fagulha Posted July 10, 2021 Posted July 10, 2021 2 minutes ago, LetMePickThat said: I wil include it in the next version of the mod. It will use a placeholder chassis for now, but I plan on writing a custom one later. Thank you for your reply and work! Eager to see what next version brings. About carrier ops: "The younger pilots are still quite capable of holding their heads forward against the forces. The older ones have been doing this too long and know better; sore necks make for poor sleep.' PC: 14th I7 14700KF 5.6ghz | 64GB RAM DDR5 5200 CL40 XMP | Gigabyte RTX 4080 Super Aero OC 16 GB RAM GDDR6X | Thermalright Notte 360 RGB | PSU Thermaltake Though Power GF A3 Snow 1050W ATX 3.0 / 1 WD SN770 1TB M.2 NVME + 1 SSD M.2 2TB + 2x SSD SATA 500GB + 1 Samsung 990 PRO 4TB M.2 NVME (DCS only) | Valve Index| Andre´s JeatSeat.
Ian Boys UK Posted July 10, 2021 Posted July 10, 2021 It's probably a DCS issue but when I use the EWR's for Syrian (Red) they don't work. I have to set them as Russian.
LetMePickThat Posted July 11, 2021 Author Posted July 11, 2021 9 hours ago, Ian Boys UK said: It's probably a DCS issue but when I use the EWR's for Syrian (Red) they don't work. I have to set them as Russian. I plead non-guilty on this one, but I'll check just in case. 1
Ian Boys UK Posted July 15, 2021 Posted July 15, 2021 On 7/11/2021 at 10:17 AM, LetMePickThat said: I plead non-guilty on this one, but I'll check just in case. Worked for Red Iran, which is odd.
LetMePickThat Posted July 17, 2021 Author Posted July 17, 2021 On 7/16/2021 at 1:17 AM, Ian Boys UK said: Worked for Red Iran, which is odd. I didn't have the time to check but I think some countries just don't have access to the EWR task. Can you try to use one of ED's EWR-capable units and tell me if you can set up the EWR task in the mission editor when it is set for Red Syria?
LetMePickThat Posted July 18, 2021 Author Posted July 18, 2021 (edited) Hello guys ! Beta 1.4 was released, so here is the changelog: Fixed various issues with the radars and some other units, Added tents to populate FARPs and other bases. Some of them have UN/Red Cross markings, to provide "do-not-bomb" objects, Added a simple CA-compatible vehicle for testing purposes, Added a custom menu theme. As you will note, the main menu theme uses a very low-res image. That's because of a very good reason: I don't have a better one to use... If you guys want to send me better images so that I can use them for the main menu theme, by all mean send them ! As usual, feedback is welcome. Edited July 18, 2021 by LetMePickThat 3 5
AvgeekJoe Posted July 20, 2021 Posted July 20, 2021 Thanks for this mod, commenting to thank you and subscribe to updates.
Rudel_chw Posted July 20, 2021 Posted July 20, 2021 On 7/18/2021 at 3:21 PM, LetMePickThat said: ... Beta 1.4 was released, so here is the changelog: ... As you will note, the main menu theme uses a very low-res image. That's because of a very good reason: I don't have a better one to use... If you guys want to send me better images so that I can use them for the main menu theme, by all mean send them ! Hi, Thanks a lot for the update ... really nice. I was expecting gorgeous wallpapers from the more artistically-gifted members of the community, but no one has appeared yet .. In the meantime, I'm using this image from one of my PG Templates that makes use of your Mod, let's see if this prompts other people to post theirs Best regards, Eduardo base-menu-window.zip 2 For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
nighthawk2174 Posted July 21, 2021 Posted July 21, 2021 @NineLine didn't ED at one point say that it was interested in possible incorporating user mods that were of a high quality? Maybe we could investigate this mod just becoming part of the base game? 4
daviddou80 Posted July 22, 2021 Posted July 22, 2021 After the update, some objects don't work properly, they are displayed correctly on the ME interface and can see the 3D model, but when I enter the game, even if I choose the admin role, I can't see their 2D ICONS on the F10 map interface, only through F7 or F12. Is this just my problem?
LetMePickThat Posted July 22, 2021 Author Posted July 22, 2021 5 hours ago, daviddou80 said: After the update, some objects don't work properly, they are displayed correctly on the ME interface and can see the 3D model, but when I enter the game, even if I choose the admin role, I can't see their 2D ICONS on the F10 map interface, only through F7 or F12. Is this just my problem? I haven't updated yet, will do tomorrow and test the mod. 1 1
daviddou80 Posted July 23, 2021 Posted July 23, 2021 6小时前,LetMePickThat说: I haven't updated yet, will do tomorrow and test the mod. thank u for your replay 1
El Phantasmo Posted July 23, 2021 Posted July 23, 2021 Will these objects be getting damage models in the future?
LetMePickThat Posted July 23, 2021 Author Posted July 23, 2021 5 hours ago, El Phantasmo said: Will these objects be getting damage models in the future? Probably. Can't say when though, it will take some time.
patpatpowercat Posted July 27, 2021 Posted July 27, 2021 What are the HARM codes for the new radars? Or are do they use 101/102 like the generic search radars?
