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Mith86Arg

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Posts posted by Mith86Arg

  1. 3 hours ago, bandit648 said:

     

    I think it's too dark. The real runways aren't black asphalt like that unless they've been freshly resurfaced. Belsan was resurfaced in 2012 based on the satellite imagery and it was only black for a short period of time. Here's how they look now.

     

     

    belsan_02.JPG

    sokhumi.JPG

     

     

     

    well ... the ones in this pack were made in 2021

     

    just-use-your-imagination.jpg

  2. 1 hour ago, Flappie said:

    What amazes me is that two NVIDIA equiped users reported this as well: 1, 2.

    Maybe if we can find why they have the issue and we don't, it would help us find what's happening for AMD users as well.

    @Mith86Arg@G.J.S Can you please attach your dxdiag log (howto) as well as your dcs.log file? ( C:\Users\username\Saved Games\DCS...\Logs\dcs.log - may appear as "dcs" )

     

     

    Never saw those little artifacts again honestly, but i'll remember your request and report back any news

    • Thanks 1
  3. Dev team erased my mission files from User Files section, lost idk... 6k+ downloads on the older missions uploads AFAIC

     

    2.2.7 is up and free at:

     

    The Round Table – Ver. 2.2.7 – Joe's Warehouse (wordpress.com)

     

     

    ★ CHANGELOG VER 2.2.7
    - Fixed Damage Script
    - Added ATIS (disabled by default,check kneeboard for radio freq)
    - Added Shooting Range(disabled by default)
    - Tankers and Awacs now used normal spawn and not AIRBOSS functions to avoid double radio contact bug
    - Moved tankers further away from danger zones
    - Added a Ticonderoga group patrolling the Tankers route area

    • Like 5
  4. ★ CHANGELOG VER 2.2.5 / 1.0.7 (Syria)

    - Moose update
    - Changed the spawn logic for A2G BAI - HARD - Task, now the target is just a normal BAI asset group + a random SEAD + AAA defense (destroying the main target will trigger a mission success, disbanding the SAM and AAA groups from the area)
    - BAI and SEAD tasks now spawns with additional sub-groups of AAA units, those groups are going to disband when the main task target is destroyed
    - Removed A LOT of unused units / group templates
    - Added a menu to call A2A or A2G escorts (max 10 alive escorts at the same time) this escorts will follow, report, and attack targets following your radio menu commands
    - Removed some "log spamming" functions (bad scripting on my side, created a loop)
    - More cleaning of the core script

     

    The Round Table - ♻ Dynamic Sandbox (Gulf)

    The Round Table - ♻ Dynamic Sandbox (Caucasus)

     The Round Table - ♻ Dynamic Sandbox (Syria)

    The Round Table - ♻ Dynamic Sandbox (NTTR)

  5. IDK if this answered before (sry if yes)

     

    First, not making any changes on flights or anything, just adding a client slot (SP) to the flight i wanna join, no problems so far on full fidelity planes, but today wanted to do a 'relaxing' escort mission, the escort planes are F15C, everything nice and cool 'till i select slot when the mission goes live (the camera got stuck and start flying up then client death). 

     

    Please guide me on troubleshooting this? 

     

     

    In addition, i'm having a few BARCAP flights, off the maps limits

     

    dL3qyPi.png

  6. 2 hours ago, Nightstorm said:

    Ok folks.  I'm pretty happy with everything at the moment.  Several changes from the last version some small, some large.

     

    First changes that affect both versions:

     

    Reflections.  I've adjusted the cockpit canopy and screen textures to permit more realistic reflections.  The screens are done to simulate anti-reflective coating but they will still reflect some under the right angles.  The canopy has scratches in different areas that can sometimes be seen with looking into the sun.  Not enough to interfere with anything and not as many as some other older aircraft have.  After all, these Raptors are pretty well maintained.  The canopy also has reflections that are visible at some angles when the sun is shining on the inside of it.   Just a little texture in the transparency for added immersion.

     

    Under the \Cockpit folder there are two new folders called _No Reflections and _Reflections and in each is a zip file of the Scripts folder.  In case you don't want the reflections or you want to test out each.

