Jump to content

Recluse

Members
  • Posts

    1134
  • Joined

  • Last visited

Everything posted by Recluse

  1. Thanks! I didn't think of LZ. I am trying to get my head around your example of Nested Valets in the discussion of "say hello goodbye (Valet)" thinking I could tweak it to work. Also, when I spawn in, I am seeing BOTH the First Greeting and the Greeting. I believe this is due to the odd behavior of the noGap I am using which causes my spawned aircraft to fall a few feet onto the runway (also giving me a Landing Feat!). Might switch to StopGap once the mission is ready for Multiplayer testing. As an aside, I sometimes struggle with needing multiple overlapping zones to do everything that needs to be done. I wonder if there are any best practices that anyone follows to limit them. I know that many parameters can be stuffed into other zones ("Stacking modules") to avoid this. As an example, I have a Cloner that is also a Bomb Range, and I added the wipe? attibure to declutter and clear hulks. It seems to work, but I always get the message about wipe? being deprecated in a CloneZone. Doesn't seem to affect the performance, and I usually clear messages once I have everything working, but I overlayed a separate wiper to satisfy my need for order
  2. @cfrag A possible modification of the Valet mod, or maybe you can suggest a way to do it easily with the current DML modules: So as not to trigger Valet messages when flying over a zone, could there be a switch like "groundOnly" which would trigger the Valet only when the player starts on the ground or lands. Of course there are definitely times where you WANT a trigger when they enter the zone in the air, so the groundOnly can be set to (and default to) FALSE, but turned on in those cases where you only want to mark spawns and landings. I was confused in a mission I flew when it kept welcoming me to different bases. It was in Single Player and I couldn't figure out why a ghost player with the same callsign was getting in a jet!! Then it dawned on me that my route took me through the zones.
  3. Just a question to confirm a recent observation. - When firing Hellfire (Kilos) from the Back Seat with a JTAC or other buddy lase, I like to use Acq Source Skr. ("Poor Man's LST") I used to be able to select Skr? as ACQ Src even when it was in White Text, but lately, it will not let me select it at this point. - At some point it turns GREEN and is then selectable and works great. -It goes back to white when no further laser spot is available, but remains selected. If I switch to another ACQ source, it is again un-selectable. - From the above, I am pretty sure that that currently SKr? is not selectable as an ACQ Src until there is actually a laser spot within LOS (and range?) for the Hellfire Seeker to pick up. Is this accurate or am I missing something else with switchology or settings? Also if true, does anyone know the constraints involved in being able to select this (i.e distance from laser spot, etc?) EDIT: Reading up on the SKR as ACQ source in the manual, it seems that indeed it is mainly used to slave the Sight to the Next to Shoot based on the missile seeker, (in the back seat, SIGHT being PHS) so I guess the seeker DOES have to be seeing a Laser. Previous behavior of being able to select the Skr? without a spot was likely wrong.
  4. I think the F-5E 2024 is the updated Full Fidelity Module. The FC2024 F-5E folder is F-5E_FC
  5. Indeed!!! I know how to cold start aircraft, but always tweak missions to HOT START to save time. Even so, cockpit setup takes some time. Got pretty quick in the Hornet, Harrier, Mirage, but whenever I decide to fly the Strike Eagle, it seems that Pre-Flight takes forever even from a Hot Start. The Dynamic Spawns with easy Arming pre-flight helps and the new DTC may help somewhat, and I have used the DCS DTC mod to some advantage (I can only hope DCS manages to implement everything already working there!!!). Still, TIME is always precious in multiplayer sessions. Also messes with the ability to fly in a coordinated manner when one person is up and ready and has to sit and wait A FEW MINUTES for the other(s).
  6. LOL... when repairing a broken bird, which in real life might take days, 180 seconds in DCS seems too effing long Always the tug of war between REALISM and ENTERTAINMENT.. In the latter, ejections and crashes don't hurt as much
  7. Has anyone noticed this in the Hornet: Maybe a consequence of the DTC implementation? It used to be when setting up the EW page with the ALE-47, for Manual Programs the process was to hit STBY, then ARM, then RTN, then Mode, to select MAN programs, then STEP if needed. Now it seems you have to to the MODE to select the MAN1 Program BEFORE the ARM shows up. I notice also now that when other than MANx is selected, you never get the ARM indicator. Maybe this was always the case to prevent ARMING when Semi-Auto or Auto modes were selected until triggered by a lock.
  8. Recluse

