

patpatpowercat
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Everything posted by patpatpowercat
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The trigger action SCENERY REMOVE OBJECTS does not seem to effect trees at all. When selected in the mission editor for trees only, it does nothing. Objects or All removes objects. Additionally, there are trees inside an area that would not have them, near Palmahim AB. See attached screen.
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Military Assets for DCS by Currenthill
patpatpowercat replied to currenthill's topic in Static/AI Mods for DCS World
@currenthill Firstly, let me say your mods are fantastic. My request is this: can we have a common folder name for the versions of your mod? My wing would love to implement several of your mods, but unfortunately the way we do so in a networked way, changing the /tech folder name each times is very difficult, as it requires us to explain that a (sometimes tech-challenged) member how to go in and delete a folder, rather than that folder being auto-updated with a new version of the same mod. Second, have you considered adding LODs to your mods? This helps quite a bit with people who don't have the greatest of machines. Anyway, your mods are fantastic, and amazing additions to the DCS community! Thank you so much for what you are doing, keep it up! -
Military Assets for DCS by Currenthill
patpatpowercat replied to currenthill's topic in Static/AI Mods for DCS World
The Buyan corvettes would be awesome, if you ever get to them. You do amazing work!! -
Military Assets for DCS by Currenthill
patpatpowercat replied to currenthill's topic in Static/AI Mods for DCS World
With the RWR and HARM codes being modded into the base DCS directory, anyone know how this works for multiplayer? Is it client side required? Server side? Both? Thanks! -
I also have full screen NVGs in VR. Using HP Reverb G2.
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Anyone know how to customize the livery of fuel tanks? I have a Hornet with a custom livery loaded, and I can add the FPU-8 tanks. However, the livery has custom liveries for the fuel tanks, and I don't know how to add those.
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Military Assets for DCS by Currenthill
patpatpowercat replied to currenthill's topic in Static/AI Mods for DCS World
You are absolutely amazing! -
Military Assets for DCS by Currenthill
patpatpowercat replied to currenthill's topic in Static/AI Mods for DCS World
Awesome! Thanks so much! Is this ECM issue potentially extending to any other assets? I know the Pantsir seems to intermittently have the same issue. Let me know if I can help at all -
Military Assets for DCS by Currenthill
patpatpowercat replied to currenthill's topic in Static/AI Mods for DCS World
This just did the same thing several times I played it. testy_tor.miz -
Military Assets for DCS by Currenthill
patpatpowercat replied to currenthill's topic in Static/AI Mods for DCS World
So forcing ECM off does seem to do the trick. However the issue remains, your assets never seem to reattack. I can literally have an F-18 fly circles around a Tor M2 at 15k. Once the first missile is fired, the Tor never does anything again. Here are tracks of your Tor M2 vs the vanilla Tor. The vanilla Tor yes has it's first missile destroyed as the AI activates the ECM. However, it then re-gains a track and fires more missiles. It seems your assets take a *long* time to re-aquire or re-attack. See the Pantsir S2 track. It does finally re-attack, after the Hornet has done an entire circle at 10k. Tor M2.trk Tor.trk Pantsir S2.trk -
Military Assets for DCS by Currenthill
patpatpowercat replied to currenthill's topic in Static/AI Mods for DCS World
And the MIM-104. The default Patriot also had it's first missile immediately self destruct, but then after a moment it *did* re-engage with a further 3 missiles. In subsequent tests, the vanilla Patriot had no issues, and fired till it's battery was empty. -
Military Assets for DCS by Currenthill
patpatpowercat replied to currenthill's topic in Static/AI Mods for DCS World
I am also getting the same behavior from the all of the Tor-M2 vehicles as well. -
Military Assets for DCS by Currenthill
patpatpowercat replied to currenthill's topic in Static/AI Mods for DCS World
Awesome. You're pumping these out faster than we can try them out! I am having some issue with the Pantsir S2. It turns on it's radar when a target enters it's SR range. When a target enters engagement range, it then turns, tracks, and fires one missile. However, the missile almost immediately self distructs (as if the track is lost). No other missiles are fired. After a bit, the unit stops tracking, although the radar continues to spin. The missiles/TR never turn again towards the target, even as it flies directly overhead. However, the optical tracker continues to track the target throughout. I have tried units at various altitudes and directions. Any ideas on this @currenthill -
