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Recluse

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Everything posted by Recluse

  1. Please do that, and I'll try and get to the bottom of that. As promised here is the error. I can reproduce it by killing a target within the BombRange zone. It registers hits fine, but if the target is actually destroyed, it throws this error. The error popped up twice, once when I destroyed a target and once when a badly damaged target cooked off.. so I am pretty sure it doesn't like it when I target it registers disappears. It is also a clone zone so that when all the targets are destroyed, the empty! flag hits the clone? flag, so that may cause issues too, but there was a similar setup that you pointed me to in your Marianas Sandbox. I can work around it, but thought you would want to know, and maybe it is "CORRECT AS IS"
  2. Sorting through all the Cluster/Fuze threads: Based on the .trk posted and the fix in the recent patch, is this now CORRECT? i.e. to use the FMU-140 fuze airburst height setting for CBU-99, select VT1 in the MFUZ setting and INST on the EFUZ setting on the Stores page?
  3. FYI, same thing with the LHA Tarawa smoke missing in MT...since MT was introduced.
  4. OK, I guess I misunderstood this: I thought slotty was performing some of the actions of stopGapGui
  5. 100% CORRECT!! I initially used STOPGAP but couldn't see the static representation of my wingman when I entered an aircraft. Since it was all about the EYE CANDY I went with noGap. Made this mission for me and a friend to practice with some of the FC aircraft. Mainly Flankers (SU-27 and SU-33), but I threw in F-15C and F-5E as well. Since we will PROBABLY fly in two ships of the same aircraft, it wasn't a big deal, and I probably could have just as easily made each aircraft 1/1 in this particular case with no downside but maybe we would try dissimilar aircraft and then the Eye Candy wingman would be visible. I tend to like to make Groups for Multiplayer because it confers some advantages e.g. for F/A-18 Hornet datalinks, it is easier to have everyone in the same group to automatically enable it though it can be established via onboard systems for aircraft outside the group.
  6. Thank you for your detailed and informative responses (as always!) I will check out Marianas Proving Grounds (I have it, just never looked at it in the Mission Editor!!). For my stopGap vs. noGap question: It is in the context of a very simple mission I want to fly with a friend to test out various airframes, with eye candy for the unused aircraft showing on the Tarmac. All airframes are 2-ships, so in the event that we fly different aircraft, I wanted our respective AI wingmen to be visible for atmosphere. No Slot Blocking needed, or any other complexity that StopGap provides over noGAP. Will use noGapGui. Point taken that StopGap will be better for any more complex MP interaction.
  7. @cfrag You have bigger issues with the landing stuff, but just reporting a minor thing which may be "correct as is": I used the bombRange module in a recent mission, and it WORKED, but I noticed that unlike the other modules, there is no report on startup that it loaded. That was the minor thing. I did get an error that I think was related to destruction of a target within the Bomb Range Zone (which overlapped with a cloneZone) but I will make a detailed report if/when it occurs again. But it brings up a question: The scenario I have is a cloneZone with some targets that are set to repopulate when empty. I have a bombRange overlaying it (circular) to report impact from center as well as any hits on targets. I was thinking that maybe only a single zone could serve both purposes but wasn't sure if could mix a cloner and bombRange descriptor on a single zone. On another issue entirely: Does slotty work with noGap (or is there an equivalent that can run in the mission), or is the noGapGui required for MP?
  8. Actually, no, my textures are on MEDIUM because I fly in VR 90% of the time. Took that screenshot from a 2D screen.
  9. @BIGNEWY On this point, I assume there is no reason to (re)install the FC3 package as long as all individual aircraft are active. Down the line, however, if re-installing DCS, is is better to install the FC3 package or just each individual aircraft? (Or will there be an FC2024 set that includes everything down the road? )
  10. Really? Got a link for that? Uninstall OXRTK completely or just disable?? I noticed that it was disabled when I first went into VR, but then I enabled it. Had a rough VR time in Multiplayer maybe this is why? Darn, I REALLY REALLY REALLY liked having the OVERLAY in addition to everything else. Maybe I will turn everything BUT the overlay off
  11. Thanks for the confirmation. FYI, I tried to reproduce your screen shot from the F86FC to better compare: Didn't match the time of day.... sorry..
  12. No, it is a glitch that occured for some due to the conversion of the PACK to the individual aircraft. It will be fixed according to @BIGNEWY I seem to be one of the very lucky ones who had no problem (yet... LOL) null
  13. Hmmm.... F86FC cockpit looks kind of off...Mirror hanging in the air and slanted HUD glass? Don't have the Full Fidelity F-86 so I don't know if this is "Correct as is" EDIT: OK looks like the "Sighting Glass" is correct at an angle, though it does look a bit more angled than the picture in the manual. Mirror still bugs me
  14. FC4/FC 2024 doesn't show up (for me) as a discrete option. Only the individual aircraft. Also, I note that in the DCS Folder structure, all of the aircraft used to be nested under a FLAMING CLIFFS folder, but now that folder only contains two folders (COCKPIT and MISSIONS) while all the other stuff is in separate folders for each aircraft. Similarly, the SPECIAL tab used to have all aircraft nested under the FC3 tab but now they are all individual. Maybe because I didn't (re)-Install Flaming Cliffs 3, but as everything was working fine with my FC3 aircraft, I didn't want to Break anything.
  15. All of mine were fine, but along with the option to install the 3 new aircraft, I had the option to install FC3, but I just installed the new aircraft separately. Now I have all of them, but listed separately and FC3 is still in the AVAILABLE TO INSTALL. (Previously I installed FC3 and not the individual modules, BTW and FC3 showed up). null
  16. Use your DMT or TPOD LSS/ LST to pick up the spot, then designate it as T0 (or another Target point) so you know when to drop. You can eyeball it without a designation to make sure the GBU-54 is in the basket, but I think the GBU-54 needs an initial TOO or PP drop point to get release cues. Never dropped a GBU-54 as Laser Guided Only, but since when self lasing you usually have designation anyway, it isnt really a thing. A bit different with JTAC.
  17. Don't know if it would be helpful or not, but the JTAC (REAPER) functions in FOOTHOLD have this ability. You can step to the next target or have them prioritize the type of target with the F10 Menu. Seems to be included in Zone Commander.
  18. Same thing happened to me. I had to un-quarrantine the file and add the DCS top level folder to the EXCEPTIONS list. FYI the file is: null
  19. See this LOADOUT REWORK post for some more information: For example, you will notice that you cannot have Sidewinders or Sidearms on the wingtips if you have 2 JDAM on the adjacent pylon on the \ configuration that puts them close to the wingtip, but you CAN with the / configuration.
  20. 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..
  21. 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.
  22. 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.
  23. 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.
  24. @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?
  25. @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.
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