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Sid

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Posts posted by Sid

  1. 'To download the OV-10A you must download the zip via the links in the #Annonce or #ov10a_bronco channel of the Split-Air Discord server. The Link direct you to a Gumroad website with a little description of the mod. You can choose if you want to financially support the Split-Air or not. The Bronco will stay a free mod, you are not forced to pay anything. After that the Gumroad request your mail address, but you don’t need any account. Finally you have access at the Zipped file of the OV-10A BRONCO.'

    Here is a link that you get from the above, worth a try https://app.gumroad.com/d/70280cc299d3816d9dbcc446caab13c3 unless someone has another link.

    You unzip the file then copy the mod OV-10A into the mods/aircraft folder in the saved game. The file path: C:\Users\NAME\Saved Games\DCS (.openbeta)\Mods\Aircraft\'The mod Unzipped'

    Current version is v1.08

  2. Thanks chaps, all sorted. I think the reload/rearm might be something to do with the fact that I used the Fast Mission builder...it only has the basic options. I made a mission with the mission editor for the Bronco and it worked. Copied the mission and changed the Bronco for an A4 and it worked too. The comms might be something to do with my keyboard...I added a button keypress for the comms panel setting '\' off my hotas and they talk to me now, it appears '\' isn't picked up by the game as a valid key.

    Having fun.... both aircraft are great to fly. Might pop in on a Thursday evening to get the A4 weapons sorted if someone could help please?

  3. Morning geezers...

    I have an issue in that the ground crew don't want to talk to me (perhaps understandable) and that an aircraft won't load the selected weapon change.

    I have tried to get them to talk via '\' in order to get the A4 engine started but there is no reaction. Is there a game setting I am missing? I run the openbeta and it worked a couple of months back. I made a fast mission for the Bronco, selected CAS but I can't find anywhere to arm with weapons. In the mission I can select the weapons and skin, I get the rearm sentence but nothing happens. Any ideas?

  4. Getting to grips with this fantastically unusual aircraft and the sim....

    Had a great flight from my carrier off the coast next to RAF Valley to Gloucester via Mid Wales. Getting to the point where I can cold start, taxi, take off, fly, land, taxi and shut down. Vertical take off with a small amount of rear thrust, rotors set at 93 degrees. Get clear, 100ft, slight left turn. Increase throttle and bring rotors to level. Landing is a real case of correct rate of descent, touchdown about 90kts, rotors set at 60 degrees. On a runway that is....haven't tried a vertical carrier landing yet.

    Also loving the Twin Otter still.....fantastic STOL.

    The Osprey is a blast.

    Osprey over Wales.jpg

    Twotter1.jpg

  5. For those that like their aircraft correctly dressed the  'Historically Accurate Skins' mod is now fixed. Now that a lot of aircraft have two .dds files for a skin they all got changed in a recent update and the mod didn't work. Milktoast has redone them all and reissued it.

    Basically it replaces the default game skins with Hakenkreuz including Allied aircraft that have them as a 'kill' marking. It doesn't affect any custom skins because they aren't default so if yours don't have hakenkreuz then this won't apply it to them. 

    I use the 'complete' set at the top of the list.

    Cheerzen

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  6. https://forum.il2sturmovik.com/topic/168-developer-diary/page/9/#comment-1228259

    ''First and foremost, we're committed to the new project tech that is already in development. At the moment our graphics engine gives us more than competitive visuals and performance. And the progress doesn't stop. By the time it is released, the player's hardware, competitors' tech and game industry standards will be more advanced and we have to keep our place in the vanguard of the industry and the genre. By concentrating on the really important advancements and not spreading the resources thin on hyped things that will be soon forgotten. This is not an easy task but we were able to handle it so far and are positive we'll keep it this way. The direction of the graphics engine improvement we have chosen is massive and fundamental, requiring some new approaches to the content creation routines - therefore they affect not only our programmers but all our artists as well. As a result we'll have a new level of objects and environment quality.

     

    Second, we plan significant changes in the graphical user interface - both its engine and design will be updated. We want to achieve the new level of visual quality by having an interface that will help the player's immersion from the first screen and in all the various game modes. While the new interface design is still being discussed, its engine is already set. The new API allows many graphical possibilities and, which is very important, performance optimizations. All in all, we expect a significant leap forward in this area.

