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Posts posted by RWC
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Just to point out what it looks like on my end. I have tested it with DLSS on and off, but not uploaded these because there was no difference. Aircraft used : F/A 18C - F-16C - F-15E - F15C.
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On 7/17/2025 at 1:25 PM, Raven (Elysian Angel) said:
The rear end seemingly being on fire is not necessarily unrealistic, though:
Hi Raven, as i watched the vid , it STILL looks like a nice rounded cone, if u ask me. Not the whimpering flagged fireball i see on the DCS jet exhausts. Have a closer look when you fly at night or dawn when you see an AI aircraft taking off before you...... ridiculous it looks.
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RE-POSTING REQUEST :
ACTIVE / INACTIVE CAT OPTION for the SC
Posted September 16, 2022 (edited)Hi developers,
Is there any way to have a option to select which CAT's can be active and inactive on the SC ?
So far when planes are parked on the CAT area (which we usually see on any of the present photo's), planes STILL try to take of from them and crash into the parked planes.
Usually the active/used planes are parked on the deck and CAT's, and have one or two CAT's active/in use for landing and takeoff.
See it as what runway is active/inactive on a airport depending on the wind direction.
The supercarrier needs this option to activate / deactivate CAT's in use !
Thanks for reading this.
Kind regards,
RWC.
Edited September 16, 2022 by RWC -
Hi LG - team,
I am flying mission 3 of the DCS: F/A-18C Inherent Resolve Campaign, where one takes off at low altitude, following the 2 Tornado's. I have just passed WP 3, and we are flying low over the lake...
So i'm flying at low altitude, at 500 ft 370 mph, and sudden static/dynamic ships start popping up less then 0.2 mile ahead and aside of me, growing rapidly to its original size. Growing way too fast in to size than should be possible at these speeds !
Is this normal ?
Kind regards,
RWC
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Hi friends,
Thanks to Rudell i found the older version i needed, and its working, without all the other mods.
Thanks Rudell !!!!
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On 3/2/2024 at 6:47 PM, Morpheus said:
Hi friends, i am looking for this mod too, and the mod above is not it. There is a pack where there are ONLY the helo's are inside and not all the other mods (some outdated) are in as well.
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1 hour ago, grim_reaper68 said:
Hi just tested in DCS, latest version of the mod, no issue with the pack. All objects available. May as you told, a conflict with some other mods.
I don't have HDS on my side.
Cheers Grim for the info. I am still using most of the packed mods separately already, which i find easier to control if any issues occur. If there is any update or issue from either of the packed mods, i can overwrite them in the stand-alone folder. There is no telling if Damien keeps track on updates on any of these mods, and will have to keep updating this package every single time. So it's quite illogical to have them all in one folder really. Its like a desktop pc, if one component fails, one can just take out the part that fails, instead of replacing the whole desktop pc. Catch my drift ?
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On 9/11/2024 at 2:20 AM, cao990 said:
Currently, there are no issues with using the latest HDS 2.1.0 version. Your HDS is based on an earlier version and conflicts with the latest mod_tech_aircraft damien en version 24.08.24 in this module (the old version v 14_8_21 does not conflict). The main manifestation is that after double clicking the DCS shortcut, the computer reads the progress and cannot enter the game interface (the game process has crashed in the computer task manager). I saw that someone in the SAM Sites Asset Pack theme said it was caused by S-300. I hope you can double check and integrate updates based on HDS v2.1.0 version. Thank you.
Would you happen to have the old mod version of the standalone helo-pack somewhere still, or a link to download it ? Thanks.
RWC.
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Hi Damien,
can you please separate the mods, helo, aircraft,ships, vehicles ?
Your update conflicts with other mods.
Myself would like to have just the helicopter pack.
Kind regards,
RWC.
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Hi friends,
I would like to propose this topic to get a clear overview of mods that are not working or crashing or have become incompatible.
Also for the authors to get more info and maybe update the mod.
Please post the mods name, and if possible, the author of the mod here.
For example, the MH-60R, or the Super Hercules,etc.
Kind regards,
RWC.
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I assume these updates will be in the next update, or is there a standalone update ?
RWC
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On 5/15/2025 at 1:55 PM, Rick Mave said:
The little guys inside have the default green digital texture unfortunately. Other than that the skin is great!
Or just copy the soldier bmp from one of the hummer soldier you desire, and paste inside the follow me folder, and copy and paste the M1043_soldiers line in to the lua file of the hummer.
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51 minutes ago, dutchili said:
I have noticed this too with the Russian assets. Adding + in the ME puts some of the units on top of each other, unable to separate them.
I love the content, but also had these issues:
- can't find info om max ceiling of SAM units
- F-16C HTS pod does not detect Russian SAMs (RWR does after applying that mod)
- performance in CWG map combined with VR is downgraded significantly. I don't really understand how that works, but the ground textures are no longer fluent when performing rolls, both low-level flying and FL250, even when not facing the units.
