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Everything posted by Reccelow

  1. Thanks. Had tried that too, practiced a lot. No dice for carrier ops, once the nosewheel gets cocked I'm done. Tried all the bouncing methods, etc but my controls don't cut it for that. Really need pedals and toebrakes. And I really don't want to keep restarting the missions or do cat starts in the ME anymore so the beta is fine. Gives me the "feel" of the A-4 with most things working and no issues maneuvering around my crowded decks.
  2. I'm in the same boat (pun?), not getting rudder pedals and there is no way I can taxi around the carrier deck. Try going back to Beta ver 2.01, I'm using it and it seems to be mostly the same but still retains NWS. This is not a criticism of the mod, just my own abilities. The A4 is so well done and addictive, I've been getting a few Skyhawk books on kindle to read about the real world pilots flying this machine. Such as: Tailhooker Our Lives on the Line Dead Men Flying Rampant Raider and just in the middle of Triple Sticks.
  3. Hi Admiral, I'd like to propose an idea. As a lot of people have been wondering about getting more carriers (enterprise, Kitty Hawk class, etc) however the level of work for a new carrier must be daunting, I've been looking at a method of modding the in-game carriers to replicate different classes just by adding static structures. The attached images show adding a re-skinned static warehouse to the island of the Stennis gives me a (rather poor) imitation of a CV-64 Is it possible and would you be interested in creating just the carrier island, masts or modded section parts as a static objects that could be placed on the decks to create different classes? I imagine something like making a "hangar" that could go over the existing island or part of it.... Off topic.....note how the deck widths don't match at all. Reference the forward C2 and space behind it. Are the DCS ship models scaled correctly? Maybe the aircraft are scaled wrong...
  4. These add on structures are fantastic. Any chance of a place-able runway?
  5. Copy, thanks, did that part already. Its' the ralt+\ bound not the \ key. Must be conflict on my rig with an add on, I can confirm it's not AirBoss/Moose
  6. Thanks to the creators for this excellent package. I wonder if I could get some advice on an issue. I've gone back the Beta for carrier ops (without the NWS I just cannot get lined up with the catapult, been trying since Jan and have given up.) Everything works except the comms. In "Easy Comm" mode the primary selections appears in white, while one sub menu in everything is greyed out and I don not get any responses form ATC, tankers, wingman, etc. AirBoss comms (easy mode) work fine, but I assume that has nothing to do with the A4.... If I switch to "realistic comm" mode, all menu and sub-menu comm items are no longer greyed out, but still no responses. I tried proper radio freqs in both instances and same result The current version does not exhibit any of this, comms work as advertised using either method. (I use this version for shore ops, I can manage getting somewhat lined up on a runway eventually.) My question is: for the Beta (ver 2.0.0-beta-5.1) does "Easy Communications" mode function for air-air and air-ground radio comms or should I be using "realistic". I'll continue troubleshooting based on that..... Thanks. See attached:
  7. I managed somehow to get the model converted to edm format, it shows in DCS modelviewer but I have no idea how to go from here. Looking for tutorials.... I'm including the .edm in case someone that knows what they're doing can get it in the game.... KA3B.zip
  8. I'm struggling to get a working KA-3B AI tanker going, learning from scratch......and I do mean from the bottom like learning how to even install AutoDesk.... I started with the 2004 Alpahsim model (it's freeware now, the newer FSX/P3D is still payware...) Learned how to convert to 3DS, and got it working in P3Dv5 as a working AI Tanker for the TacPack module with ModelconverterX. No animations, that's way above me at this point... Now to get it into DCS and hopefully use it simply like a modded shape for the S3B AI Tanker for A4 missions.....
  9. I would appreciate an option for NWS just for carrier decks, maybe just to simulate the "tiller bar deck hand" for cat lineup.
  10. If anyone also flies Prepar3d, try getting into the MilViz F-4E (Adv). I just picked it up for 30.00 on the Milviz site. It comes with the real flight manual, and you need it! Great for setting up your own ground school and type rating. Easily a PMDG level study simulator.
