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Posted
47 minutes ago, CRUD said:

I put the M981, the BFIST, the Stryker version and a bunch of other FA support vehicles on the wishlist in forums.  An M 577 Command vehicle would be nice too.

On 11/8/2023 at 4:26 PM, AvgeekJoe said:

Which mod please?

Where can I find this Mod?

Thanks in advance!null

image.jpeg

nullHi CH, I thought this U.S. Navy 707-300 would interest you. This Aircraft is used to provide information the the U.S. Navy Subs. It would be an excellent addition to your assets.

With respect,

Timex 3 

image.jpeg

  • Like 3
Posted
On 11/18/2023 at 9:24 AM, RWC said:

Hi Currenthill,

Some eye candy for our creator 🤩

Piranha V (Switzerland)

Piranha V (Switzerland).JPG

Finland Patria AMV XP

Finland Patria AMV XP 1.jpg

USA m1296_dragoon_l1

USA m1296_dragoon_l1.jpg

UK ARES

UK ARES 1.jpg

M1283 (United States)

M1283 (United States).jpg

USA M7A4 BFIST

image.jpeg

 

 

Would love to see the Stryker Dragoon be added, plus a regular Stryker ICV with Javelin ATGMs mounted to the CROWS

  • Like 2
Posted

Thanks guys. To manage expectations. This is an AI asset, and there are some things that doesn't seem possible to achieve with a mod due to hard coded restrictions compared to in-game aircraft assets.

For example:

  • Having an EOS externally following the target only seem to work on ground, sea and fixed-wing assets (I have it turned on take-off to simulate activation).
  • Having a trainable cannon only seem to work on ground and sea assets (I only have recoil and muzzle flash).
  • Ejection only seem to work on fixed-wing assets (no known workaround, the pilots go down with the aircraft).
  • Retractable landing gear only seem to work on fixed-wing assets (I simulate landing gear animation with workarounds, not perfect).

 

  • Like 5
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Posted
3 hours ago, currenthill said:

Thanks guys. To manage expectations. This is an AI asset, and there are some things that doesn't seem possible to achieve with a mod due to hard coded restrictions compared to in-game aircraft assets.

For example:

  • Having an EOS externally following the target only seem to work on ground, sea and fixed-wing assets (I have it turned on take-off to simulate activation).
  • Having a trainable cannon only seem to work on ground and sea assets (I only have recoil and muzzle flash).
  • Ejection only seem to work on fixed-wing assets (no known workaround, the pilots go down with the aircraft).
  • Retractable landing gear only seem to work on fixed-wing assets (I simulate landing gear animation with workarounds, not perfect).

 

This is just one of the many reasons I refuse to update DCS World 2.9. CH is without question doing his best to make his assets work properly! ED needs to fix these bugs that are in the 2.9 Version. I'm waiting for CH to give the okay to update DCS 2.9. I'm happy using 2.8 for as long as it takes! So if you want the best results, DON'T UPDATE DCS until CH gives the green light! CH is definitely not causing the issues in 2.9, it's a DCS World problem with 2.9 and they need to fix all these bugs! Just my opinion! I wish the DCS World Community the best, we all just need some patients,

With Respect,

Timex 3 

  • Like 3
Posted
22 minutes ago, Timex3 said:

This is just one of the many reasons I refuse to update DCS World 2.9. CH is without question doing his best to make his assets work properly! ED needs to fix these bugs that are in the 2.9 Version. I'm waiting for CH to give the okay to update DCS 2.9. I'm happy using 2.8 for as long as it takes! So if you want the best results, DON'T UPDATE DCS until CH gives the green light! CH is definitely not causing the issues in 2.9, it's a DCS World problem with 2.9 and they need to fix all these bugs! Just my opinion! I wish the DCS World Community the best, we all just need some patients,

With Respect,

Timex 3 

Thank you! But I should clarify that the issues mentioned above are not due to DCS 2.9, they are restrictions made by ED choice and design. Core modules and third party modules don't have these limitations. 

That said, there are still a lot of bugs introduced with 2.9 still present. Hopefully most of the vital ones will be solved in a patch or two. 

  • Like 2
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Posted (edited)
6 hours ago, currenthill said:

Thanks guys. To manage expectations. This is an AI asset, and there are some things that doesn't seem possible to achieve with a mod due to hard coded restrictions compared to in-game aircraft assets.

