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Esac_mirmidon

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Everything posted by Esac_mirmidon

  1. Because overperforming or underperforming? What im seeing is outstanding performing against anything, rockets, ARM, planes. Acceleration, top speed, etc
  2. As ive said. For me both Stunner and Tamir missiles are intercepting rockets. The test mission linked prove it.
  3. I´ve just downloaded you linked mod Used the two luas edited by Zahnatom the latest Tamir.lua and the Stunner.lua in the first page. Then setted like this. At least one Missile launcher of the two types, one radar ( rotating one or sectored ) and a CP Then using stock Smerchs, Grads or Uragans. All working ok For me both David´s Sling and Iron Dome are intercepting rockets Iron Dome Davi´s Sling test.miz
  4. This last vesion of the mod with the edited Tamir (latest one) and Stunner luas are working great. Tested right now They dont include specific artillery units to be targeted but is working against stock Smerchs Uragans or Grads
  5. This is the fog option activated in the mission that still looks like that, is work in progress ( for a long time ). Just quit the fog from the mission editor.
  6. Those last coordinates are the Hatay Runway, so this is not a bug obviuosly
  7. Thats wise Rudel, i like the idea
  8. Then is just picking only one skin not used and dedicate that only for static purposes. Thanks anyway.
  9. Doing this i have a problem. When i enter a Hornet as player every argument is ON, not only static planes, so all is visible even with the plane started
  10. Worth a try but seems related to something else, not this kind of mods
  11. This passed unnonticed
  12. Same here, worth take a look by moderators
  13. Is not simple, is another way of facing the issue with at least granting part of the income to RB and keep them working. But for that, some confidence, some trust in each other should exist. It seems nothing remains about that. Its to late. I hope im wrong but time will tell.
  14. Thanks for your kind reply and evaluation of my value sharing my thoughts. I will respect yours instead. Is as valuable as mine
  15. I´ve didnt say i dont know. I´ve said im not the one to answer the question. I´ve my own thoughts about, maybe wrong, maybe right
  16. Ask ED why didnt pay HB for a year or RB for 8 months BEFORE the IP issue arose. Im not the one to answer. Maybe the sales structure where Early Access modules pay the work done before has something to do
  17. As a result of not beeing paid also. What if: ED: We have an IP issue with Razbam. They own Razbam before the issue the Amount X. They value the IP issue the amount Y. They pay Razbam X-Y= Z. They keep the amont Y inmobilized until the issue is resolved. Until resolution further sales of RB modules are payed by quarter fees as usual. RB can keep updating and developing the modules. That is a civil manner of facing issues. What we have: ED have an IP issue with Razbam. They dont pay anything to RB, not the money earned by sales BEFORE the IP issue, not the money earned by sales AFTER the issue. Everything is halted by years on courts. RB halted development. We as customers watching this state of decay
  18. I was trying all morning to adjust the smoke duration, no luck. This is one of the key features for me so im sorry to disappoint people hoping for a better outcome.
  19. Great Morph !!! Thats so kind. Thanks mate
  20. Awesome !!! So you will pack a new one after testing? That could be great and very helpful
  21. So what files should be included now? Thanks a lot for checking the lights issue.
  22. Well, so far so good i was able to edit the mod an make it work with some issues: 1.- I wasnt able to reproduce all the effects from the original mod because shaders errors at loading. 2.- Because of that the Catapult Steam effect SHOULD not be exactly the same as before. Tested and working well but maybe is not the same. 3.- I wasnt able to make the explosions smoke last longer, even editing the World.lua where the times should be expanded. I cant find where to edit that parameter to make the smoke last longer as before. But the effects, color, lod distance are working as expected. 4.- No crashes on my end on any explosion of any ordinance ( cluster bombs, CBU, Mk series ) 5.- Water Explosions working with the different tone. 6.- is VERY POSSIBLE that i´ve made some mistakes on some files so DONT EXPECT TO BE AS THE ORIGINAL MOD with everything. 7.- OVGME ready. Just delete _EDITED from the zip file name, if OVGME doesnt recognize it. If anyone with a wider knowledge can be able to search and try to fix the smoke time, the rest is working as far as i know. DISCLAIMER: This mod was created by Taz1004. All credits go for him. If someone thinks i should not edit his mod i will remove the link. They are just stock files from DCS edited but i dont want any credit about the mod. This is Taz1004 work. Taz1004_Better_Smoke_v22_EDITED.zip
  23. Thanks a lot Morph. is more noticeable on modern dates because at night every light is on.
  24. I was looking into the mod files searching for changes, and trying to adapt to the new files that have changed with the updates. There are several changes so far, but its beyond my knowledge to edit all files to the new DCS standard. Some are easy to adapt, but the ones with .fx subfix are a little complicated and everytime i try to edit them im running into shaders errors loading DCS. Now my brain is exhausted, but i will try later.
  25. @Morpheus I´ve posted this a month before: "At night when you set a modern date, like 2020 for example, the majority of city lights are purple-violet. Because at 1944 most of lights are off you can pass this issue without notice but is very weird seeing all lights violet pink. Worth take a look" Dont know if you can make something about. This is using the mod. Without, lights at night are ok
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