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Reckoner

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Posts posted by Reckoner

  1. Hey, how did you created this mod? I tried to do the same with f-16 but the sound files seems encrypted.

    I created this mod when the files were not yet encrypted, so I just edited the gain in the .sdef files. Now you'll have to manually create the .sdef files. More info here: https://forums.eagle.ru/showthread.php?t=98014

    Regardless, the F-16 mod is currently pending approval and will be up in a couple of days.

  2. The B-2 and all the others looks amazing. Thanks for the mod and hope to see more in future.

     

     

     

    uBJL6Ma.png

     

     

     

    I see the B-2 spirit RCS value is 5. Not sure what the units are (presume square meters), but that's way off (even for grossly inaccurate unclassified numbers).

     

     

    This. The F-117A in game has an RCS of 0.01, so I'd say that an RCS between 0.3-0.05 might be adequate.

     

    Same for the IR signature: Normal one is now set to 3 (same as a C-17 in game, and 1 is equal to a Su-27) so surely it can be lowered (I set it to 0.3). Also, the IR with Afterburner is currently set to 8, this one should be zero as B-2 has no AB.

     

     

     

     

    Regardless, anyone can change these values by himself. If OP wants to update them as well it's up to him.

  3. Hi all I am reasonably new to DCS and have a quick question regarding the campaign and DCS. With this campaign I get a mission success on the first mission and then for a number of reason (user error) failed the second mission.

     

    Each time I fail the second mission I have to start the whole campaign again, ie fly the first mission again.

     

    Is that how it is meant to function or should i only have to refly the failed mission again?

     

     

    Cheers

     

    Mike

     

     

    I had the same issue. It appears that every time a mission is failed you have go back to the previews mission rather than playing again the mission failed. This happens if you quit after failing rather than go for "Fly again". Might be a DCS bug tho.

  4. F-5E - Night Vision Goggles add-on mod



     

    yLevx7d.jpg

     

     

    This mod adds NVG to the F-5E with functioning gain control. READ installation instructions!

     

    - PASS Integrity check

    - JSGME compatible (Recommended)

     

     

    DOWNLOAD HERE

     

     

    This mod will require to add the key binding necessary to control the NVG so some easy steps needs to be followed. This manual installation is required to avoid losing your current key bindings and to rebind everything. Additionally, this will avoid you to repeat this process every update (If using JSGME).

     

    The default keybinds are empty. Category is SENSORS.

     

    Keyboard:

    1. Extract the mod

    2. Go to \Eagle Dynamics\DCS World\Mods\aircraft\F-5E\Input\F-5E\keyboard

    3. Copy the file default.lua in the corresponding Mod's folder \F-5E NVG - V1.0\Mods\aircraft\F-5E\Input\F-5E\keyboard

    4. Open the newly copied file with notepad or any text editor and add the following lines anywhere in the file:

     

    
    
    --NightVision 
    {     down    = iCommandViewNightVisionGogglesOn   , name = _('Toggle goggles')   , category = _('Sensors')},
    {     pressed = iCommandPlane_Helmet_Brightess_Up  , name = _('Gain goggles up')  , category = _('Sensors')},
    {     pressed = iCommandPlane_Helmet_Brightess_Down, name = _('Gain goggles down'), category = _('Sensors')},
    
    
    

    5. Install the mod as usual (JSGME Recommended)

     

     

    Joystick:

    - Repeat the same steps, but pick the "default.lua" file in the "joystick" folder

  5. Simple mod that will make all cockpit switches sound louder. Same goes for the gun sound and other things.

     

    - PASS Integrity check

    - JSGME compatible

     

    I created this mod with the switches sound slider in the sound setting at 100%, so feel free to adjust the sound level to your liking using that setting.

    If you have any suggestion on sound level, or find bugs free to drop a comment.

     

     

     

     

    DOWNLOAD HERE

  6. F-5E - AA/AG Weapon Expansion - V1.0



     

     

     



    s1.jpg

     

     

    This mod comprehends a variety of fully functional weapons: Russian GP/Cluster bombs and rocket pods along with R-73, Magic R.550AA, AIM-9M/L/X IR missiles.

     

    - DOES NOT PASS integrity check!

    - JSGME compatible

     

    DOWNLOAD HERE

     

    I created this simple mod in the hope of seeing it used by content creators in SP missions and Campaign (and of course MP/COOP if IC is not required) where the F-5E is operated by a RedFor Faction that converted the F-5E to use Russian/captured equipment due to difficulties in obtaining western equipment (i.e. IRIAF).

     

    I accept request in adding new weapons, but keep in mind that some might not work at all (R-3 family, R-60, Anti-radiation missiles, AGM-65 family and more), or partially work and/or with visual bugs (Russian multi bomb racks correctly drops all bombs, but visually (and only visually) one bomb is permanently visible on the rack).

     

     

     

     

    bXv4cJA.jpg

    AZjPmYi.jpg

     

     

     

     

     

     

    Full list of added weapons:

     

    AA:

     

    -- R-73

    -- Magic R.550

    -- AIM-9M

    -- AIM-9L

    -- AIM-9X

     

    Bombs:

     

    -- FAB-1500 M54 (Centerline Pylon only)

    -- FAB-500 M62

    -- BetAB-500

    -- FAB-250

    -- RBK-250 PTAB-2.5M

    -- RBK-500 PTAB-1M

    -- RBK-500-255 PTAB-10-5

     

    Rockets

     

    -- B-8M1 - 20 S-8KOM HEAT

    -- B-8M1 - 20 S-8OFP2 HEF

    -- B-13L - 5 S-13 OF APAM/FRAG

    -- S-24B HEF

    -- S-25 OFM HEF

    -- LAU-10 - 4 ZUNI MK 71 HEF

  7. Still seems fine for me.

     

    Do you have any unofficial mods, and have you tried a cleanup and repair.