     

    *EDIT* I adjusted the weapons bay page on all three MFD's so that the engine RPM indicators at the top change color the same as the engine display page does when you enter/exit afterburner.  I also renamed "THRUST" to "RPM" like the engine page.  I've seen a picture where it shows they were red and I think it says THRUST between them but I don't know if that was mock up or accurate.  For now, I decided to go for consistent.

     

    Now for the changes to the single player version:

     

    The main F-22A file is a modified version of the original.  That means it is of course not encrypted.  The values that are set in it are based on all available public information.

    Key changes affect the amount of thrust which is now as accurate as can be determined and the thrust values across the entire flight model.  These changes allow the Raptor to supercruise at speeds of up to approximately Mach 1.8 at altitude.  You will easily reach Mach 1.5 at ~25k feet w/o afterburners.  Max speed is still around Mach 2.5 with afterburners.

     

    I've included two new files that are called from the entry.lua:

    A2A_Missiles.lua - Contains new missiles added to DCS that can be used by the F22 or F15C.  AIM-9X3, AIM-120A, AIM-120C-7, AIM-120D.  Thank you to @hubson for the suggestion on how to fix missile tracking.  They work great now in every mode.  The AI doesn't seem aware of the missile until it's "active" timer counts down so as far as I know that still works correctly.  With the 120C-7 you can truly get BVR shots now at 20+ NM depending on altitude.  With the 120D I was able to lock and kill a target in TWS at 102NM.  Fired from ~35k feet or so and at about Mach 1.7.

    FuelCell.lua - Contains a zero drag/zero weight INVISIBLE 680 gallon fuel tank that can be equipped on the F22's center station.  This amount of fuel makes up for the missing fuel compared to the actual F22 which is ~18100 lbs.  The extra fuel does NOT show up as internal but will show up as EXTERNAL.  This is most likely a limit of the F15C avionics as the F15C is limited to 13400lbs.  When this fuel cell is equipped you will have the correct fuel amount and weight but it will show as if the external tanks are partially full.  Nothing I can do about that.  Oh, and don't jettison it unless you want the fuel to go away 😉  Also, if you have the fuel cell equipped with two external tanks, the fuel page tanks won't read correctly but you will have all of the fuel.  And of course you can't have a smoke generator at the same time as they share that station.

     

    I've included two updated UnityPayloads F-22A.lua files one located in the mod folder and one for the \MissionEditor\UnitPayloads folder.  I've also included one for the F-15C since by using that file you'll be able to use the new missiles on the Eagle even without database access in DCS 2.7.

     

    The F22 can now carry the following stores:

     

    AIM-9M

    AIM-9X

    AIM-9X3 (Improved range over 9x)

    AIM-120C-5 (Default 120C that we can't modify any longer)

    AIM-120C-7 (Improved range over 120C-5)

    AIM-120D (Best guess on the 120D's capabilities based on it being a 100nm hypersonic missile)

    Fuel Tanks

    Fuel Cell (680g fuel as described above)

    Smoke Generators (All colors)

     

    The F22 also now has six different ammo types for the M61 Vulcan.  They are the same types as are available on the F-16C Viper.  Note that if it doesn't have "tracer" in the name you won't see any.  None the less, you will most certainly see the affects.

     

    Lastly for my testing I made the liveries for the 433rd WPS out of Nellis.  They are also linked below.

     

    All current downloads:

     

    Mod:

     

    https://www.dropbox.com/s/47d2gu21874torf/F-22A Multi Player.7z?dl=0

     

     

    https://www.dropbox.com/s/o0iahwuoozbqk5t/F-22A Single Player.7z?dl=0

     

     

    27th TY

    https://www.dropbox.com/s/4frcmzw7b1aw07b/FF 27th.7z?dl=0

     

    43rd FF

    https://www.dropbox.com/s/g82eq39alxrfipc/TY 43rd.7z?dl=0

     

    90th AK

    https://www.dropbox.com/s/56lxvpvrtlsyogy/AK 90th.7z?dl=0

     

    94th FF

    https://www.dropbox.com/s/emikbeicv83y4cj/FF 94th.7z?dl=0

     

    95th TY

    https://www.dropbox.com/s/uya06r4758zcmb5/TY 95th.7z?dl=0

     

    525th AK

    https://www.dropbox.com/s/l7cu3rhtvf1o03t/AK 525th.7z?dl=0

     

    433rd WA

    https://www.dropbox.com/s/g496ocsad1qxnvp/WA 433rd.7z?dl=0

     

     

    Meme Reaction GIF

     

    Thanks! 

