dorianR666 Posted July 25, 2021 Share Posted July 25, 2021 (edited) the KS-19 is broken right? it never moves in any way and doesnt shoot, no matter what. Edited July 25, 2021 by dorianR666 CPU: AMD Ryzen 5 1600X GPU: AMD RX 580 Link to comment Share on other sites More sharing options...
AvgeekJoe Posted July 25, 2021 Share Posted July 25, 2021 Pardon me everybody but I'm getting messages from GitHub there's work being done on this thing. Is there a new update up or?? Link to comment Share on other sites More sharing options...
LetMePickThat Posted July 26, 2021 Share Posted July 26, 2021 15 hours ago, AvgeekJoe said: Pardon me everybody but I'm getting messages from GitHub there's work being done on this thing. Is there a new update up or?? I've been working on a few things, but nothing is released so far and there is no release window. 1 Link to comment Share on other sites More sharing options...
Galwran Posted July 27, 2021 Share Posted July 27, 2021 Now that we have NASAMS, do your worst and give us NASAMS 2 1 Link to comment Share on other sites More sharing options...
al531246 Posted September 7, 2021 Share Posted September 7, 2021 Any word on an update for the mod? Intel i5-8600k | EVGA RTX 3070 | Windows 10 | 32GB RAM @3600 MHz | 500 GB Samsung 850 SSD Link to comment Share on other sites More sharing options...
LetMePickThat Posted September 9, 2021 Share Posted September 9, 2021 On 9/7/2021 at 7:54 PM, al531246 said: Any word on an update for the mod? I'm working on a pull request. 2 Link to comment Share on other sites More sharing options...
ghostdog688 Posted September 12, 2021 Share Posted September 12, 2021 This might seem a little strange asking here, but is anyone working on SA-4 'Ganef' (aka 9M11 'Krug')? Would be a nice change of pace. 1 Link to comment Share on other sites More sharing options...
LetMePickThat Posted September 12, 2021 Share Posted September 12, 2021 5 hours ago, ghostdog688 said: This might seem a little strange asking here, but is anyone working on SA-4 'Ganef' (aka 9M11 'Krug')? Would be a nice change of pace. The issue with creating new systems instead of variants of already-ingame ones is that we can't have RWR and HARM codes for these. That is one of the reasons why we stuck with S-300, SA-2 and SA-3 derivatives (plus manpads). That said, I'm curious to see how the SA-5 will be implemented. If they do so without using the corefiles, maybe we'll find a way to add custom codes for completely new systems. We'll have to wait for the SA-5 to be released to be sure. 3 Link to comment Share on other sites More sharing options...
bennyboy9800 Posted September 16, 2021 Share Posted September 16, 2021 How about the new Iranian home grown systems, the Raad and the Bavar-373? Seems they are pretty similar to the Buk and the S-300. Intel i7 9700k CPU Nvidia GTX 1080Ti 16GB RAM Samsung 256GB SSD Thrustmaster T16000m HOTAS Link to comment Share on other sites More sharing options...
Shrike88 Posted September 17, 2021 Share Posted September 17, 2021 Hopefully the latest patch today with collision and sinkthrough on Static objects will fix the pack, and allow templates again. 1 Link to comment Share on other sites More sharing options...
Mirage-4000 Posted October 22, 2021 Share Posted October 22, 2021 I'm not sure whether this is the appropriate Topic to address my question. Do you intend to include more ballistic missiles? I mean, you're working on the S-300 and SAMP/T, which have the potential to compete with BMs. So, could we expect more ballistic missile assets other than the standard Scud-B? Link to comment Share on other sites More sharing options...
LetMePickThat Posted October 22, 2021 Share Posted October 22, 2021 (edited) 3 minutes ago, Mirage-4000 said: I'm not sure whether this is the appropriate Topic to address my question. Do you intend to include more ballistic missiles? I mean, you're working on the S-300 and SAMP/T, which have the potential to compete with BMs. So, could we expect more ballistic missile assets other than the standard Scud-B? I've tried to, and failed. The Scud is using a dedicated .scheme file, and it has been quite hard to get it to work with longer-ranged missiles. I'd love to find a way to solve the problem, but no luck so far. Edited October 22, 2021 by LetMePickThat 2 Link to comment Share on other sites More sharing options...
