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Recluse

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  1. Same here.... with 6 CBU-97 on one CFT.. Program to RPL SGL, QTY 6. INT 300 I dropped on on a Target of Opportunity and forgot to crank the QTY down to 5 for the RPL SGL program release. IMMEDIATE CTD upon release. Happened in Multiplayer. Will try to reproduce in SINGLE player and provide a TRK..
  2. We have been flying a version of Foothold on the Sinai Map... It is indeed very demanding, though I don't know if it is the number of units or the terrain itself. The server we ran Foothold Caucasus (and SYRIA, IIRC) on has 24 GB RAM, and it ran fine with that map, but SINAI brought it to its knees. Hosting on a client machine with 32-64 GB seemed to work fine. There are ways to set up AI helos to pick up troops in the Mission Editor, but it all has to be orchestrated specifically and I would guess it requires more Scripting to add any dynamic aspects to it. The aspect I can see that makes sense is to dispatch an AI helo to pick up a downed pilot at a certain location...especially if no humans fly any helos in a mission.
  3. I could be VERY WRONG, but I don't think there is a specific JTAC unit in DCS that is recognizable. It has to be infantry with a "lase" order. So not sure you can include a "JTAC" in a spawner with other units who arent supposed to lase. So, I think the non-requestable comes from having an entry in the list that is not in the legalTroops variable (and in fact doesn't exist in DCS) As an aside, I have found that if I spell a unit wrong, like "SoliderM249" instead of "SoldierM249" it seems to generate a LEOPARD by default.
  4. I find myself going old school sometimes as well when I KNOW DML can do it and do it better but I just don't know how.
  5. @DD_Friar In mine, they aren't spawning at mission start. That's why I thought that your spawnUnits? flag might be getting triggered somehow at mission start through some other event. I get what you are doing with the random flag, but if they are REQUESTABLE at each location, you shouldn't even need a flag. OOPS Never mind! DIfferent scenario... still worth checking if there is any initialization of the flags at mission start. Try taking OUT the flag and see if they are still spawning at mission start. I think you were on the right track before with a pause? But maybe you need an Activate as well before the spawn? flag will work?
  6. @DD_Friar I built a quick test some time ago and it seems to work fine. The troops don't spawn until I request them from one of the aircraft. I think the problem might be with your spawnUnits? flag which might be getting triggered prematurely. I don't think it is needed when the Requestable option is there.
  7. The Strike Eagle has some complicated Navigation logic compared to other aircraft. For the TSD PB 9 (Bottom row, 4th from the Left is used to select ROUTE A, B, or C for Display. In your screenshot, you see the A there which means ROUTE A is displayed. The route in the F-15E are A B C the 2 represents the Steerpoint, so 2A is steerpoint 2 on Route A. "B" alone is always "STEERPOINT 0" and gets you back where you started. You will not get a route to follow if "B" is selected. IF you are following ROUTE A, you should select "1A" in the UFC. You will then see the circles in the HUD starting with Sequence Point 1 and it will auto switch to the next Sequence point (if this option is selected). To select a Steerpoint on the UFC, type in the number and Route, e.g. 3A will get you to Steerpoint 3 on ROUTE A. Be careful, because if you have TARGET POINTS you need to put a . after it. Once you have a Route in a selected Steerpoint in the UFC, it assumes you want to stay on that route So if Steerpoint 1A is selected, entering 2 will get you Steerpoint 2A. 2. will get you Target Point 2.A It may be good to uniquely specify it... 3C will get you to STP 3 Route C. IF a steerpoint doesn't exist you can create it. Scratchpad basically automates the button pushes. See the Manual: (or find any one of a number of good YOUTUBE videos. For this reason, when I use ScratchPad to enter Targets for JDAMS, I usually do it for ROUTE C, so I can use Route A for pure Navigation. Several ways to do this with ScratchPad. In the DRAKEN 35 README file there are instructions for entering a starting point (WSS) or a specific WP on the # for each Coordinate (WDES) Examples from the README: Set WSS to point 2 of route A: @<2A> Set WSS to point 1 of route C : @<1C> @|#|N 41°39.650'|E 041°50.063'|2462| -> will load in the next point of the sequence/route @|#.|N 41°39.650'|E 041°50.063'|2462| -> will load in the next TARGET point of the sequence/route @|5B|N 41°39.650'|E 041°50.063'|2462| -> will attempt to load the point in 5B @|3.A|N 41°39.650'|E 041°50.063'|2462| -> will attempt to load a target point For example, what I do when I create TARGET POINTS in route C is to enter: @<1.C> at the top and use the @|#.| for each coordinate. If I wanted a pure NAV point vs. Target, I would just leave out the .
