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Posted
1 hour ago, Jenn_de_gamer said:

Hello! I am still having the same exact issue! I am unable to actually install this via OVGME, it does not see the ZIP file when I follow what it said in teh FAQ, if I unzip it doesn't see the zip files of the vehicles so it doesn't access the mod folders inside. I am using winrar, so that could be an issue if your foldering method relies on some other zip manager. please help

It sounds like a configuration issue. There is no need to unzip anything if you use OvGME. I just put the zips in the OvGME configured folder and they will be detected as OvGME compatible packages. It should display the correct version number and the content of the readme file at the bottom of the OvGME GUI. Just double click the mod to enable/disable it. If you require Winrar or any other compression software, you're not doing it correct. 

https://wiki.229th.org/index.php?title=OVGME

  • Like 1
Posted (edited)

Hi Currenthill. 

Thank you so much for designing these amazing mods. The attention to detail recreating these mods absolutely blows my mind. What you bring to DCS just completely brings another level of entertainment to the game which keeps it alive and new,

To be honest I'm not the greatest of pilots so I find myself creating navel battles and different scenarios involving Air, ground and sea assets. Since you have started making your mods, I've loved using them and had hours of entertainment with them. However, as a proud Australian unfortunately my country is unrepresented in the game. So, with your amazing skills and talent I'm sure you could do the Royal Australian Navy proud by reproducing arguably one of the most beautiful Destroyers. The Hobart Class DDG.

Again, thank you for the incredible work and please take my request into consideration.

Cheers Anthony.

Edited by Nobolony
Posted
1 hour ago, currenthill said:

It sounds like a configuration issue. There is no need to unzip anything if you use OvGME. I just put the zips in the OvGME configured folder and they will be detected as OvGME compatible packages. It should display the correct version number and the content of the readme file at the bottom of the OvGME GUI. Just double click the mod to enable/disable it. If you require Winrar or any other compression software, you're not doing it correct. 

https://wiki.229th.org/index.php?title=OVGME

The issue I am having is that OVGME doesn't see the zipped folders when I put them into the OVGME folder

Screenshot 2023-09-29 145617.png

Posted (edited)
5 minutes ago, Jenn_de_gamer said:

The issue I am having is that OVGME doesn't see the zipped folders when I put them into the OVGME folder

Screenshot 2023-09-29 145617.png

Ah, I see the issue. You have downloaded all my assets per country as a single zip. Unfortunately OvGME doesn't work like this, you need to have all the individual zips (one per asset, not one big per country) in the configured folder. 

So if you unzip Iran.zip you should have CH IRGCN FAC 3.3.0.zip and CH Shahed 136 LM 1.3.0.zip. 

Then do the same with all the country zips.

The combined country zip is something my file hosting provider Dropbox creates when you chose to download a complete folder. 👍🏻

Edited by currenthill
Posted
16 minutes ago, currenthill said:

Ah, I see the issue. You have downloaded all my assets per country as a single zip. Unfortunately OvGME doesn't work like this, you need to have all the individual zips (one per asset, not one big per country) in the configured folder. 

So if you unzip Iran.zip you should have CH IRGCN FAC 3.3.0.zip and CH Shahed 136 LM 1.3.0.zip. 

Then do the same with all the country zips.

The combined country zip is something my file hosting provider Dropbox creates when you chose to download a complete folder. 👍🏻

 

Thank you very much for helping me! It appears now

Posted (edited)

Thank you for these wonderful assets.
As a defender against the SHAHED 136 LM, may I suggest the OERLIKON SKYNEX® AIR DEFENCE SYSTEM by Rheinmetall?
As it seem to become more relevant as of lately.

