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Roadrunner

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Everything posted by Roadrunner

  1. good find, although i think it will not help. i sent him a PM and will post any news here. regards, RR
  2. hi mate, the following are only rough ideas, i dont know if they will work. find the db_units_misc.lua in it you will find the db.Units.Heliports={...} entry. under Defaults category you will see a CLSID. the same CLSID can be found in the db_categories.lua, being the ID for heliport as it seems. if you change " DisplayName = _("FARP")," to " DisplayName = _("FARP test")," for example, you will find that entry in the mission editor, so most likely at this place you can include a second heliport. from here i would try to find a file where objects are listed with their CLSID's and add your model there, so you can include it in the Heliport list. as stated above, i dont know if it will work, buts thats where i would start looking. regards & good luck, RR
  3. actualy there is a small email button on the bottom of that page. but it's quite funny to ready about the ATO here, as i almost forgot that i developed it, hehe. you can use it, no problem, if you need some new airframe names, callsigns or airfields, let me know, i will include them in the database. regards, RR
  4. thanks for the info, will have a look at those pages. regards, RR
  5. hi guys, i just dont know where i can look up a list of functions that can be used in the editor, so i ask here. My thoughts are based on the fact, that aircrafts only spawn, when a players enters them, so for most of the time an airfield will be realy empty. my idea so far would be to place static aircrafts on the parking positions, exactly where a human controlled aircraft will spawn. when one enters an aircraft, the script shall check for the according parkingposition and remove the static aircraft just before the client aircraft spawns. i.e. Names: static_huey_01, client_huey_01 pseudoscript: if(player_takes_controll(client_huey_01)){ unit_despawn(static_huey_01); } does anyone have an idea what names those functions may have, and how to do it maybe? regards & thanks, Roadrunner
  6. can a mod please delete this one, i hit the enter button twice by accident.... thanks.
  7. dont know where i read it, but if i remember right, wags stated the maps in edge can be as big as you want them to be, so finaly restricted by space on your harddrive.
  8. Nevada Airbases question to ED hi ED-Team, might it be possible to get a list of implemented / to be implemented airfields of the nevada map? in the meantime, what can the community find? i think the following airfields will be a sure thing: - Nellis AFB - Creech AFB - McCarran International - North Las Vegas Airport - Groom Lake AFB / Area 51 does anyone has more ideas/suggestions? regards, RR
  9. sorry if someone posted it before, but i just lack the time to read 12 pages right now, so here is my opinion: saying it at this time is easy, i know, but after following this project since start, i think you should have made the 109, spit and p-47 as modules for DCS:World, selling them regulary. after the release of those, a kickstarter for a wonderfull map and AI WWII crafts, followed by playable stuff at the stretch goals would have made a difference. those three modules would have given money, and not a small account, as many people are waiting for a spit and a 109, and you could have focused after that on a map and stretch goal items. even more you could have waited with this for edge to be released, dont know the internal state of edge, but wouldnt have been bad anyway. i also think it would have taken away a lot of the confusion that was generated as well. yes, its easy to say now, 5 days before KS end, but who knows for what good this opinion is.
  10. IF we ever get an A-1 Skyraider... ...could we also get this? :megalol: Source with story: http://www.midwaysailor.com/midwayva25bomb/
  11. more so, the skyraider for example was put into service in 1946 and served in vietnam until 1975, just 3 years before the F-16 was introduced, and only 1 year before the F-15 :) but for the main topic: i like to have all airframes in one mission for personal use, and as others stated before, the whole idea of DCS:World builds on having everything in one game. anyway, except the freedom to develop everthing on their own, i dont see why a seperate installation is needed, as the mission builder decides what is in a mission and what not. i find it great to have all those diffrent pieces to create whatever i like to have. for flying jets in DCS:WWII, a lot of airfields had been grass, without a hard runway, wondering how many airfields will be good for jet takeoffs... RR
  12. it actualy works with right shift + m, at least for me. using the wheel actualy works as well, but you have to put it on first. thats some tricky thing if you dont know WHERE. well, hit left alt + c and use the mouse view to look at the aiming device from the side. you will find a switch that is clickable. when clicked you can go back to brightness in step B and make the crosshairs visible.
