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Everything posted by GR00VYJERRY
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I know some people complain about it being slow or it can't climb but it does fight pretty good if you can learn how to fight to its strengths. It takes some practice but is a beast when you get the shots on target with those 4 cannons. I just put up a video of a 1v1 with veteran AI Mustang. I have been successful at downing all the allied planes with the Anton. Playing against human players varies since there are different skill levels amongst people but I learned that if you fly it right it does a pretty damn good job.
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You can set the bomb amount in the ME. I have a formation that drops half payload, six bongs per plane. I had a 12 ship formation that was dropping 12 bombs each but it would kill the frames for some of the people I fly with so I dropped the payload down to 6.
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Why was the assets pack not free?
GR00VYJERRY replied to GR00VYJERRY's topic in DCS: WWII Assets Pack
Ref: https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.5.6.57264/ This is enough to create a basic scenario without needing to buy anything. Otherwise, sure, for the full WW2 assets pack, then you need to purchase it (which is fair enough... that work needs to be paid for somehow). The free set, however, has tanks on both sides, trucks on both sides, halftracks for both sides, and AAA for both sides. This, plus the free TF-51D and free Caucasus map means that a basic WW2 non-combat scenario can be set up and used by anyone. Then, if players happen to have other WW2 flyable modules, they can use them too. This is the basis of the online Clash of Wings server, which can be flown completely for free, as it only uses Caucasus and the free WW2 assets. If you happen to have a warbird, you can use it, but if you want to invite a friend, then even the TF-51D is permitted there. this is good information to have. I can work with this. Thanks. -
I have been playing dcs for a long time and I paid for the assets pack because I like flying the warbirds. It is pretty much why I bought dcs. I fly jets only on occasion. I just can’t figure out why the assets pack was not free like the modern assets that are in the game. I know so many people that like flying warbirds but don’t want to to pay for the assets pack. It sucks because I like flying with period correct assets but a lot of the people i play with don’t have the assets pack so I am constantly building double missions and maps, one with ww2 asssts pack and one without.
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Most: Does anyone know of a good script for ground clean up?
GR00VYJERRY replied to GR00VYJERRY's topic in Mission Editor
I can get the plane to take off, land, despawn, respawn, repeat. Now I can’t get it to respawn properly when it gets destroyed. It will respawn and despawn repeatedly. -
fixed internally ZOMBIE BOMBERS - AI bombers cannot be destroyed
GR00VYJERRY replied to Whisper's topic in New Damage Model Bugs
great news. Thanks -
Most: Does anyone know of a good script for ground clean up?
GR00VYJERRY replied to GR00VYJERRY's topic in Mission Editor
I don’t see how zones would work. The conditions for landing and not landing are almost same. I am trying flags and I am able to get them to land and the respawn and respawn again but then they get stuck on respawn every 30 seconds or what ever I had the flag delay time set at -
Hi have the same issue on occasion. I actually recently made a post about it. something weird happens to the game file and it bugs out. The only way to fix it is to build an entire new mission. You can literally put the same triggers, scripts, units in the same place and time and it will work. I had an issue where it happened on the last units I was placing. They stopped following waypoints and started entering a right hand pattern at waypoint one. I deleted the units, redid the triggers, etc. and put them back and it still didn’t work. I spent a few hours and literally copied the mission over item for item, no changes, and it worked fine.
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Does anyone know of a good script that can clean up grounded planes. I have a problem in one of my missions where a few planes land because of low fuel. The rtb and jump out of the place (ww2) and the plane never disappears. It just sits there. I can deactivate them in the ME by deactivating unit under 1 knot but the problem is it deactivates them when they start on the ground since they are under one knot. Thoughts?
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Respawning a large formation of bombers?