Skynex.jpg

Edited by Moxica
  • Like 7

ASUS ROG Strix B550-E GAMING - PNY GeForce RTX 4090 Gaming VERTO EPIC-X  - AMD Ryzen 9 5900X - 64Gb RAM - 2x2Tb M2 - Win11 - Pimax crystal light - HP Reverb g2 - Oculus Quest 2 - Thrustmaster Warthog HOTAS - Thrustmaster Pendular Rudder - 2X Thrustmaster MFD Cougar - Audient EVO8

Posted

Autoreifen sind falsch montiert

1920px-AMN_233114_TVM2012ch2p3photo015.j

  • Like 1
  • Thanks 2

i7 5960x 3.0@4.2GHz/ DDR4 16Gb 3000MHz @ / ASUS Rampage v крайняя x99 / SSD 240GB ASUS RAIDR Экспресс PCIe / 2xSSD 512GB raid.0 / 2xHDD 1Tb raid.0 / GeForce GTX Titan X / ASUS Rog Swift PG348Q 3440x1440/ HOTAS Warthog ™ / TrackIR 5

Posted

It would be nice to have such a plane as an AI....

General Dynamics F-111

Main characteristics:

Empty weight: 21 tons

Length: 22.40 meters

Height: 5.22 meters

Crew: 2 people

Speed: 2655 km/h

 

The General Dynamics F-111 is an American two-seat long-range tactical bomber, a tactical support aircraft, the first production aircraft to feature a variable-sweep wing, turbojet engines with afterburners, and terrain-following radar.

 

To suit the aircraft's performance characteristics, the Pratt-Whitney company specially developed the TF-30 engine - a turbofan engine with a higher bypass ratio. The main advantage of the F-111A was its ability with a maximum sweep angle of 72.5 degrees. reach a speed of 2655 km/h at altitude.

 

To accommodate weapons, there are six underwing pylons, designed for a load weighing up to 2250 kg each. On the underwing pylons you can hang M117A1 bombs weighing 340 kg or GBU-58 cluster bombs on holders with forced release, or one Mk.82 bomb weighing 900 kg and Mk.83 weighing 1350 kg. It is possible to mount guided bombs of the Paveway family, equipped with an improved semi-active laser guidance head, or guided glide bombs Rockwell GBU-15 for use in battlefield isolation operations and the destruction of various targets. For self-defense, the aircraft can also carry the AIM-9 Sidewinder missile.

 

The F-111A aircraft took part in combat operations in Vietnam just five months after the start of serial production. In Operation Combat Lancer, he acted completely autonomously, as provided for in the tactics developed for him. However, the results of this test of new technology were disastrous. In a short period of time, three out of six F-111 aircraft were shot down by air defense systems of the Air Force.

The F-111 was widely used in January-February 1991 during Operation Desert Storm to strike Iraqi strategic and tactical targets.

 

photo_2023-09-28_15-48-05.jpg

photo_2023-09-28_15-48-06.jpg

  • Like 5
Posted (edited)

Hi Currenthill !

Thank you so much for the work you have done designing these mods. I bring to your attention that Project 22350 Admiral Gorshkov Class Frigate causes me that the DCS does not start and causes the following log.txt error message:

logs\dcs.txt

2023-09-30 07:01:32.977 ALERT   Dispatcher (Main): Error running db_scan: dublicate sensor :34K1 Monolit
2023-09-30 07:01:32.978 INFO    APP (Main): application shutdown

I assume the 34K1 Monolit is related to that particular mod.

What could this issue be about?

Cheers, Olli

Edited by ollrty
Posted (edited)
53 minutes ago, ollrty said:

Hi Currenthill !

Thank you so much for the work you have done designing these mods. I bring to your attention that Project 22350 Admiral Gorshkov Class Frigate causes me that the DCS does not start and causes the following log.txt error message:

logs\dcs.txt

2023-09-30 07:01:32.977 ALERT   Dispatcher (Main): Error running db_scan: dublicate sensor :34K1 Monolit
2023-09-30 07:01:32.978 INFO    APP (Main): application shutdown

I assume the 34K1 Monolit is related to that particular mod.

What could this issue be about?

Cheers, Olli

 

There is nothing wrong with the Gorshkov. The most likely issue is that you have installed someone else's mod which uses my code without making it unique, hence creating a conflict.

Edit: As a general statement, I have all my 100+ assets installed at all times so that I would notice if one of them would break DCS. I also scan my DCS log every time I release a new asset to make sure I haven't added an issue, no matter it being a warning or an error. 

Edited by currenthill
  • Like 5
Posted (edited)
34 minutes ago, currenthill said:

There is nothing wrong with the Gorshkov. The most likely issue is that you have installed someone else's mod which uses my code without making it unique, hence creating a conflict.