Mirage-4000 Posted October 22, 2021 Share Posted October 22, 2021 2 hours ago, LetMePickThat said: I've tried to, and failed. The Scud is using a dedicated .scheme file, and it has been quite hard to get it to work with longer-ranged missiles. I'd love to find a way to solve the problem, but no luck so far. Unfortunately, I'm not familiar with these things. However, I hope you can find a way out of this issue. What about shorter and smaller ballistic missiles, were you able to work with? Like the Iranian Fateh would be really interesting stuff. 1 Link to comment Share on other sites More sharing options...
LetMePickThat Posted October 24, 2021 Share Posted October 24, 2021 On 10/22/2021 at 9:25 PM, Mirage-4000 said: Unfortunately, I'm not familiar with these things. However, I hope you can find a way out of this issue. What about shorter and smaller ballistic missiles, were you able to work with? Like the Iranian Fateh would be really interesting stuff. It's roughly the same problem, although the Fateh-110 was on my list. Range, accuracy and other parameters are quite tightly defined. 1 Link to comment Share on other sites More sharing options...
Shrike88 Posted October 26, 2021 Share Posted October 26, 2021 Even if not functional any time soon a RT-2PM PM-2 Topol M TEL vehicle would be cool in the game. Even if functional later down the road. Would be a fun Target 1 Link to comment Share on other sites More sharing options...
AvgeekJoe Posted October 26, 2021 Share Posted October 26, 2021 4 hours ago, Shrike88 said: Even if not functional any time soon a RT-2PM PM-2 Topol M TEL vehicle would be cool in the game. Even if functional later down the road. Would be a fun Target Agreed. Also need some shore-to-ship missiles like the Bastion & Bal. I hope for the Bal. From WikiPedia... Quote A Bal system has four self-propelled launcher vehicles each carrying eight missiles for a total of 32 missiles in a salvo, plus reloads for another wave. The launchers can be up to 10 km from the coast and hit targets at ranges up to 120 km (75 mi; 65 nmi).[16] Currently, the Bal system is equipped with an upgraded version of the Kh-35E increasing the range to 300 km (190 mi; 160 nmi).[17][18] At IMDS 2019, a new version of the Russian Bal-E coastal defence system was presented for the first time. The four-tube Rubezh-ME, dedicated to the export market, is based on a Kamaz 63501 8x8 chassis which is more compact than the MZKT-7930 of the original Bal-E.[19][20] As reported on October 19, 2021 by the TASS news agency, a new missile of the Bal coastal missile complex developed and manufactured by Tactical Missile Armament Corporation (KTRV) will allow hitting targets at a distance of over 500 km. The new capabilities of the complex made it comparable in range and the possibility of firing on the ground with the Bastion missile system using the Onyx supersonic missile, a source in the defense industry said.[21] But that's me. Link to comment Share on other sites More sharing options...
El Phantasmo Posted October 26, 2021 Share Posted October 26, 2021 Any chance of making more radar guided AAA? The S-60 had radar guidance back in 60's and I think it would be awesome to try and get that in game. Would make them useful for night ops and would be quite formidable Link to comment Share on other sites More sharing options...
Michelange Posted November 9, 2021 Share Posted November 9, 2021 (edited) Hello, First of all, thank you for this wonderful MOD. Now my question : When i'm looking the the logfile in : ...Saved Games\DCS\Logs if found the following lines Quote 2021-11-09 18:44:45.412 ERROR Scripting: plugin: HighDigitSAMs unit replace S-300PS 30N6 TRAILER tr not allowed 2021-11-09 18:44:45.415 ERROR Scripting: plugin: HighDigitSAMs unit replace S-300PS SA-10B 40B6M MAST tr not allowed 2021-11-09 18:44:45.418 ERROR Scripting: plugin: HighDigitSAMs unit replace S-300PS SA-10B 40B6MD MAST sr not allowed 2021-11-09 18:44:45.420 ERROR Scripting: plugin: HighDigitSAMs unit replace S-300PS 64H6E TRAILER sr not allowed And in High Digit SAMs\Database\Vehicle\radar the following files Quote 30H6 S-300PS TR Trailer.lua , 40B6MD S-300PS SR Mast.lua , 40B6M S-300PS TR Mast.lua and 64H6E S-300PS SR Trailer.lua ended with the line : add_surface_unit(GT). When I delete these lines there are no more errors ! Does it have any influance ? Thank's. PS : The other files in this directory dont have this add_surface_unit(GT) line. Attached the modified files. 64H6E S-300PS SR Trailer.lua 30H6 S-300PS TR Trailer.lua 40B6MD S-300PS SR Mast.lua 40B6M S-300PS TR Mast.lua Edited November 9, 2021 by Michelange EVAC : French fighter school on LockOn: Flaming Cliffs Moding tutorials at C6 Link to comment Share on other sites More sharing options...