     

    Third, we plan to make significant improvements to the physical models. There will be a revision of the many subtle aerodynamics aspects that accumulated through the years. Our physical models are already very accurate and are among the best in the genre. But there are always things that can be improved. As you know, recently we have tuned the damage modeling and achieved very good results. However, the experience of years of work and optimizations in various parts of the project allow us to make a next step in increasing the detail and variety of the aircraft damage modeling.

     

    Fourth, we have already started the creation of the technical design documents for the new aircraft and one of these aircraft is already in development. The work on new pilots models is already underway. The pre-production of the new map has started - our designers are doing various research on the new area. This work is very extensive and complex because the chosen theatre of war is very interesting and visually appealing. But the reference documents and materials are not easy to come by. In fact, as it was before in our team experience, it looks like we'll not only create a new memorable realistic combat sim, but make a contribution to the history as a science by uncovering new data. At the very least we'll do our part in refreshing the public memory of these events.

     

    Fifth, we're finishing the previous projects. The work on the Western Front 1918 map is nearing its end and we'll release it into Early Access as soon as possible along with Quick Mission mode. The work on the Career mode for Flying Circus is also progressing, the map locations are being prepared for this mode and the creation of new missions will start soon. Player controllable C-47 is almost finished and we hope to start its beta-testing soon. Sopwith Snipe progress is way beyond half of the planned work. Spitfire Mk.XIVe FM is in the works (we have shown you its screenshots in our Dev Blog recently) and our engineers will start the work on the Siemens Schuckert FM in the coming weeks. The IAR-80 visual model has made good progress. In fact, we plan to dedicate the next DD to this aircraft. StuG III will be finished soon - its physical model is ready and the artists are texturing its interior and exterior. In addition, we plan to create several more Collector Planes, which will be the modifications of the various aircraft that exist in the sim. Also we're finishing several Battle of Normandy objects - Bofors AAA on Morris 9C chassis, M8 Greyhound, Sd.Kfz.234 Puma armored car, Universal Carrier and Flight Direction Tender ship.

     

    All in all, after the Normandy release our team did not slow down - on the contrary, we're accelerating on our way to the new, massive goal. This is backed up by the fact that we're significantly expanding - the plan is to increase the team from 36 to 50 people, reinforcing key departments and creating new ones. In spite of the world, industry and our project events the team keeps the spirit and its commitment to results - and the company management is also focused on results so we start our ship acceleration together. The very interesting, unique and compelling goal lies ahead and we're motivated to achieve it. We hope that when we announce it, this goal will inspire you, the community, not less than us, the development team - and perhaps even more.

     

    To add something visual to today's DD, here are the shots of our Fw 190 D-9 model recently added to Artstation - check them out.''

    • Like 1
  7. It is great to fly...looks and sounds just the job :)

    Haven't quite mastered landings yet, still coming in a bit heavy so I need to get the rate of descent sorted. Get it!

    Start up from cold is easy...best to RTFM available to download though as there are quite a few things to pick up particularly binding the nacelle pivoting. There is no easy start available, pilot needs to interact with the screens and go through the procedure using keys or clickable cockpit. I use clickable cockpit mostly. Auto flaps. Wing stowage is a great bit of animation. There's also a good freebie Mildenhall airfield available on 'flightsim.to' if you fancied living on a populated MV22 base.

  8. That's brilliant. As an Air Cadet I went on camp to RAF Waddington in 1978....Vulcans!. We visited the Training hangar and saw the massive flight trainer there...it was a scale model of Lincolnshire like the one in the vid and was used for local training. Had a camera fitted on the end of an arm and was linked to a Vulcan cockpit, the images were seen through the windshield. Amazing....

  9. I have taken the plunge and have reinstalled the Open World beta....

    I am looking to fly a limited planeset though....Vietnam era. I have the Huey, Skyhawk mod, Bronco mod and am waiting for the Skyraider to appear. C130 will be an exception, and of course the Osprey when that appears ;)

    First landing...second approach...Wire #1 :)

    First hook.jpg

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