For example:

  • Having an EOS externally following the target only seem to work on ground, sea and fixed-wing assets (I have it turned on take-off to simulate activation).
  • Having a trainable cannon only seem to work on ground and sea assets (I only have recoil and muzzle flash).
  • Ejection only seem to work on fixed-wing assets (no known workaround, the pilots go down with the aircraft).
  • Retractable landing gear only seem to work on fixed-wing assets (I simulate landing gear animation with workarounds, not perfect).

 

Thanks for the clarification! I am wondering if you’d be able to trick the game into thinking that your AI KA-52 has the same functions as the in-game AI KA-50-2 or KA-50-3? I understand that this may not be possible due to locked files, but if it is possible it may resolve some of these issues in a similar manner as the CJS super hornet mod uses the ED hornet files or the IDF F-16I using ED F-16 data. 

Edited by bennyboy9800

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Posted
39 minutes ago, bennyboy9800 said:

Thanks for the clarification! I am wondering if you’d be able to trick the game into thinking that your AI KA-52 has the same functions as the in-game AI KA-50-2 or KA-50-3? I understand that this may not be possible due to locked files, but if it is possible it may resolve some of these issues in a similar manner as the CJS super hornet mod uses the ED hornet files or the IDF F-16I using ED F-16 data. 

 

You have to separate AI from human. They may seem like the same asset, but in configuration they are totally separate. Making a player controlled aircraft has its limitations, but you have a lot more wiggle room for workarounds since you can code around them. With AI you don't have much freedom at all, and with helicopters your freedom of configuration is tiny.

But I don't really understand why ED has chosen to block some of these really basic features (like retractable gear) for helicopters, doesn't make much sense to me. Like for the EOS, it took me like a minute to get it working in the TB2 UCAV since it's a fixed wing aircraft, but the same feature seem to be blocked in helicopters. In ships or ground vehicles I can add weapon stations to my liking, but this does not apply to helicopters. 

  • Like 5
Posted (edited)
 

I have created several helicopter mods for DCS including a ka52, I can provide you with the 3d model for the

train animations if you want

Edited by damienntrix
  • Like 1
Posted (edited)
22 minutes ago, damienntrix said:
 
 

I have created several helicopter mods for DCS including a ka52, I can provide you with the 3d model for the

train animations if you want

 

I'd be grateful for every bit of info or clue to make it better I can get my hands on. 👍🏻

But I don't see how the 3d model could be the issue. During my testing I used the in game Mi-28 as a test subject. I can create all the code and use EDs 3d model for it. But the trainable nose cannon will only work if I code the aircraft as the in game ID. As soon as I create a custom ID the feature disappear. 

Edited by currenthill
  • Like 1
Posted
2 minutes ago, damienntrix said:
the mysteries of dcs!!!
I'm talking about the 3d model to see how I made the animations while 
respecting the DCS arguments, a short demo video of my ka52 will 
follow.

Thanks!

  • Like 1
Posted
1 hour ago, currenthill said:

You have to separate AI from human. They may seem like the same asset, but in configuration they are totally separate. Making a player controlled aircraft has its limitations, but you have a lot more wiggle room for workarounds since you can code around them. With AI you don't have much freedom at all, and with helicopters your freedom of configuration is tiny.

But I don't really understand why ED has chosen to block some of these really basic features (like retractable gear) for helicopters, doesn't make much sense to me. Like for the EOS, it took me like a minute to get it working in the TB2 UCAV since it's a fixed wing aircraft, but the same feature seem to be blocked in helicopters. In ships or ground vehicles I can add weapon stations to my liking, but this does not apply to helicopters. 

Understandable, thank you for the reply. I had noticed that the Swedish asset pack had a helicopter in it with retractable gear, was that the actual function or a nifty animation like the one you’ve described? 

Intel i7 9700k CPU

Nvidia GTX 1080Ti

16GB RAM

Samsung 256GB SSD

Thrustmaster T16000m HOTAS

Posted
2 minutes ago, bennyboy9800 said:

Understandable, thank you for the reply. I had noticed that the Swedish asset pack had a helicopter in it with retractable gear, was that the actual function or a nifty animation like the one you’ve described? 

Correct, I'm using that kind of workaround, it works pretty well.

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