same challenges and return safe to homebase. Looking forward to the Hind, and hope when this one gets released, Mi-8 gets a good "revision" on it, like damage model and PBR materials.
  16. I worked for a long time in a mission to train myself with the use of Mi-8 and Huey radios, tracking beacons of 2 different location SOS troops (tricky area landings). Took me ages to set tigers and stuff and I have been playing this for training for a while, having great fun. The idea was simple, pick troops from point A to B point (base). All this was possible thanks to the F7 option pointed by BaD CrC. It was simple and worked very well. This option does not work anymore for me, the mission won't work as I can not tell ground troops to embark - disembark. :helpsmilie: Does anybody have this problem after latest updates? *Having this issue in Caucasus map using Mi-8 and Huey. version 2.5.4 Thank you
  17. Mod Updated in Main post to version 04. Integrity Check Passed. https://forums.eagle.ru/showthread.php?t=218608
  18. Yea, Thanks!:thumbup:
  19. I have tried to improve the vanilla reticle using some references. Never said that this was a realistic or authentic mod, just looks better, at least that is my opinion. You have a point about the vertical lines, if other people want to get rid of them I might consider removing the intersection. I tried your Spitfire reticle mod a long time ago, and I did not like it. That is the reason I tried to do my own.:)
  20. Great that you made it some how :thumbup:
  21. Hi, Use the zip I uploaded for you and put it INSTEAD of the original. Use uploaded one no original one. There is no way that this can not work, as the game is going to read the textures from that zip file. This is the way is looking right now for me using exactly the same file. (just downloaded it and replaced to be sure that it was working) Sorry, but I can do nothing else to help by now matte. Is it working this way for anybody else? It should. Some feedback will be appreciated, just in case :]. Thanks
  22. Hi mr_mojo97, Sorry that you finished forced to do a repair, you probably did something else over there to finish having no cockpit textures at all. Until now, there is no other way to make this work than modifying original zip, well-done works with no problem. This last update has "block" many other mods also. As I said before, I hope ED comes back to the other possibilities, those working one week ago. Here is my zip file with the Glass Tint tweak and all the rest of the Spitfire's Cockpit textures, which work for me. I just activate the mod to get the reticle working after, and all works fine. Replace in folder : \Mods\aircraft\SpitfireLFMkIX\Cockpit\Textures (from your game installation) (do a backup of the original file first) https://drive.google.com/open?id=1DJWQngJPulbgDeNkfn4WEUgJybyN3nh2 Remember that all your mods must be in Saved Games/DCS World/Mods/tech. Just in case :]. Good luck if you wish to give it a try. Should be really straightforward.
  23. Hi, The idea is as "simple" as this: Create a new zip file with SAME CONTENT of the original Cockpit_Spitfire_LFMkIX_Textures.zip, but inside it, REPLACE the texture SpitfireIX_CPT_GLASS_DIFF_FILTR.dds from the one in the mod. After Use this tweaked Zip file INSTEAD of the original (name it the same as original zip). Put the original inside a folder called Backup for example. The idea is to load the tweaked zip file instead of the original. This will make Armored Glass Tint Tewak work. If you want to have the Gunsight working just activate the mod as you were doing before with JSGME or OvGME Both tweaks, reticle and glass will work with no problem. Hope is clear :] *Thanks for the help petsild, in any case, the file I uploaded is still perfectly valid, even if thetexture for the glass is there it will not cause any issue, as the sim will just load the one inside the zip.
  24. If you want to get the lighter tint working do this: -Make backup of this file Cockpit_Spitfire_LFMkIX_Textures.zip that is inside your DCS directory: Mods\aircraft\SpitfireLFMkIX\Cockpit\Textures -Extract all it's content in a folder. -copy the file SpitfireIX_CPT_GLASS_DIFF_FILTR.dds from my mod located in: Spitfire HD Gunsight and Light Tint Armoured Glass v03\Mods\aircraft\SpitfireLFMkIX\Cockpit\Textures\Cockpit_Spitfire_LFMkIX_Textures\ -Paste/Overwrite it in the new folder you have created with the extracted textures from Cockpit_Spitfire_LFMkIX_Textures.zip -Create a new zip with this extracted textures with the name Cockpit_Spitfire_LFMkIX_Textures.zip that will replace the original. Looks complicated but it is quite simple, just annoying... This way mod for the tint armored glass will work. Indeed this is what I have done by now. I think also that the vanilla one makes ground targets in Normandy really difficult to be spotted. Hope that you can make it work.
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