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Everything posted by beczl
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Ok guys I received some negative feedback about these mods. Mainly it's subject is to why I working on that even MiG-21 is not published. I know everybody eager for MiG-21 but the development is in place and all team member work hard on that. To avoid any misunderstanding I close this topic and don't want to post anything in relation with these mods anymore.... Should after MiG-21 is published.... (maybe)
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I have 72 unfinished model. But if you want "Combined Arms - WWII" should need some cloning at my side. :D
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Why Maus? The answer is really simple I have many unfinished models most from ~10years ago when I created many mods for MS CFS2. One of them the Maus. Also I'm not an expert modeller :smartass: so I choose Maus first due it has a very few object and has most flat surfaces. Yeah. It rush with 13-14km/h. So the M1 easily circle them.. :megalol: Yeah. I play WoT since their start. And often killed by Maus as well. :megalol: But at DCSW a CBU-97 can't kill them as I recognised. It need at least three hit by 125mm gun or ATGM or AGM-65 to kill it.
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Nobody can talk about these weapons are usefull or useless. I know in reality these tank never ever goes in this configuration to real combat mission. (Same as many existing unit in DCSW env as well) But other hand as I mentioned could serve as targets for WWII planes. I think it's quite more authentic than P-51D attack modern tanks.... But if I recognised players won't interest in I will close this thread and drop these public mods as well.
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Powerful Weapons of WWII Series As I recognised not so many WW.II. related object exist within DCSW and I decided to start a new mod series and want to fill this gap in paralell with other developments. First I selected some non-usual weapon that could serve as targets for both P-51D and CA mission makers as well. After that I should focus on some standard ground units as well. All models will be CA compatible of course and has custom armor declarations for a better simulations... The 1st mod within this series will the Panzerkampfwagen VIII Maus German World War II super-heavy tank.
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Yes as many (almost all) cases.
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At modelviewer side you see several detail that in the game belong model state. Also at MV side the faces that use 2-sided textures counted twice.
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I guess you can't. The missile data contain only the table data's itself. The formula is hardcoded as usually.
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Потому Бис был произведен в больших количествах в последней версии. Это используется в более чем 20 странах. - Также у нас есть пилоты в нашей команде, которая до сих пор летают на Бис. - И у нас есть полная документация об этом самолете.
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The current map is more than enough for tactical nukes. Mostly these tactical nukes between 5-30kT and it has a limited capability. An 5kT nuke create a 9,5m x60m hole and destroy persons at 1,2km diameter, damage airplanes at 1,03km, tanks at 0,55km. At distance in 2,5km has no effect for persons and other equipments. EMP diameter is 1,35km max. At 30kt the effects are multiply by 1,75. At 240kt the effects are multiply by 2,90. The safe distance and level for your aircraft to avoid 30kT effects is distance: 25km and altitude: 700m. This more than enough due nukes delivered by 45°/110°toss bombing always... So if we want to simulate any battlefield at 80-90's this is more than a valid option. Mostly planned to use against command post, airports, tank columns, etc... Also ALL Russian fighter (figter-bomber also) at this time capable to use tactical nukes.
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РСБН-5С является частью ПОЛЕТ-01
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Она будет доступна в http://www.dcs-mig21.com. К сожалению у меня нет точной даты, когда он выйдет.
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Алмаз-23Б РЛС (РП-22СМА Сапфир-21M)
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Да. N1 это двигателем компрессора низкого давления обороть, N2 это двигателем компрессора высокого давления обороть
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If somebody able to convert them to edm feel free to do it. Unfortunately I have no time to convert it to EDm due for MiG-21Bis I created brand new and different models...
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I never ever created these mods for DCSW. (The site admin updated this mode under my name) And the reason why textures not visible is very simple, these mods are not compatible with DCSW at all.