  8. You need to first click the little box to enable the white Dot. Once the box is checked, the +L/L will appear to insert the coords. Note: In my example below I already had some coordinates in from a previous session.
  9. Thanks @cfrag for the detailed explanation! Makes sense.
  10. @cfrag Don't know if this is feasible, but a little enhancement suggestion: - I have been enjoying the heck out of Willie Pete. Being able to call down the Steel Rain has been a huge force multiplier in our Foothold adventures!! As you well know, there are issues when WP initializes with GROUPS of aircraft, and issues when aircraft in groups are trying to perform the FAC role. I've taken to creating dedicated single FAC aircraft to carry out the duty. Still, when WilliePete initializes, it does a ton of work and, when Verbose, sends a TON of messages about trying to initialize Groups. Wondering if it would be possible to add a Configuration parameter for the NAME of an aircraft Group or Unit, so, for example, WP would only initialize aircraft in a group (or an individual unit named *FAC. For the UNIT designation, for example, you could have a group, "Harrier CAS" and, let's say Harrier CAS -3 had a unit name of Harrier CAS-FAC. That way, WP would initialize only that aircraft to perform the role and ignore the others in the Group. If it has to be GROUP based, they you would still have to create a separate aircraft in a Group named "HARRIER-FAC" but the overhead during the initialization process would be significantly lower (unless the work of parsing out specific names would be even MORE overhead. Maybe I haven't though this through, but presenting it for your amusement if nothing else
  11. Agree on all points. Laser Maverick E/E2 similarly a nightmare of switchology, at least when using the TPOD for the E2 Piece of cake when someone else is doing the Lasing!! My favorite Harrier Weapon is the APKWS... much easier to use!
  12. It was hard to tell since the .trk cut off, but when you bring up the MAV WPN video, you need to do a SSS UP to put it into IRMV mode, and then you might need to do another TDC Depress to lock it (Crosshairs snap to target). I took control and this was the case. The Maverick wasn't in IRMV mode.
  13. I noticed something when I posted that screenshot. I never THOUGHT TO use it, but I saw that the COMMAND MENU RETURN function (which I have bound to TRIM LEFT) turns off the Menu just like the Second press of the COMM 1/COMM 2 SHOULD DO. So, you only need ONE binding to get you back to a menu removal. No need to scroll all the way down. Agree that it would be good if it just worked like other Aircraft, but the addition of that COMMAND MENU is a great Quality of LIfe improvement, especially for VR!!
  14. This is true, as opposed to most (all?) other aircraft. You CAN, however map the new COMMAND MENU bindings for scrolling through the Comm menu and selecting the EXIT function. I use my Trim hat which works fine while the comm menu is on screen, but I have to always be careful not to ACTUALLY need to TRIM while the Comms menu is up! null
  15. I am resurrecting this thread. Last night I was in a Hot Start F-15E with NO steerpoints set, yet, with Bullseye at "BE01" the Bullseye showed up on my Radar in exactly the spot it was on the F10 Map. I added some Steerpoints, and, following the manual tried to Change the Bullseye by typing a number into the Scratchpad and clicking PB8 with BE01. As mentioned above, NOTHING happened, but I am thinking maybe nothing SHOULD have happened. I saw some posts over in the Discord that lead me to believe that BE01 doesn't really mean Bullseye is at Steerpoint 1, but that it is the location of "BULLSEYE 01" however that it set. In the Discord, they seemed to suggest that "BE01" is a discrete steerpoint outside the other routes that can be edited as a "normal steerpoint" but I did not get a chance to try this. Can someone from RAZBAM confirm or deny the BULLSEYE LOGIC one way or the other?