LetMePickThat Posted July 28, 2021 Author Posted July 28, 2021 8 hours ago, patpatpowercat said: What are the HARM codes for the new radars? Or are do they use 101/102 like the generic search radars? That's actually a great question. I don't know, I haven't set them for particular codes. Let me take a look, release a small update if needed, then report back.
LetMePickThat Posted July 28, 2021 Author Posted July 28, 2021 OK, I just released a small update, below are the new codes. I chose the closest radar, technologically speaking, when possible. 1L119 Nebo-SVU: same code as the 1L13 Nebo-SV (101) Generic EW Tower: same code as the 1L13 Nebo-SV (101) 55Zh6U Nebo-U: same code as the 55Zh6 Nebo (102) P-37 Saturn: same code as the 55Zh6 Nebo (102) - I'm not super happy with this one, I'll figure out something else but in the meantime this will do. 2
clanitho Posted July 29, 2021 Posted July 29, 2021 I congratulate you for the realization of these mod, very good work, is it possible to add to this mod the Russian equivalent of the MHU-141 with Russian weapons? MSI Z97 Gaming 5 - Intel I7 4790K - Artic cooling freezer 7 pro rev 2 - GSKILL 32 Go - SSD Crucial M5 120 go - SSD Crucial 2To - HDD western digital caviar blue 1 TO - Gigabyte GTX 1070 Gaming G1 - Windows 10 home 64 bits
daviddou80 Posted July 29, 2021 Posted July 29, 2021 It looks like we've found the reason why some modules don't display or work properly:In view of the fact that the health value output by its script is 1 higher than the actual value, ED reduces the health value of all units by 1, and the health value of those units that were originally less than 1 is directly reduced to negative.So, these units are actually dead at the beginning of the mission, and it certainly doesn't show up or work on the F10 because it's already dead.An effective solution is to increase the health of these units appropriately.I hope that's helpful 1
clanitho Posted July 29, 2021 Posted July 29, 2021 Hello, problem with CAMO Netting not touching the ground: MSI Z97 Gaming 5 - Intel I7 4790K - Artic cooling freezer 7 pro rev 2 - GSKILL 32 Go - SSD Crucial M5 120 go - SSD Crucial 2To - HDD western digital caviar blue 1 TO - Gigabyte GTX 1070 Gaming G1 - Windows 10 home 64 bits
Strigoi_dk Posted July 29, 2021 Posted July 29, 2021 Tested in-game, and assets, hereunder camo nets, will be stacked on top of structures in game, see picture. I'm not entirely sure whether this is what you (clanitho) have noticed? But other than that nets should touch the ground normally. Best Strigoi_dk (ERO) 1
clanitho Posted July 29, 2021 Posted July 29, 2021 3 hours ago, Strigoi_dk said: Tested in-game, and assets, hereunder camo nets, will be stacked on top of structures in game, see picture. I'm not entirely sure whether this is what you (clanitho) have noticed? But other than that nets should touch the ground normally. Best Strigoi_dk (ERO) As you can see on the picture, the camouflage net placed over a farp gasoline depot does not touch the ground on the Syrian field. MSI Z97 Gaming 5 - Intel I7 4790K - Artic cooling freezer 7 pro rev 2 - GSKILL 32 Go - SSD Crucial M5 120 go - SSD Crucial 2To - HDD western digital caviar blue 1 TO - Gigabyte GTX 1070 Gaming G1 - Windows 10 home 64 bits
Strigoi_dk Posted July 29, 2021 Posted July 29, 2021 I see what you mean, and I have replicated the case in game, and have to agree with you. Not sure we can do much about it though. However the immediate work around is to slightly shift the net outside the FARP, see enclosed screens: The one to the left stacks and the one to the right does not, see the same below in game. Best Strigoi_dk (ERO) 2
clanitho Posted July 30, 2021 Posted July 30, 2021 9 hours ago, Strigoi_dk said: I see what you mean, and I have replicated the case in game, and have to agree with you. Not sure we can do much about it though. However the immediate work around is to slightly shift the net outside the FARP, see enclosed screens: The one to the left stacks and the one to the right does not, see the same below in game. Best Strigoi_dk (ERO) Ok thanks MSI Z97 Gaming 5 - Intel I7 4790K - Artic cooling freezer 7 pro rev 2 - GSKILL 32 Go - SSD Crucial M5 120 go - SSD Crucial 2To - HDD western digital caviar blue 1 TO - Gigabyte GTX 1070 Gaming G1 - Windows 10 home 64 bits
LetMePickThat Posted July 30, 2021 Author Posted July 30, 2021 On 7/29/2021 at 1:14 PM, daviddou80 said: It looks like we've found the reason why some modules don't display or work properly:In view of the fact that the health value output by its script is 1 higher than the actual value, ED reduces the health value of all units by 1, and the health value of those units that were originally less than 1 is directly reduced to negative.So, these units are actually dead at the beginning of the mission, and it certainly doesn't show up or work on the F10 because it's already dead.An effective solution is to increase the health of these units appropriately.I hope that's helpful Yeah, we figured that out and will edit all health values affected by that.
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