    • Like 1
  7. ★ CHANGELOG VER 2.2.4 / 1.0.6 (Syria)

     

    - Moose update
    - Moved all planes to the same starting location on all scenarios
    - Regrouped all planes
    - Fixed an issue for A2A BAI tasks not removing the menu after mission success
    - Updated Jtac units to a neutral coalition to avoid minor problems
    - Added new clouds
    - Changed day to april 27th (supermoon, if you want to see it change mission time)
    - Fixed some units removed after the update (name change maybe?)

     

    The Round Table - ♻ Dynamic Sandbox (Gulf)

    The Round Table - ♻ Dynamic Sandbox (Caucasus)

     The Round Table - ♻ Dynamic Sandbox (Syria)

    The Round Table - ♻ Dynamic Sandbox (NTTR)

    • Like 1
  8. 10 minutes ago, Thunder Chicken22 said:

     

    I use a modified version of the F-22.lua file in the main folder from the original V1 of Grinnelli's mod.  Has correct weights, thrust, wing area etc. and can properly supercruise.  It also has a line labeled "detection_range max." Its set by default to 250km, which I believe corresponds to a large target.  You can change this and it makes a huge difference.  The original APG-77 is purported to be able to detect 0 dBsm targets (1sq meter) at 125-150nm.  The 77v1 on the Block 30/35 jets further yet so I crank it up to 900.  I've detected Flankers hot at me at top of scale; 160nm.  When you're supercruising at 50Kft and M1.5 you need that extra time to run your intercept. 

     

    BTW- the AMRAAMs are beyond frustrating now.  They're so easily trashed.  I really hope they address this.  I've literally had them within 1000' on a perfect intercept suddenly pull 30g in the opposite direction and zoom off the opposite direction of the target.  Literally snatching the kill from the jaws. 

    Hey @Thunder Chicken22 Can you share this .lua please? for the fun?

  9. Not so fast cowboy, the texture is a work of @lee1hy 

     

    https://www.digitalcombatsimulator.com/en/files/3313566/

     

    He's licencing tell it's free distribution, but at least uncomment something on the luas to say thanks for his work.

    In worst cases, ask for permission first for a public release (he's a cool dude, sure he don't have any problem at all)

     

    On topic, YES they look cool, try 'em ingame, it's awesome hehe, a work well done indeed, it' doesn't need a roughtmet file btw.

     

     

    WHpPVIx.jpg

  10. 3 minutes ago, Nightstorm said:

    Shoot thank you.  Just replace "22" with "15" in the LUA.  I'll fix it.  I'd renamed them but forgot to change it back as I didn't want to include a copy of the tanks with each livery.

     

     U don't have to... try packing those files inside the .ZIP on the folder i've mentioned before. "should" work, if not, play with those true / false values on the luas (i remember doing this on A4 skins liveries for myselfs and it did work well.

  11. ★ CHANGELOG VER 2.2.0 / 1.0.2 (Syria)

    - Moose update

    - Reworked the entire task system, no more subscribing and 100 menús, now each task spawn a map marker and create a single menu with target coords info. nothing more

    The map marker will be deleted when all task targets are destroyed, the menú is also going to be deleted and created again if a new task pop ups.

    - Added a new option to manually create Helicopter task

    - Added a timer for A2G dead sound fx's

    - Reworked my "it's over 9000" script -- still explosions are quite OP

    - Added FARP Tacan beacons to NTTR, Caucasus and Gulf maps

    - Updated Kneeboards to reflect the new TACAN information

    - More QOL script cleaning

  12. Love your mission and all the progress you're doing with it, but I can't figure out how to turn off the smoke for the jtac?

     

    I've tried to set JTAC_smokeOn = false in the jtac-bla-bla.lua and even inserted JTACAutoLase('JTAC1', 1688, false,"all") in the editor..

     

    I am pretty noob at this editor and lua so any help would be appreciated!

     

    Hey there! JTAC on this mission are spawned dynamically after a task target group spawns, i haven't made an option for end users to turn OFF the smoke atm, and the coding line for how they work is not on the .lua file u've edited, it's in the "core" .lua itself.