LetMePickThat Posted November 10, 2021 Share Posted November 10, 2021 14 hours ago, Michelange said: Hello, First of all, thank you for this wonderful MOD. Now my question : When i'm looking the the logfile in : ...Saved Games\DCS\Logs if found the following lines And in High Digit SAMs\Database\Vehicle\radar the following files ended with the line : add_surface_unit(GT). When I delete these lines there are no more errors ! Does it have any influance ? Thank's. PS : The other files in this directory dont have this add_surface_unit(GT) line. Attached the modified files. 64H6E S-300PS SR Trailer.lua 2.19 kB · 1 download 30H6 S-300PS TR Trailer.lua 2.86 kB · 1 download 40B6MD S-300PS SR Mast.lua 2.14 kB · 1 download 40B6M S-300PS TR Mast.lua 2.94 kB · 1 download That line is just a leftover from the original file I modified. add_surface_unit(GT) is used to add the unit to the load list, but since HDSM uses another file for that the line is redundant and creates the "replace not allowed" message since the game tells you that it can't load twice the same unit. It has no consequence on the mod, and I planned to remove them for the next mod update when Auranis will release it. Removing said line should not impair the functionnality of the mod. 1 Link to comment Share on other sites More sharing options...
Чарик80 Posted November 24, 2021 Share Posted November 24, 2021 (edited) my version 1.4.2- has there been an update or is my version up to date Edited November 24, 2021 by Чарик80 Link to comment Share on other sites More sharing options...
Dauntless Posted November 25, 2021 Share Posted November 25, 2021 Mine is still 1.4.2 Link to comment Share on other sites More sharing options...
Clivey Posted November 28, 2021 Share Posted November 28, 2021 Hi, is there anything special I need to do in order to install this mod? I've extracted and pasted the 'HighDigitSAMs-main' folder into the Mods folder but the new SAMs aren't showing-up in the Mission Editor. Link to comment Share on other sites More sharing options...
LetMePickThat Posted November 30, 2021 Share Posted November 30, 2021 (edited) On 11/28/2021 at 7:22 PM, Clivey said: Hi, is there anything special I need to do in order to install this mod? I've extracted and pasted the 'HighDigitSAMs-main' folder into the Mods folder but the new SAMs aren't showing-up in the Mission Editor. It's been a long time since I've installed the mod from Github, but if my memory serves me well, you just have one useless layer of folders and you're not exactly in the right place. Inside your "HighDigitSAMs-main" folder, you should have a "HighDigitSAMs" folder. This second folder should go in Mods/Tech. Please see below my own install, and try to replicate that folder structure. Tell me if it works. EDIT: the .lua file should be named "entry.lua" and not "_entry.lua", I'm just messing with my install here to try new stuff. Apart from that, both your install and mine should end up the same. Edited November 30, 2021 by LetMePickThat 1 Link to comment Share on other sites More sharing options...
Чарик80 Posted December 7, 2021 Share Posted December 7, 2021 30.11.2021 в 18:32, LetMePickThat сказал: It's been a long time since I've installed the mod from Github, but if my memory serves me well, you just have one useless layer of folders and you're not exactly in the right place. Inside your "HighDigitSAMs-main" folder, you should have a "HighDigitSAMs" folder. This second folder should go in Mods/Tech. Please see below my own install, and try to replicate that folder structure. Tell me if it works. EDIT: the .lua file should be named "entry.lua" and not "_entry.lua", I'm just messing with my install here to try new stuff. Apart from that, both your install and mine should end up the same. Hi, I haven't looked into the mod folder, before I recently decided to try inserting Brahmos into one of the launchers, went into the folder and what I see is---Brahmos launcher.lua, where is it-let's create it. Link to comment Share on other sites More sharing options...
Чарик80 Posted December 7, 2021 Share Posted December 7, 2021 30.11.2021 в 18:32, LetMePickThat сказал: It's been a long time since I've installed the mod from Github, but if my memory serves me well, you just have one useless layer of folders and you're not exactly in the right place. Inside your "HighDigitSAMs-main" folder, you should have a "HighDigitSAMs" folder. This second folder should go in Mods/Tech. Please see below my own install, and try to replicate that folder structure. Tell me if it works. EDIT: the .lua file should be named "entry.lua" and not "_entry.lua", I'm just messing with my install here to try new stuff. Apart from that, both your install and mine should end up the same. you can take Giant TEL D and insert a Brahmos rocket into it, will it work? Link to comment Share on other sites More sharing options...
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