ADMIRAL189'S CORNER - INCOMING SHIP MODELS
patpatpowercat replied to Admiral189's topic in Static/AI Mods for DCS World
Yes!!! The Blue Ridge and the Mount Whitney??? Awesome, thanks! -
High Digit SAMs - A community asset pack for DCS World
patpatpowercat replied to Auranis's topic in DCS Modding
@LetMePickThatI know there have been issues trying to figure out how to get the RWR symbols to change based upon what SAM it actually is (ie SA-20 always shows up as 10, even when customized), using @Nightstorm 's RWR mod. However @currenthill seems to have figured out a way to do so, as their Pantsir, SMA, and other assets can be customized. Perhaps when you have time you could collaborate and they might be able to shed some light? -
DCS RWR Symbology mod
patpatpowercat replied to Nightstorm's topic in Utility/Program Mods for DCS World
Does anyone have a list of what aircraft this works for? It appears to be only ED aircraft, and not 3rd party a/c. For example, it doesn't seem to work with the Harrier and Tomcat. -
Preset Freqs change between ME + SIM
patpatpowercat replied to Freefall231's topic in Problems and Bugs
I have a similar issue. All of my radios have to tune 0.001 above what the frequency actually is. So if a tanker on a mission is 271.100, I have to put in 271.101. If I put 271.100, the DCS F10 menu will automatically change my radio 1 to M and tune it 271.101. So it does seem that all your ME set freqs are 0.001 higher than shown on UFC in the mission. And my radios have to tune 0.001 up to use. Perhaps related? -
Depends on where/etc. MWS gear is crazy unreliable, to the point that some crews turn it off. Also, dunno the abilities of MWS going off from a launch 140nm away... Current fighters don't have 70/80s RWR gear either. And the fact of the matter is, since this all goes into the ELINT realm, it's classified enough that we won't really know for another 60 years.
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
patpatpowercat replied to Admiral189's topic in Static/AI Mods for DCS World
@Admiral189I know it's probably low priority, but you did say a while ago you had a model for the USS Mount Whitney. Anything happening with that? Not being needy, all your mods are incredible! -
It seems that recently something has broken/changed with user placed beacons. When tuning to an ADF that is on the map already, you get continuous transmission and bearing from the ADF needle with accompanying Morse of the emitter. However, when using a beacon placed via scripting (for example with CTLD or CSAR scripts) the beacon only transmits for 2 seconds, then stops. The ADF needle starts to move, but before it can steady on a bearing, the ADF transmitter stops, and the needle returns to default. This occurs regardless of map and has been tested on Persian Gulf, Caucasus, and NTTR. It has been tested in the Huey, Gazelle, as well as the UH-60L mod. It seems to be broken the same way whether in a client slot or a player slot. Here is some simple code to test this out as not working. local Sound = "l10n/DEFAULT/beacon.ogg" local Frequency = 0.820 * 1000000 -- 820kHz AM local unit = Unit.getByName("Ground-1-1") local Vec3 = unit:getPoint() trigger.action.radioTransmission(Sound, Vec3, 0, false, Frequency, 1000) Attached is a track with the Huey on the Caucasus. At Batumi, the ADF at 430Mhz is working fine. However, a beacon placed on a downed pilot just a few miles away (in LOS) only transmits for 2 seconds every 30 seconds. Also attached is a beacon.ogg for testing purposes if needed, and the .miz file. ADF Beacon.trk beacon.ogg testCSAR.miz
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Launch crew light wands not attached to hands
patpatpowercat replied to Sharkku's topic in Bugs and Problems
Same, also have this issue. -
During winter months, you can't set the temperature of the weather any higher than 15 C. If you input any temp higher than that it just reverts to 15. This might be reasonable for the Caucasus, but doesn't jive with real life weather for the region. No track, just set the date in the mission editor to winter months, and try and set temp above 15.
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ADMIRAL189'S CORNER - INCOMING SHIP MODELS
patpatpowercat replied to Admiral189's topic in Static/AI Mods for DCS World
Do any of the ships added have HARM codes we can use at all? Particularly the Admiral Kasatonov? @Admiral189