  16. Hey quick question: Based on some limited testing, I believe the answer is NO, but can the FCR pick up infantry??
  17. I saw a similar thing when taking over the track. I think it is something odd with the sequence of events here...because when I cycled the MAV seeker to INS and then Back to IRMV, made sure the target was locked, it fired normally, and I could lock another target with the same sequence (UNCAGE/IRMV/LOCK)and fire normally. It SHOULDN'T MATTER, but this is DCS after all.... if everything is in constraints (gear/nozzles) BEFORE you got to IRMV and the seeker locks, everything should work fine.
  18. When I watch your .trk, I see your nozzles are forward by about 40 degrees. You can't fire weapons with the Nozzles that far forward. I think 20 degrees is the max, but best to be at 0. The BEEP on pickle is due to TONE boxed on the STRS page
  19. Well considering I just updated my beta branch, that ship has sailed, but I now consider that one the Stable Version The "Stable" version is so out of date the update would have taken twice as long.
  20. This is probably a FAQ but maybe bears repeating here in light of the harmonized installs. What is the recommended way of DELETING another install since a lot of us might have had a STABLE and BETA install and now there is no need. I updated to my previous Open Beta folder, but have an OLD Stable Install that I haven't updated in quite a long time but I could never bring myself to delete it. The time has come!!!
  21. DEFINITELY SIM MODE. The issue is when I first jump into a plane, ANY PLANE it all works perfectly. It is only after I get shot down (or maybe ANYTIME I SWITCH CLIENT AIRCRAFT...haven't checked) it stops working. So no issues up until the aircraft switch. And, as mentioned, if I go into the CONTROLS SCREEN, even when it stops working in game, it all shows that it works there. SIMAPPRO is probably running in the background, but shouldn't matter as this is the way I have always flown. I will try shutting it down completely next time.
  22. Lately I have been seeing something VERY ODD. I have the CORRECT PTT/Call Radio Menu comms button set on my HOTAS (the one that brings up COMM1 or COMM2 for AI comms... RALT-\, RCTRL-\ for the F/A-18, e.g. Everything works perfectly. In Multiplayer, if I get shot down and spawn into another aircraft (either the same one I was flying as a RESPAWN or a totally different available CLIENT) My HOTAS COMM1 and COMM2 buttons don't work any more. - I can go to ADJUST CONTROLS and verify that the bindings are good (Using the HOTAS control highlights the appropriate commands) - I can use the keyboard equivalent in game and it brings up the menus perfectly. - FOR SOME REASON, JUST THE HOTAS controls just no longer function in game. - EVERY OTHER HOTAS CONTROL WORKS PERFECTLY AS FAR AS I CAN TELL. WINWING ORION2 Throttle with F-15EX grips + WINWING ORION 1 F/A-18 stick. The comm switches I use are on the THROTTLE. I did a REPAIR and nothing changed. As far as I can tell it ONLY happens in MP under the conditions described.
  23. @Chad Vader Great! I was going to suggest an ORDER issue as I have been bitten by that. BTW, my reply about the troopCarriers variable was directed at @Spankinvicar. Lots of similar issues going around
  24. Hi, Not @cfrag but I am a HUGE fan of the UH-60L and have used it so I will take the liberty of answering. In the csarManager module (the csarManagerConfig zone) there is a variable called troopCarriers which specifies which aircraft can do CSAR. You can use ANY or ALL which will work with ANY HELO including the UH-60L or add the UH-60L separately along with other helos (or aircraft) you might want to use See the manual section 5.6.3.3 This is the configzone I have where I added the UH-60L to the demo mission using the any qualifier. null Most of the Demo missions have thorough explanations in the manual that explain everything that is going on. They are a good way to see how things work but flying them and then checking the various ZONES and how they are configured even if there isnt a manual entry for them.
  25. I did some testing and kludged up the Herc HERCULES_CARGO.LUA logistics script (found in the AIRCRAFT\MODS\Hercules folder) and loaded MIST for it and I got Airdrops working with the Herc. I guess you could also go full CTLD.. I just loaded the units in the Herc and dropped them, rather than using any of the menu items. Managed to spawn units suitable for capturing zones.
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