    DCS Menu Nav

    I have to say that MenuNav has largely been superseded for me for a long time by DCS adding the capability to use a button/hat to scroll through the comms when the menu is up via the Command Menu mapping: null
  9. @crazyeddie Glad you got it sorted!!! That's what matters! These kind of things are always so hard to diagnose and fix since they are often depending on lots of individual configurations.
  10. Ahhh I didn't realize you were talking about AI....Agreed that it should work the same, but let me test that as well!!.... Still works as expected for me...
  11. Your install must be messed up. I just tried it and it works fine. ME screenshot taken immediately after placement. null
  12. Ahhh!!! Thanks!! I saw the scribe loaded but I didn't think to explore it. Always something new in the M to RTF!! Thanks as always for your constant DML maintenance and tireless support here!! Sorry that DCS keeps breaking stuff that you have to fix!! I was anxious to try the new SAVE module, but after reading your take on it, I decided HARD PASS for now especially since DML does it all, and more, and better!!
  13. @cfrag Quick question, though I may answer it myself by just TRYING IT OUT...but just in case: I was messing around with the CFRAG Marianas Proving Grounds, and noticed that when starting up, the Valet module (I assume) provided stats on the aircraft I had flown previously (even previous sessions, via Persistence). I didn't notice anything special in the valet statement, so is this automatic when persistence is enabled or did I miss another Trigger zone somewhere?? Thanks!
  14. Not sure if it is related, but fairly recently (well a year or so) new functionality was added to allow you to scroll through and activate the COMMS menu with Trim Hat or other control that could be used when the Comm menu was up. I have seen often that the TRIM HAT gets bound to VIEWS instead so maybe this is what is going on with you. Check this COMMAND MENU These controls should ONLY be active when the COMMS menu is up, and should not conflict, but another thing to check if you have double bindings for VIEWS on some of these keys. If nothing else, setting these might let you get away from the F keys themselves. It is odd since in my GENERAL settings, I have all the F keys mapped to the views, but when the COMMS menu has the "FOCUS" the F keys still work to select stuff. EDIT: LOL In fact It commonly happens that I am heading home and have the Comms menu up and I decide to take an outside view, so I hit the F2 key and hear "ABORT INBOUND!!!!!" OH CRAP, NO!!! Also it might help to make sure you are invoking the COMMS menu with the RALT and RCTRL + \ commands vs the \ only to properly invoke the radios.
  15. Click the Green CODE Button and DOWNLOAD ZIP HINT: Inside the zip, in addition to the modules you will find EXTENSIVE documentation. null
  16. Not sure exactly where to put this: - Mission Editor -Game Crashes -Kola Map Bugs so I tried to make the title inclusive of all 3 Often, when on an airbase that doesn't support certain aircraft, the Dynamic Spawn menu will not show that aircraft as available (even if it is present in the Mission Builder WAREHOUSE screen). We have observed, however, on the KOLA map that at least at BODO and ANDOYA, C-130 Hercules (the ANUBIS Community MOD) shows as a Dynamic Spawn, but the game freezes and crashes as soon as it is selected and attempted to SPAWN. Seems to work fine on other maps insofar as when the C130 appears, it can spawn. Other aircraft including the OV-10 Bronco (another community MOD) spawns fine from KOLA bases. IT seems to be an interplay between the KOLA map and the C130 mod not being a supported aircraft for a given airbase which leads to a CRASH, where it should just not be available. - The mod is present for Host and Client - The mod appears as a dynamic spawn for the coalition at the airbase - The mod spawns and works as expected on other maps on airbases that can support it, and does NOT appear on the Dynamic spawn list if the aircraft is not supported (too big) for the given airbase Thanks for any insights..
  17. I honestly don't recall EVER getting any response to a Declare request from a BLUE AWACS either.
  18. Love the Dynamic Spawns!!! One thing I have noticed is that when there is a Dynamic Spawn Template placed on the Map, the F/A-18 HOME FUEL warning will appear based on the TEMPLATE location vs. the actual Spawn point. Have not tested exhaustively, but this is my impression based on multiple instances where HOME FUEL warning is appearing when it shouldn't. I know the Home Fuel WP can be edited on the FPAS page so it is not such a huge deal, but I wonder if Dynamic Spawns can be modified to use the Spawn Point vs. Template point for this calculation.
  19. Hi, We just encountered this. From the limited testing, I believe this is due to the the HOST (either Player hosted or Dedicated Server) not having the mods installed. All aircraft available to the CLIENT will show on the Dynamic Spawn page, but if the HOST does not have it installed, that message appears.
  20. Thanks for checking. It is so odd to me since DCS uses that for all sorts of AI communications one would think it was available somewhere..but it is not the oddest thing about DCS
  21. LOL... one of these days I will FINISH a mission before a new DML iteration is released Quick question regarding Wildcards for Messenger, Usher, Valet: Quite possibly I missed it but: I know you can pass the name of the PLAYER callsign, UNIT, GROUP, but is there any way to pass the DCS assigned callsign of an aircraft e.g. "ENFIELD 1-2"
  22. Exactly what I had in mind!!! Will test it later today. Thanks!!!
  23. @cfrag Another Reaper suggestion if you are going to look at that module for future updates: maybe a bit of a cheat, but could you consider adding an "invisible" attribute so the Reaper can be used over SAM cover without getting shot down? Noticed that the Foothold/CTLD Reaper SEEMS to not be attacked by SAMS so are probably set to INVISIBLE or similar. I would think these drones have a pretty small radar and IR signature, so MAYBE not totally unrealistic. I think the DCS SAM operators ARE unrealistically effective....
  24. Yeah I did notice that. Luckily it seemed to work for the Harrier, Mirage and UH-60L. Didn't get to test the Strike Eagle
  25. Thanks for the information. Will wait until those modules are ready for Prime Time. Meanwhile, I will soldier on. In my Flight Simming career, I have ALWAYS been more interested in Building Missions than actually flying them. Lately, other than training scenarios, I have been enjoying actually FLYING more. This little project of mine has me backsliding to the old ways..
×
×
  • Create New...