GR00VYJERRY replied to GR00VYJERRY's topic in Mission Editor
Thanks. Got it figure out. Needed to add some “OR” in my conditions. Lol -
I have been using this script for the basis of be of my missions. It is nicely done. I have been using for ww2 stuff. The only problem is the time value for CAP the air doesn’t work. It says it goes by minutes. I have put time on target to 10 minutes, 30, 60, etc and no matter what the planes will fly to the zone and hangout for literally a few minutes and the rtb and land. From takeoff to landing is 10 minutes. I have also put time in as seconds to see if that helps. Nothing. Anyone using this script? Any suggestions on how to fix the time on station?
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So I am obviously missing something. I usually play starting on hot start. However I tried joining a game where cold start is required and I couldn’t get my master arms lights to light up. I started the aircraft. Got airborne and then flipped up my master arms switch. Nothing. No lights, no guns. I had full ammo. I am obviously missing something but can’t figure out what. Help please. disregard. Found the breakers.
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AI won’t follow waypoints at all. They get to waypoint 1 and just fly a circle. Sometimes they follow but most of the time they just fly in a circle when they get to the firs waypoint. I can literally run the same mission over and over and get a different result. I am not sure if it is an issue with bombers only but that is where I am experiencing the problem. Bombers will sometimes fly the waypoints other times the get to the first waypoint and just start a right hand orbit.
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fixed internally ZOMBIE BOMBERS - AI bombers cannot be destroyed
GR00VYJERRY replied to Whisper's topic in New Damage Model Bugs
This really needs to get fixed. It is literally mission breaking when trying to have any triggers happen as a result of bombers going down. -
I have a multiplayer server I am working on. I am using mist and the ME scripting tools to build it. I know how to make large bomber groups but I can’t figure out how to get them to respawn together. The way my mission is set up is the bombers (just one groups since I can’t get them to respawn together) comes in and bombs an area then flies back and is deactivated when it inters a zone. The group can also be shot down. Once the group is dead or deactivated by the zone 30 minutes pass and the group respawns and repeats the circuit. I want to get a large formation of bombers coming in to bomb. Problem is since the groups have different names they don’t spawn in together if one group gets shot down but the other doesn’t. Anyway to make this work with mist?
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Has anyone noticed that when in multiplayer, after shooting down a b-17 they just fly in a circle at altitude while on fire? The fire eventually goes out, engines off and props not spinning, crew is dead or bailed out and the bomber just keeps flying in a circle. It never loses altitude and doesn’t ever crash. Just flies around at a slow speed continuously.
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I know this is probably outside the normal response for this war bird but I love dogfighting in it. Dogfighting in the 109, spit and mustang had become so easy (been flying them for a while) it is nice to be challenged again. So far I can take out p-47 and p51s (AI) up to the second difficulty but am having a hard time with the spit. I am aware that taking out spots in a 1x1 is gonna be hard for the this bird b it sure is fun to try. The Anton seems like it would absolutely destroy when flown in a pair or group.
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Ok. Thanks for the information. Just started flying the Anton. Still learning.
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I just bought the Anton. Been flying pretty much most the warbirds for a while. I was missing the Anton and Dora so I went ahead and bought the Anton. So far I am liking it quite a bit. Pretty much destroys what ever it hits. Anyways I noticed the landing gear retraction doesn’t work after takeoff. I don’t like toggled landing gear so all the birds I fly my bindings are set to gear up and gear down. When I try to retract them they won’t go up. If I hit the toggle they work fine and will go up. Then even weirder yet is after I use the gear toggle button I can extend my landing gear using the one way landing gear down button and then I can retract them using the one way gear up button. It just doesn’t work for the first retraction for some reason. Am I missing something?