Is there a fix for the above? I'd really like to use those new SAMs and ArtilleryThe mods from CH work fine on my side. Usually this issue is due to one of other mods installed that cause conflicting issues. I suggest taking out all other mods other then CH mods and try again. Then start adding the other mods again, one by one to see what mod conflicts.
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9 hours ago, Beldin said:
I was able to load the Ford Mod as it was posted here and it showed in game just fine.
I tested the SAMs and the RAM missiles seem to splash into the ocean most of the time. But I'm seeing the same issue with the RAMs on stock ships and even Mods with custom RAM-116 missiles. Has anyone else noticed this?
I know a recent update did cause issues with some ships not showing in game. I believe it was certain aircraft Mods causing the problem. ED did release a "Hotfix" that seemed to clear up the issue for many.
My recent test had most of CH's latest mod installed and a few other ship/aircraft mods as well.
As I add more stuff back in I'll keep an eye on the Ford and see if I encounter any issues.
Hi Beldin m8, glad to hear you are working on the Ford again. Why not install a missile that still works for the time being until you solved the RAM issue ?
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On 4/15/2025 at 12:59 AM, Wolfy Yiffington said:
I've encountered an error in mission 8 of the campaign where my wingmen are all unable to take off due to the Humvees placed in front of them that are supposed to move after the initial briefing at Taxi. I have tried to restart the mission multiple times with the same problem every single time. I'm unable to complete the mission as the AAA that are supposed to be dealt with keep shooting me down.
P.S. i love the campaign so far it's really fun but this issue is causing me a huge headacheHi LG, i've had the same issue. The humvee's blocking the exit after its trigger.
However, when i select the humvee and set its speed from 0 to 11 on the F10 Map during the mission, the vehicles move to their designated point. I think it has to do with the speed setting after the these humvee's are activated (trigger) >> from wp 0 to wp 1 >> speed 11 and not 0.
Then the humvee will move when activated / triggered.
Temporary solution : Taxi on to the runway and hold, and then go to the F10 Map. Select the humvees holding before your team and set its speed to 11, then they will start moving. It will only take a minute to do it.
Kind regards,
RWC.
On 4/18/2025 at 1:28 PM, Looking Glass said:A mentioned above - Have you tried restarting the campaign? This bug has been quashed with update
In our tests it works fine. We dont require a track, we know about the broken humvee.See above
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16 hours ago, Turbine 205 said:
@Beldin
I just found your mod and attempted to install. Strangely the mod shows up in the mission editor. However when I go to run the mission the ship disappears as if it wasn't even there. Have you seen this issue?This usually happens when it is conflicting with one of your installed mods in the saved game mod files....
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2 minutes ago, fagulha said:
It was luck, i just arrived home from work, sit down, the first thing i see when i open the forum was your post, so, here we are
here´s my Google Drive link with the liverie, i added 3 more that i use too.
I hope it´s the liverie you want. Enjoy!
https://drive.google.com/drive/folders/1qg6c5MX97WEXInGm98MSWOx3ydrXqUH2?usp=sharing
Thx Fagulha !!!
I can't thank you enough ! I am sure others will enjoy having this too, as you see above
RWC \0/
2 minutes ago, DD_Friar said:Awsome, thanks a million too
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1 minute ago, fagulha said:
Hey,
i think i got that liverie. Give me a few minutes.
Awsome !!! I KNEW someone had to have it still .... I asked SUNSTAG too and some other friends...
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2 minutes ago, razo+r said:
As per the OP's comment, he linked the skin but it is not available anymore. So you would have to do one yourself.
Bummer.... but thanks Razo m8
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3 hours ago, razo+r said:
There is no yellow Follow-Me livery available as far as I could see but there is a different one available on the user files over at the main website of DCS.
Hi Razo,
yes there is , but its a older livery. You can see it here :
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Hi friends,
does anyone know where to find the Yellow Follow-me hummer livery ?
Kind regards,
RWC
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6 hours ago, Abburo said:
Is time for a cleanup
Massuns assets are now part of DCS Core and they are not needed to be loaded as extra mod. Actually loading them as extra mods are creating conflicts. They can also be found with the "M92 " prefix.
So right. Yet i do not see the Massun92-tents or the Massun92-Humans in that mod. Might be a idea to keep these a little longer.
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RE-POSTING REQUEST :
ACTIVE / INACTIVE CAT OPTION for the SC
Posted September 16, 2022 (edited)Hi developers,
Is there any way to have a option to select which CAT's can be active and inactive on the SC ?
So far when planes are parked on the CAT area (which we usually see on any of the present photo's), planes STILL try to take of from them and crash into the parked planes.
Usually the active/used planes are parked on the deck and CAT's, and have one or two CAT's active/in use for landing and takeoff.
See it as what runway is active/inactive on a airport depending on the wind direction.
The supercarrier needs this option to activate / deactivate CAT's in use !
Thanks for reading this.
Kind regards,
RWC.
Edited September 16, 2022 by RWC-
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What happened to the afterburners when taking off ??
in General Bugs
Posted · Edited by RWC
I've tried to repair but didn't help, and I don't have any other mods than CH and Admirals mods. I'm glad to hear it's not just on my end. Thanks !