Edit: As a general statement, I have all my 100+ assets installed at all times so that I would notice if one of them would break DCS. I also scan my DCS log every time I release a new asset to make sure I haven't added an issue, no matter it being a warning or an error. 

 

Hi CH. Thank you for your quick reply which is very understandable... so I will do further investigations in my mod library!

Edited by ollrty
Posted

Uninstall all but conflicting mods and add one back each time to find the problem. 

  • Like 2

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted
15 minutes ago, ollrty said:

Hi CH. Thank you for your quick reply which is very understandable... so I will do further investigations in my mod library!

 

No problem. And it's of course most likely a ship mod that's conflicting the Gorshkov, based on the radar code. 

Posted
22 minutes ago, currenthill said:

No problem. And it's of course most likely a ship mod that's conflicting the Gorshkov, based on the radar code. 

 

28 minutes ago, joey45 said:

Uninstall all but conflicting mods and add one back each time to find the problem. 

Hi CH (also joey45)!

Issue was Admiral189`s apparently outdated Russian Frigate Admiral Kasatonov, which I think has been recreated and updated by CH. 

Thank you for your help for easy solving the issue. 

  • Like 2
Posted
39 minutes ago, currenthill said:

Perhaps, the decision process remains shrouded in mystery. 😜

Oh, I think that makes sense, you just finished building the US infantry, and US & Russian infantry are the most common infantry for red/blue coalitions ^^
You have a pretty Russian soldier in your "Tigr", that gives us hope to see his little comrades soon! 😜

  • Like 2
Posted
41 minutes ago, currenthill said:

Perhaps, the decision process remains shrouded in mystery. 😜

😛

do you plan on making other variants of the Tigr,

like the one that has both a PKP and AGS 30 grenade launcher, the Remote Weapon Station variant. and of course the Kornet-D variant?

  • Like 2
  • Thanks 1
Posted
1 minute ago, Redwingpilot said:

Any chance you could do an NPC-only MQ-28 Drone?

feels like it'd be perfect to have the Ghost Bat as a wingman in DCS

boeing-mq-28-ghost-bat-3d-model-obj.jpg

Or as a tanker.

  • Thanks 1
Posted
On 8/9/2023 at 4:57 PM, currenthill said:

image.pngArleigh Burke Flight III / Ticonderoga CMP (USA) version 2.3.0 released!
Changelog Version 2.3.0

  • Added air target capability for Mark 45 Mod 4 127 mm naval gun
  • Added pennant number liveries (thanks @HighMaintenanceB)
  • Added tags
  • Fixed Arleigh Burke AN/SPY-6 ECM burn through range
  • Fixed Ticonderoga AN/SPY-1 ECM burn through range

 

Hello @currenthill , I love the mods you made, thank you so much!

This mods works fine. I just found that there is no sound effect at the moment when it launches SAM missles against air targets. For the other warships you made, e.g. Type 45, 55D, Project 22380...ect, you can clearly hear the burst sound while SAM launching. It would be nice if AB III and Ticon CMP also have this sound effect. Or can you tell us how to add it to this mods?

ARLEIGH BURKE FLIGHT III_SAM_Launch_sound.miz

  • Like 1
Posted (edited)
On 9/27/2023 at 12:01 PM, currenthill said:

image.pngUS Infantry (USA) version 1.3.0 released!
Changelog Version 1.3.0

  • Added M249 missing textures
  • Added M120 Mortar team

US Infantry M120 promo.jpg

Hey Currenthill, I'm having an issue getting the Mortar team to fire. I have attached the mission and any input would be appreciated. It's probably a mods not playing to well together but IDK how to sniff that out.  
 

TEST_SANDBOX.miz

Edited by SullyFUBAR
  • Like 2
Posted
14 minutes ago, SullyFUBAR said:

Hey Currenthill, I'm having an issue getting the Mortar team to fire. I have attached the mission and any input would be appreciated. It's probably a mods not playing to well together but IDK how to sniff that out.  
 

TEST_SANDBOX.miz 23.86 kB · 0 downloads

 

I had to move the mortar team closer. I think the red circle that indicates their range is off. I also changed their weapon type to cruise missiles. I made both changes at the same time so idk what makes the difference . 😬

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