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It's a point helper name. Local X axis point forward, Y right, Z up. See attached docs. How to use and assign Point Helper for your 3D Model.zip
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Yes it's. You can set it up your throttle in this case 0.8 dev:performClickableAction(device_commands.Button_10, 0.8); -- throttle
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You can insert the following into any of your AC system lua side. birth = LockOn_Options.init_conditions.birth_place function post_initialize() local dev = GetSelf() if birth == "GROUND_HOT" or birth == "AIR_HOT" then DC_BUS_V_needle:set(28) DC_BUS_battery:set(1) dev:performClickableAction(device_commands.Button_1, 1.0); -- battery heat dev:performClickableAction(device_commands.Button_2, 1.0); -- battery dev:performClickableAction(device_commands.Button_3, 1.0); -- dc gen else DC_BUS_V_needle:set(0) DC_BUS_battery:set(0) dev:performClickableAction(device_commands.Button_1, 0.0); -- battery heat dev:performClickableAction(device_commands.Button_2, 0.0); -- battery dev:performClickableAction(device_commands.Button_3, 0.0); -- dc gen end end
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1.) You have to eligable some conditions to get a licence agreement but the conditions are not for public. 2.) All of my previous mod is created by my own mind without any help from ED. If I recognised some functions are not available for me I'll try to find an another way. 3.) If you can create and align your mod 100% for the current DCS environment it's not equal to can be use a week later due some changes can be occur DCS side and you don't have these infos so that effect your mod functions. As you can see the situation is changed since FC2. In FC2 we have a relatively simple and fix environment so we have much more time to develop a new mod for a community. But now it's changed a bit things happens faster, we have an autoupdater etc.... This happens all of my previous vehicle mod. DCS:World changed so all of these can't work well in DCS_World due it doesn't contain the new features that ED implemented meanwhile. 4.) I created many mods if CFS2, FS2002-2004 in a long time ago. It had a same situation. You can buy an official support and SDK for example ABACUS that buy a full SDK and support from Microsoft so you can create a better mod than other modders who don't want to buy these things.
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Well you know I'm under NDA so I can't tell a lot of things to you. First of all the options to call external arguments through lua my point of view is a bit outdated due it's avilable since FC1 so this should be initiate the changes. Also generally ED can change anything without saying a word that not effected the normal game play. Due you're not a licenced 3rd party devs they don't need to tell to you anything why did they change these things. Generally most cases these changes can be performed by several reason, (security, system integrity, bugfixes) and as we mentioned several times we have a different workaround for AFM and cockpit things so these changes not effect our development because we have a different way to declare these functions. So why did you want a support from ED side without you buy a 3rd party license? They don't want to provide support for free. Has an english phrase for this "No lunch for free". I try help anybody as much as I can but most function didn't work outside the licenced 3rd party environment that's the reason why some questions never answered on the forum.
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All dispatch_action() that belong the gears, flaps, control surfaces no longer work. We'll have a new method but unfortunately I can't share it due I'm under NDA. I just want to inform you about that situation so you don't waste time to try to find a solution. Should Alex give you an official info about that.
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SFM keycommands, rules and methods are removed since months so no longer available. It's not belong to force only EFM but if you want to use a custom cockpit you have to declare your own gear, flaps and control surfaces usage due it's not belong anymore the "old FC2" way. So generally if you press for example 'G' the keycommands call the internal logic through iCommandxxxx. So all restriction is belong the internal pre-defined gear logic (retraction speeds, forces, up/down time) This separation is really required because without that you can't use your own declarations for gears, flaps, etc... Also you have to cross-connect to your AFM and cockpit dll functions as well.
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Yes. it must.
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Guns = {gun_mount("GSh_23_2", { count = 250, muzzle_pos_connector = "GUN_POINT1", muzzle_pos = {2.588, -0.53, 0.0}, elevation_initial = 2.000, supply_position = {1.42, 0.50, -0.33}, effect_arg_number = 350, max_burst_length = 25, drop_cartridge = cartridge_30mm, } ) }, {gun_mount("GSh_23_2", { count = 250, muzzle_pos_connector = "GUN_POINT2", muzzle_pos = {2.588, -0.53, 0.0}, elevation_initial = 2.000, supply_position = {1.42, 0.50, -0.33}, effect_arg_number = 350, max_burst_length = 25, drop_cartridge = cartridge_30mm, } ) }, {gun_mount("GSh_23_2", { count = 250, muzzle_pos_connector = "GUN_POINT3", muzzle_pos = {2.588, -0.53, 0.0}, elevation_initial = 2.000, supply_position = {1.42, 0.50, -0.33}, effect_arg_number = 350, max_burst_length = 25, drop_cartridge = cartridge_30mm, } ) }, {gun_mount("GSh_23_2", { count = 250, muzzle_pos_connector = "GUN_POINT4", muzzle_pos = {2.588, -0.53, 0.0}, elevation_initial = 2.000, supply_position = {1.42, 0.50, -0.33}, effect_arg_number = 350, max_burst_length = 25, drop_cartridge = cartridge_30mm, } ) },