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Need Help getting menus to show if a target is active/inactive
GR00VYJERRY replied to GR00VYJERRY's topic in Mission Editor
Thanks for the suggestion but no dice. The truck constantly says active whether it is active or destroyed. I have spent 2 days working on this crap. Starting to think it is damn near impossible to do. -
I am trying to get the F10 menu to show whether or not a target is active. I want it in the F10 menu becuase this is for a mission that basically runs on our server 24/7 so i want people to be able to look in the menu and see what targets are active. In my test scenario I have a truck and a ship. I want to go into the f10 menu push F1 for my "Mission/Task Menu" and then push F1 for truck activity and a F2 for ship activity. That all works fine except for the activitiy part. For example, the truck is spawned in i push f10---->F1 for truck activity and it says truck active. I destroy the truck. I push F10----->F1 to check activity and instead of it being blank it still shows truck active. Here are just some of the scripting I have tried. One is mist and the other is mist combined with flags: env.info( '*** Menu INCLUDE START *** ' ) --main menu init OPSmenu = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "MISSION/TASK MENU") OPStruck = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "Truck Status", OPSmenu) OPSship = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "Ship Status", OPSmenu) --flight tasking/coordinates local function main() if Group.getByName('truck') then OPStruckactive = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "Truck Active", OPStruck) else removeItem('Truck Active') end if Group.getByName('ship') then OPSshipactive = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "Ship Active", OPSship) else removeItem('Ship Active') end end main() env.info( '*** Menu INCLUDE END *** ' ) ----------------------------------------------------------------------------------------------------- Here is another one I tried: env.info( '*** Menu INCLUDE START *** ' ) --main menu init OPSmenu = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "MISSION/TASK MENU") OPStruck = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "Truck Status", OPSmenu) OPSship = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "Ship Status", OPSmenu) --flight tasking/coordinates local function main() timer.scheduleFunction(main, {}, timer.getTime() + 1) if trigger.misc.getUserFlag('1000') == 1 then OPStruckactive = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "Truck Active", OPStruck) trigger.action.setUserFlag('1000', false) end if trigger.misc.getUserFlag('1002') == 1 then OPSshipactive = missionCommands.addSubMenuForCoalition(coalition.side.BLUE, "Ship Active", OPStruck) trigger.action.setUserFlag('1002', false) end end main() env.info( '*** Menu INCLUDE END *** ' )
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DCS: F-16C Viper Screenshots and Videos (NO DISCUSSION)
GR00VYJERRY replied to wilbur81's topic in DCS: F-16C Viper
Quick 7 minute flight from takeoff to landing. Was working on some camera angles for this video. I like the shot when the landing gear comes down. One of my favorites. -
Just curious....what is wrong with the Anton? What makes you say they stopped working on it mid development? I am torn between buying the Dora or Anton and am genuinely curious what is wrong with it so I don’t waste money on a bird I won’t like to fly.
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I’m not sure what people are complaining about with damage between allied and axis planes. Rear aspect shots on the tail of a plane are not gonna do much damage compared to shots right behind the prop. I can take a p-51 out and nail a plane right behind the prop with a second long burst of 50 caliber and the plane will go up in flames or start smoking and the engine stop. I can also take the 51 out and shoot any plane from a rear aspect and waste several seconds of my ammo because I not hitting anything critical and some planes had more rearward armor than others to prevent rear shots from disabling the aircraft. I can take a 109 out and hit right behind the prop and it drops the plane with one burst (like the mustang) and I can also take a rearward shot and it takes longer ( like the mustang). The spitfire destroys other planes just fine. It is a plane the punches above its weight class. The spitfire is not nearly as armored as a jug, Anton, Dora etc so it gets shot down quicker when it is hit. Learn to fly the planes strengths and you are good. The spitfire can out turn damn near every plane. You get someone behind you you need to go evasive and use superior turn rate to shake them or you get smoked. keep up the good work ED. The ww2 planes are coming along nicely. Sure I’d like to see more planes for different times during the war but the selection we have is awesome with great modeling. spitfire quick kill: mustang quick kill: 109 quick kill: I have other videos as well that show how quick it is to take out a plane if you hit it right and plenty of examples in those same videos of it taking forever to kill a plane because I can’t hit area. Bigger bullets do more damage. Less armored planes receive more damage.
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Yeah I have them both downloaded now and will fly them tonight. I’m just trying to see what one is better modeled at this time. I wanted to ask the pilots of those birds if they are completed or still have a lot of work to be done.