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Everything posted by Minsky
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F/A-18C Kneeboard Suite - Updated 31 October 2024
Minsky replied to Minsky's topic in Utility/Program Mods for DCS World
I couldn't initially fit both items in there, so I went with the 6 nm as the more important one. Made some further rearrangements and managed to squeeze in both of them. -
Seeing that the ramp is coming with the next batch of the free assets, would it be possible for Razbam to create the working arresting wire object? Not only this object could replace the decorative wires at Mount Pleasant, but users could also use it elsewhere (at Nellis or Andersen, to name a few).
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Now it works!
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Still broken. You're likely seeing a cached version. Re-embedding won't help, you'll have to reupload.
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reported AI Hornet Strobes
Minsky replied to Roosterfeet's topic in Aircraft AI Bugs (Non-Combined Arms)
Can confirm this for the old (simple) F/A-18C. The longer they fly, the worse it becomes. Visible during takeoffs and landings. No issues with the F/A-18C Lot 20. FA18C(NOT-Lot20)_strobes_bug.miz -
F/A-18C Kneeboard Suite - Updated 31 October 2024
Minsky replied to Minsky's topic in Utility/Program Mods for DCS World
Tiny update for the 2.7.15.26783 Open Beta. Ordnance page: TALD and BRU-42 data updated. RWR page: South Atlantic naval assets added. Some of them are WIP and have limited data, and neither vessel has a HARM code. -
Они используют одни и те же текстуры.
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correct as is TACAN A/A Bug Air Refueling
Minsky replied to Seether1980's topic in Bugs and Problems
In DCS, the poor man's bearing pointer (ADF) could also help. -
F/A-18C Kneeboard Suite - Updated 31 October 2024
Minsky replied to Minsky's topic in Utility/Program Mods for DCS World
Nope, it's still there, in the Part 3 as always. I renamed all files in the latest update, so you might want to remove the old kneeboards and re-download the parts you need. -
I did a brief test, and they're performing on pair with the 7M. P.S. There's no "H". AIM-7MH and AIM-7M share the same "7M" code. The SP TEST function is not implemented.
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Yellow shirt Taxi Director won't give spin up signal
Minsky replied to Dirty Rotten Flieger's topic in DCS: Supercarrier
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Looks that adding supply trucks (resources) to an "invisible" aerodrome (personnel) creates FARP without need of the actual FARP object. Without those trucks, the ground menu is still there, but they won't answer your requests.
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IIRC you cannot actually request anything through this menu.
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Aerodrome Data and Frequencies - Updated 02 July 2025
Minsky replied to Minsky's topic in General Tutorials
Nevada had room for additional info, most other maps don't. -
Aerodrome Data and Frequencies - Updated 02 July 2025
Minsky replied to Minsky's topic in General Tutorials
Thanks! All kneeboards already have ILS frequencies. -
To my knowledge, they only use Pagan a few times a year (to drop tourists and for occasional medevac). No aircraft is stationed there, and aside from probably a barrel of kerosene there are no facilities. North West Field, at least until the recent past, acted as an "extension" to AAFB, with no permanent facilities whatsoever (read: FARP). Olf Orote is used for training only. So yeah, while it would be nice to have them as spawn-able locations, I can see why ED is not particularly eager of doing so. It's a limitation, because AI require taxi routes that are only available at "proper" airfields.
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I've been given this explanation. It's not from ED, but it could give you some insight into their logic. I don't think either of these airfields ever officially "existed" in real world (with published charts, ICAO codes, etc). The fact that some piece of ground is used for takeoff and landing doesn't make it a "proper" airfield. If anything, this gives ED a valid excuse not to bother.
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I can think of some less amusing animations that should be added before ED could move to amusing things. Everything that happens before the catapult and after trapping would be a good start I think they've mentioned that some "collision avoidance" logic is planned.
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Models in DCS have dozens of animations. For example, "canopy open" is animation X playing from keyframe 0.0 to 1.0. Animations are controlled with arguments that can be put into a livery. And when this livery is loaded, those arguments tell the game: "animate me opened canopy", "animate me extended speedbrake", "animate me ripped off wings", and so on and so forth. If you look inside the folders in my archive, you'll see files named "description.lua". Open any of them in a text editor, and at the very end you'll find these arguments. The way it works is that first you pick a "VFA-103 ... Preflight" livery (in the Mission Editor or when spawned in-game, it doesn't matter). The arguments in this livery will give you extended ladder, installed covers, etc. You then play your preflight or whatever, and when ready to start the engines, you request rearming and pick a "VFA-103 ... Ready" livery. The arguments in this livery will retract the ladder, remove covers etc. You can swap these liveries back and forth however you like.
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Hi, try these: https://drive.google.com/file/d/1ZmdPgNz-6dBBcRfaV6oP0C4JOYKawoez/view?usp=sharing Works fine with player aircraft (no chocks tho), uncontrolled AI (wings always folded), and static planes (no issues). Doesn't work with regular AI, as they cannot change their liveries and will fly with covers installed and canopy opened.
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Да, вы правы. Похоже что в прошлом году поменяли логику. Пойду обновлять конспекты.
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As stated above, there's no "official" way to do this. But you can try doing it a "silly" way by using a pair of custom liveries with certain arguments in them. The first livery (with covers, chocks and whatnot on) you select in the Mission Editor. The second livery you select via the comms menu when done playing preflight (to override arguments set by the first livery). Not all arguments work (the game resets some of them on spawn), and I haven't tested this thoughtfully, so there could (and probably will) be bugs. hornet_custom_args.zip