  11. I'd be happy with a static just for deck population.....
  12. Forgot to add: This version has Cat 1 not in use and no 6 pack parking. If you need those, here is the default Forrestal parking and all cats in use. Copy and put in your new Ranger folder CV-61-RunwaysAndRoutes.lua
  13. I've put together some instructions and files to make the USS Ranger a separate selectable carrier in the ME. If the Ranger re-skin artist can do the others in class, I'll whip those up too. I've also added a modded Moose file to include the Ranger for AirBoss users (like myself).... Ranger Files and Instructions.zip
  14. Also experiencing this. As an experiment, select main AP ON then very slowly add slight back pressure. In my sim install this causes an increasing pitch down. Curious if the same for anyone else. Possibly connected to the AP ALT HOLD issue...
  15. Is there an issue with the S-70 Seahawk static since latest patch? Model is showing OK, but no textures (green digi cam all over...)
  16. Have a look at my RunwaysandRoutes file , I have Cat 1 shut down. (And also helo spots 1-4) I use cat 1 area for parking and statics, etc... Look at lines after "GT.TaxiForTORoutes = " I just changed anything going to cat 1 to cat 2. Works for me, hopefully for you. A bit playing around you can route things all over the deck.. Mine was in: (your DCS install folder here)\CoreMods\tech\USS_Nimitz\scripts USS_Nimitz_RunwaysAndRoutes.lua
  17. Is there a template around for the V-22? Looking to make this (or if some wizard repainter can, that would be much better!)
  18. Worked like a charm, thanks!
  19. Is there a method of enabling both the ON/OFF for Carrier Hook Bypass and Catapult Launch Bar to separate UP and DOWN? (like the gear , hook, etc...) Other than that, excellent bit of kit.
  20. If you weren't aware, there is a Superhornet mod that makes use of the C model cockpit. As I believe it is not possible to mod/model the actual E/F/G digital UFCD in DCS , would it be possible to do it in your software? Specifically, is you application able to have "sub-pages" modelled? See this example of the Superhornet UFCD AP selection to sub page. Would be more than happy to pay for this type of upgrade...
  21. Continuing to play around with this I found the following : In the existing Callsign Mod sound files you can copy any one of the callsigns (Mustang.wav, Hornet.wav, etc...) and rename it to one of the default (Enfield.wav, Dodge.wav, etc...) and you can at least get 5 non standard. However displayed text will not be changed. So I suspect the problem is with a call to the modded sound files, not the path .......? For example I've replaced "Enfield" with "Mustang" In my /Saved Games/DCS.openbeta/Sounds/Speech/ENG/Common/Player/Callsign/Mustang.wav I've copied that file and renamed it to: /Saved Games/DCS.openbeta/Sounds/Speech/ENG/Common/Player/Callsign/Enfield.wav And you need to copy the renamed file to each of the subfolders under /Saved Games/DCS.openbeta/Sounds/Speech/ENG/Common/
  22. Yup, thats the one. Seems both the Sounds and AI aircraft database are now somewhere else since 2.7.... Still working on my 2.5.6
  23. Last workaround dosent work since last patch. I've been trying different folders, combinations, etc..... Is there a way to script a unique callsign into the individual aircraft in the Mission Editor?
  24. Its been over a year but I remember how I got started : If you look into the files in this folder in your DCS install ..\Mods\USS_Nimitz\Database In any of the supercarrier files (USS_CVN_71.lau for example...) there is a line at the bottom "GT.carrier_crew_config_name = './CoreMods/tech/USS_Nimitz/scripts/GroundCrew.lua';" This got me looking into the supercarrier scripts subfolder and found if I copied the same folders and structure to the Stennis, edited the Stennis .lau's ....that was how I got going. Its fairly easy once you start experimenting. I dont know any coding, so I just cut and pasted the needed lines that pointed to the subfolders for the crew and animations. However placement of the actual crew on the deck needs lots of adjustment. And I never could get cat 4 working so eventually I found it was much easier to edit the island number on the Roosevelt to the Vinson "70". That only took a few hours after I figured out how to do some basic photoshop. Hope that helps. If the Forrestal does make it out, I will see if its possible to do it on that
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