  13. press left alt + c and you can use the mouse to look, also you can zoom in with the mouse wheel. when saitek drivers are installed, the small mouse thing on the throttle should work, but havent tried it myself. zoom via keyboard should be numpad / and * . you can switch skins in the mission editor on the right side. when an aircraft is selected, you hit the small crosshair symbol for armament, and there you find a list of skins on the right side. RR
  14. i dont know what media they will use, but from the pictures at the kickstarter page, i could assume they make korsika for us, in the end they are showing product pictures that should resemble the final product in appearance and quality, at least my opinion. take that one: use google maps and search for "Ajaccio". https://maps.google.de/maps?q=korsika&hl=de&ll=41.926133,8.775287&spn=0.025384,0.051198&sll=48.917413,11.407993&sspn=5.740184,13.106689&hnear=Korsika,+Frankreich&t=h&z=15 :)
  15. hi all, i havent found a dedicated thread, so i start this one. my questions are as follows: it was mentioned, that it will be possible to fly all DCS:World airframes in DCS:WWII and the other way around as well. so far so simple. - how will that work with the three core aircrafts, the BF-109, Spitfire and P-47? will they as well be transferable by, lets say copying the folders from the mods folder? - will the other airframes, that you will get for free as a backer for example from a 40$ pledge, also be transferable? or will they be a DCS:WWII only? the reason behind those questions is simply, that i for myself want to fly all that stuff within DCS:World, so if those modules must be purchased again for DCS:World later, then almost none of the pledge options would be of any use for me, and raising my pledge wouldnt be of use to me as well, as i'm not in the position to give much :-( i hope anyone already has hard facts for this, or one of the dev team can throw in some hard information. regards & thanks, RR
  16. thanks mate, thats exactly what i needed, have been looking for uh-1.edm or huey.edm, stuff like that, but note this type number... thanks, RR
  17. hi, can anyone please tell me, where i do find the lods/edm files to show huey skins in the modelviewer? i searched the whole dcs:world folder for such files and didnt find it :-( thanks, RR
  18. just for clarification: it will not work with the miniguns, as you cannot jettison them. you have to use rockets for it. jettison vs. clearing: - you clear a weapon slot over the radio calling the groundcrew for rearming. that way will NOT help you there - you jettison a weapon through a switch in the cockpit, that is right over the arm weapons switch, locked under a red cap. hope it helps. regards, RR
  19. that from the kickstarter project page. maybe i understand it wrong because english is not my native language, but to be honest, i doubt that. i realy want that project to succeed, and i think it is on a good way to hit at least the first goal, but i would also like to realy understand the "system" :-( regards, RR
  20. hi all, i' thinking about pledging, but dont know what will suit me, as i'm totaly lost here. first of all, my personal interest would be the 109 and the spitfire, along with the fw-190d9. do i understand it correct, that the 109 and the spit are FREE for ALL players after the release? if so, then only the 190 would be of value, but that will most likely cost some 49,99$ at release. so if the first pledge step at 85$ grants me the 190, i dont see a value for me at all, as buying the 190 on release will be cheaper then via kickstarter help. is that correct? please enlighten me... regards, RR PS: i will pledge anyway, but i dont know how to decide on the ammount of money...
  21. just load a single rocketlauncher, then jettison it. the gunners will remain, as will the ETC's. regards, RR PS: dont know what other players will see then, but works for yourself.
  22. while you are saying it, we have 4 hardpoints, so letz make 6 out of it like that: 1: doorgunner/m60 right 2: Minigun right 3: Rockets right 4: Rockets left 5: Minigun left 6: doorgunner/m60 left that would solve some issues, although i do know, that some more programming would be involved, and "rearming doorgunners to hardpoint 1" sounds stupid, but it would work. for the exhaust i would stay with the checkbox for civilian craft as with the mustang, cause it IS a charakteristic of a civilian version, isnt it? (not sure about it) RR
  23. hi. i tested a bit yesterday, now my reults that are not that nice. first of all, would it be possible to make the same checkbox on mission editor as for the p-51d mustang? switching civil vs. war mashine would be much better in my opinion. anyway: i loaded ammunitions and had a war huey, all fine with it. while requesting reaarming and clearing the etc's, the doorgunners got removed as well, the skin changed to green without markings, the exhaust pipe cut off, etc. while loading munitions again, it will work accordingly. problem: if you just want to have the doorgunners, but no miniguns/rockets, you only have one way so far: load a rocketpot and then jettison this store. the doorfgunners will remain, the pods are gone. i hope this helps, and i realy hope and would like to have that aforementioned checkbox, as i realy like the slick version, but please with proper working skins etc. regards, RR
  24. Source: Falcon 4.0 Manual (limited edition) A-2 I think he is quite correct, the technical better aircraft must not be more effective, if the greater number of pilots cannot get this performance out of it and get better results with an inferior airframe. anyway, those documentations are realy nice to see :-) regards, RR
  25. hi all, maybe someone can help me. i was thinking about creating a new FARP, and the idea behind it would be, that you can spawn an aircraft or helicopter anywhere on the ground in the 3d world. for this the FARP wouldnt even have a visible 3D model, just an invisible field with no height at all, that could be placed almost everywere, much like the existing FARP. this FARP would allow to place aircrafts on ramp on airfields that cannot be used for it, or expand the aircraft slots for i.e. batumi or other airfields where the space is there, but just no spawnpoints. my question now would be, if anyone knows in what files the working mechanism is saved. i found a farp.lua file, but that doesnt seem to help me. any ideas? regards, Roadrunner
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