     

    Maybe u are the same user who asked for this on user files, i read all msgs, and i don't ignore suggestions like yours, be patient, i'll come up with something in the end. :smilewink:

  13. ★ CHANGELOG VER 2.1.7

     

    - Reworked all mission menus

    - Added a new option to spawn Enemy CAPs

    - Reworked the spawns of allied CAPs

    - Removed AIRBOSS (it wont come back)

    - Restored some missing mission editor options on NTTR map

    - Reflected AIRBOSS changes on Knee Board pages

    - Now if CSAR is enabled, you can set a timer for spawn rescue missions, basically i'm just spawning a plane with 0 fuel, so, instant ejection, no more watching the allied planes fight waiting to an enemy score a death to generate a rescue mission :)

     

  14. Yes, it tried it with persian gulf yesterday and it worked fine, starting and landing with different A/C spawns -> everything ok. I think caucasus was, where I had the problem of both spawns landing and starting at the beginning of the mission.

    One problem is: I can't get the respond from the carrier to allow the landing (BRC ... signal is charlie). I can chose "see you at ten" but then nothing happens, if I fly over the carrier, I don't send a message "overhead angels ... state ...) and in the consequence no BRC signal is charlie message. Should I wait? Does anybody get these messgages in supercarrier.

    By the way, I activated your airboss module in the ME.

     

    Thanks for report, since i don't do THAT much Carrier ops maybe i miss this kind of stuff. lemme run a few test in both maps and see what happens :thumbup:

     

    How do the jtacs work? I dropped a gbu on a target (no option to tell jtac to laze so i assumed he was) got s drop tone and did bombs.. did nothing.

    Jf17.

    Also.. it was rlllly laggy for me. And id say ok conplex mission but i run waaaay bigger dice stuff no.issue.

    The instructions were vague on this - do i edit the missionscripting.lua? Soes it matter if i leave the dashes frm dce? Woudl this affect the frames?

    Last thing. Hueys. I flew around waiting for a friendly to be downed. No csar seemed to sppear. Is that not.. a option now for helos? Do helos only get strikes right now?

    If anyone can recomend other campaigns dynamic stuff especially for f14 uh1 or jf17 pleaase. Dce isnt work with ng fornme right now and im devastated stuck in the house like this

     

    Hola! Podés hablar en español si te cuesta mucho el inglés...

     

    Hice una guía, bastante gráfica en pdf que enseña a usar la misión, no hay ninguna edición al archivo "missionscripting.lua" envuelta en el proceso de uso.

     

    La misión esta lejos de ser "compleja" los templates son estáticos el mas grande de todos tiene 80 unidades QUE NO REACCIONAN porque de hacerlo te tumbarian la maquina en single player, y las unidades aéreas que aparecen (de estar activadas) lo hacen de dos en dos...

     

    Solo corren 3 "temporizadores" que revisan todas las funciones de los scripts, que por cierto si eliges poner "enable_A2G_tasking = false" en el editor de misiones, no funcionan.

     

    Si abriste la misión sin entrar a modificar parámetros en el editor de misiones -que seguramente es lo que pasó- efectivamente veías aviones enemigos pero no se generaban tareas CSAR porque todo el módulo para esas tareas viene desactivado por defecto.

     

    Los modulos mas pesados son:

    • AIRBOSS
    • El Super Carrier (que si no te le acercas no quita frames)
    • Missile Trainer
    • Random Air Traffic (aunque este ultimo se puede compensar bajando la cantidad de aviones generados - configuración que puse a dispocisión del usuario final no muchos updates atrás)

     

    Otras misiones persistentes / dynamicas:

    Mission Designer Surrexen:

    Operation Snowfox

    Operation Clear Field

    Operation Black Spire

    Operation Jupiter

    Operation Secret Squirrel

     

    Mission Designer deadlyfishes:

    Through The Inferno (Georgian Coast Region) - Dynamic and Endless Task-Based Mission

    Through The Inferno (Las Vegas) - Dynamic and Endless Task-Based Mission

    Through The Inferno (Persian Gulf) - Dynamic and Endless Task-Based Mission

     

    :thumbup::thumbup::thumbup::thumbup:

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