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FullGas

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  1. Hello WWII fans, here is some thing for you Enjoy
  2. FullGas

    Runway lights

    Hello WWII fans, here is some thing for you Enjoy
  3. Hello Friends, a little thing for nice WWII night missions Fans.. Mod_download_Zone (https://drive.google.com/file/d/1R19Kycojyvkz7LqwzZEWHfhuv0WRmGt9/view?usp=sharing) Readme instructions are in Mod folder. Standard installation in SavedGames/DCS/Mods/tech. Made with Blender and the Tobi EDM pluggin for Blender (thank's to him) Enjoy
  4. Hi flanker, sorry, but I can't, because I don't have enough time to devote to modding, so I try to focus on the few topics I choose.
  5. look at : Enjoy !
  6. FullGas

    Runway lights

    look at :
  7. Yes, all the tests done works in multiplayer. Relatives : > For a modern form : >
  8. Hello Friends, a little thing for nice WWII night missions Fans.. Mod_download_Zone (https://drive.google.com/file/d/1o7N04QFVU4UCYUEKWYNkyY-QIvf5jfv7/view?usp=sharing) Made with Blender and the Tobi EDM pluggin for Blender (thank's to him) Enjoy
  9. Hello Friends, little thing for nice night missions.. Made with Blender and the Tobi EDM pluggin for Blender (thank's to him) Enjoy FG_AeroLamp_ON_OFF.zip
  10. Hello, Static "PLAY ARGUMENT" ME action doesn't Word for many years !! Can you do something for it please ? thank's
  11. Hello friends, look at :
  12. Hello, when in the mission editor we set a triggered action "go to WP x" for a land unit, the movement mode cannot be chosen (on road, all terrain ...). Would it be possible to add the possibility of choosing the mode of movement applicable to the triggered action? Thank you in advance
  13. Hello, when we use the ground units (infantry, vehicles), we very often have groups blocked in the scenery (buildings, trees). Perhaps it is due to the management of collisions? This strongly harms the missions, which cannot be completed as a result. Would it be possible to have a parameter (checkbox) in DCS which allows to inactivate the management of collisions on the ground between the ground units, and the scenery? It will be much less disturbing to have units crossing objects, than to abort missions on blockages that one cannot predict or avoid. Thank you in advance
  14. Hello, Some updates have seriously impacted the functioning of infantry on the ground: > when disembarking from a helicopter, they are too close to each other and remain blocked by pivoting on themselves; > if they start to move, the collision management algorithm no longer works, and they push the chopper, until the beam breaks; > when infantry is placed in a populated area (buildings / trees), while they have been given a road (wp on road) to follow, they are blocked against the buildings and trees. It looks like the anti-collision algorithm has been severely degraded. Can you please do something to get back to good operation. It is all the more delicate, as these problems have been brought to the stable recently! Thank you in advance.
  15. Hi, 1> I don't know if this is important, but the mods folders should be placed in the "tech" folder (lowercase) and not "Tech". :) 2> Usually, each mod is stored in is own folder with its name "ex: Container", and all folders and files must be in it. We therefore have a storage of the form: ...DCS.openbeta/Mods/tech/Container/Data /Database /Liveries /Shapes /Textures /.. other files... :)
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