     

    Might be worth doing just to ensure noting is amiss.

     

     

    I do have mods, but I always remove all mods while bug testing. I ran a repair after your first reply. Now I even deleted and reinstalled the FA-18 module, but issue is still here for me.

     

    So not sure what to do next other than trying a different version. (Currently running on 2.5.5.41962)

     

     

     

    I can also confirm, that when SA page is SOI on the AMPCD

     

     

    Not sure about you, but I get this issue redardless of where the SA page is.

  8. Hello, I noticed an error with the SA page STEP function. In short if the SA page is selected as SOI, with TDC visible, the STEP function will not function as intended with two issues in particular:

     

     

    1. Select SA page as SOI

    A. Using STEP function will not cycle between contacts

    B. Slewing the TDC on a contact, then pressing STEP, will not cage the contact

    Effect: In both cases the TDC will slew to the last contact selected when the SA page was not selected as SOI, as in this case the STEP function works as intended.

     

     

    Short track attached.

    FA-18C - SA Page STEP bug.trk

  9. FYI the BIT caution indicates there is something flashing on the bit page, this can be removed by pressing STOP on the BIT page.

     

    Thanks for the input, but at this point it's easier to leave it.

     

    I have also heard it mentioned that the ADV- should be removed when there is no advisory along with the blanking bar.

     

    Which makes perfect sense, but seems like ED is happy in it's current state sadly. Thankfully they leave us the option to fix it ourselves.

     

     

    Also for anyone who's interested in the Mod I just uploaded it in the User Files and it'll be available in a couple of days. Available here now https://www.digitalcombatsimulator.com/en/files/3307951/

  10. Lovely thanks! Are you going to post the mod ready to instal on the user files section? If not I'll work on it a bit and publish it myself

     

    Edit: thanks of the instruction too.. I made some further refining in position and removed the annoying "ADV-" and "BIT" text.. might remove the Autopilot warnings too. I'll fly a bit and see if those keeps annoying me.

    647222820_DigitalCombatSimulatorBlackSharkScreenshot2020_01_29-16_34_17_29.thumb.png.62d8f45aa472cdcfa2ed31d02fe4b463.png

  11. Not sure I am experiencing what you are.

     

    For me:

    1. HMD ON

    2. Focus on 1 target

    3. Uncage -> lock

    4. Focus on another target

    5. Cage, then uncage -> Lock

     

    Missiles all track as expected.

    Let me know if I am missing what you are doing.

     

     

    That's weird I'm still able to reproduce. Made a short video hopefully is clearer.

     

     

     

    0:00 to 0:20 - No target is in radar lock; IR seeker is free to lock any desired target as intended. High pitch lock tone is audible. No bug.

     

    0:21 to 0:55 - Switch to TWS (set Auto but Man makes no difference) and L&S target is already selected. Now two things happen:

    i) It's not possible to get the high pitch tone on the L&S

    ii) It's not possible to slew the IR seeker on target that is not the L&S

    0:56 to 1:15 - Switch to STT lock. It is now possible to hear the high pitch tone and to slew the seeker freely on a target different than the one in STT lock and to get a tone on it.

     

    1:16 to end - Lost any radar lock, same as 0:00-0:20

    FA-18C - TWS HMS IR lock BIS.trk

  12. Nine the biggest ones I know that can cause it.. and I'm MP on these so......

     

    3. TWS - at times it seems to be when you bug a track etc some times it just goes to MED as discribed in this thread. etc.

     

     

     

    To replicate this bug in TWS:

     

     

    1. Soft lock a target in TWS

    2. Switch to Auto

    3. Lose radar lock (turn cold on the locked target or overshot)

     

     

    Radar is now stuck in MED

    Stuck in MED after lost lock in TWS.trk

  13. Hello, I've noticed some weird behaviors when using AIM-9 in TWS/LTWS soft lock. I don’t have documentation to verify if these behaviors are correct as they are now, but they all seems odd and counterproductive and I thought that might be incorrect.

     

     

    When: Radar is in TWS or RWS w/ LTWS enabled and a target is Soft locked

     

    Issues:

     

    A. Unable to lock AIM-9 (high-pitch noise) on target -- Seeker is slewed on the target but lock is not achieved.

    1. Soft lock target in either mode

    2. Press Cage/uncage button -> No tone

    Note: Quickly repeated press of the Cage/uncage button will allow you to briefly hear the high pitch lock noise with the seeker slewing in lock mode (<0.1s).

     

    B. Unable to use HMD to slew and lock a different target than the one in soft lock

    1. HMD on

    2. Focus HMD search cone on different target

    3. Press Cage/uncage button -> No effect

    Effect: Firing in this state will result in the missile to track the soft locked target, but track might be lost in a BFM fight.

     

     

    Differences from STT Lock: Repeating the same steps will result in a lock (high-pitch tone) in both cases.

     

     

    ---

     

    Additionally, in all cases above (STT lock, TWS/LTWS Soft lock) breaking/losing radar lock results in seeker slewing back to center caged position, even when the seeker was uncaged and locked with high-pitch noise (and the IR seeker is still within its slew limit).

    F-18C No lock tone bug - LTWS and TWS - Case A.trk

    F-18C No lock tone bug - LTWS and TWS - Case B.trk

  14. Hi!

     

     

    anyone else having a problem with the radar getting stuck in medium instead of interleaved? normaly just switching weapons fixed this but somehow now i can only get it on interleaved again by going back to RWS and then TWS again

     

     

    Hi! I found the same problem, but haven't looked in how to reproduce it consistently, yet.

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