

uhoh7
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Everything posted by uhoh7
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deactivate group will be great. I wish for "group in zone" where any unit in group reaching zone sets trigger.
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EB one more question: group is alive if the group were not yet activated, would they be considered alive?
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Your wingmen should give the heads up, long before they laz you. If you know they are out there, but can't spot them yet, back off 4 k or so, find some cover if you can and see if you can locate them. If they do laz you, asume a missle is inbound, run away, zig zagging as you go. The best time to get them is when they are busy shooting up vehicles, and from the side. They are alot easier to see then since the hellfires are going. When you are ready to go after them, send your wingman first to distract them. Those missions are really tough, because you loose alot of score when certain friendlies are destroyed, but you will get it yourself if you stay too close when AH64s are inbound.
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That's it, I am Cancelling My Subscription to PC Gamer!
uhoh7 replied to 's topic in DCS: Ka-50 Black Shark
sorry MI24 is superb, it's I meant to write MI26 -
AWESOME!!!!! That's exactly what I was looking for!!!! Thank YOU!
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Version 6, numerous improvements, new brief: FOOTHOLD Georgian fortification of Mestia, above the Inguri Dam, has been proceeding for several days, and now includes operational FARPS. Our leadership regards this act as a provocation to which we must respond. Phase one: clear Mestia so MI-26s can land forces to establish a bridge head. One KA-27 will be watching for any forces on the pass. Mestia is defended by 5 AA batteries, possibly a Mobile SAM, and a T-55 is reported near the upper bridge. We expect the initial counterattack to be fairly light Our landing forces will embark on BMPs carried by the MI26s to secure a hamlet below Mestia and establish a line of defense. Additional forces will be landing as conditions permit. We gain control of Mestia you can refuel and rearm, then proceed to the hamlet down valley to protect the BMPs Expect enemy gunships to be active, and a heavy counter attack is expected later. If the initial BMP force is blocked in route to the hamlet, you must destroy the vehicles to clear the way for reinforcements. Good Luck!
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that's great to hear, EB, TY sir. I've been tweaking my foothold mission for days, and finally tonite I saw all the pieces working in sequence and it was quite a sight! I'm putting version 6 up tonite, give it a try and let me know how you like it--that goes for everyone. It gives quite a panoplay of AI behavior, hehe. And TY for Trigger tip!
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1 month with SSD(Solid State Drive) - Great.
uhoh7 replied to 815TooCooL's topic in PC Hardware and Related Software
Good article. The X25M seems to be the "read king" even if it is MLC, and if toocool is right about BS wanting to mostly read, them maybe I should give it a try, even though I have a fast HD. -
Here is an example of some work which might be done on AI A small force of BMPs has encountered and destroyed another small force on a road. Waypoints are set to road. THe BMPs are all intact but yet they stop after the fight and will not proceed on their way. This is kind of a show stopper in this mission since they have triggers to set ahead which keep everything going and activate new groups. I am encountering this issue quite a bit. As a backup, I can destroy them myself and a replacement column will spawn down the road aways, and set off the desired triggers. Not the best solution since of course that is fratracide and you get the scolding at the briefing. I see two solutions 1) ED takes the time to work on the AI so they will get going. 2) or cheaper and a decent interim solution, 2) give us comm triiggers. This would just be an addtional option on the current comm menu with say four triggers. In the mission briefing then I could tell the player, hey, If your BMPs get stuck, call for reinforcements with comm trigger one. Player hits that in flight, and I use normal ME options to activate a group and give him a message. This really should be seriously considered regardlees of AI improvement, since it would be very usefull allowing players to call for help or get things moving in many ways.
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1 month with SSD(Solid State Drive) - Great.
uhoh7 replied to 815TooCooL's topic in PC Hardware and Related Software
Well you have my attention, sir I was just looking at the Intel® X25-E Extreme 32gig. YOu can see my specs below. I'm hearing that I just need to install BS on this drive. Any other non-BS related swap or temp files which would need to go on it ? I'm running vista64 ahci. Thank you very much for letting us know about this. -
With a few addtional behaviors, AI would really benifit. E.G. transport helis run away from any threat--logical, but sometimes difficult when making missions. An additional task which would have them attempt to land under fire--ignore threats would be nice. It would be nice to able to tell wingmen to fire from their present position when in range. It would also be nice if amphibous vehicles would cross rivers. Also when a group leader gets confused and stops, so does the whole column e.g. he gets stuck on a side hill. It would be great if the rest of the column would press forward. Regarding heli AI, they are very fast to obtain targets--especially you. A few more options in this regard would be nice. Since the sim is all about engaging ground targets and also other helis, AI refinement would be apreciated by everyone. However that said, current AI is certainly adequate, and not a reason not to buy the sim. Re GGtharos: he has a point. the ME can produce superb missions, which are anything but "canned". Lack of 3D in the ME means it takes more time to get things placed where you want them, and maybe we could just a few more trigger opttions, espcially a few activated by comms--but there are tons of tools there. The bottom line is getting more users to turn out missions. I do think ED could do some more outreach in this regard. One issue is the "fear of spaming ethos," which is keeping feedback a bit in check. It takes quite a few hours to turn out a fun mission and there are always things which are missed and need to be updated. Comments for mission designers should be encouraged. I imagine there are missions being created in the russian community, it would be great to get these translated and available for everyone. There is really no reason why a healthy community could not be putting out a new SP mission every day--- and this would really boost interest. Would love to see one from you GG!
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I'm getting this quite a bit. For whatever reason, wreakage or unexplained ground unit halting, it stops my column. I do now understand units on time hold will do this. --But anyway I'm trying to figure out a series of flags/triggers that would let me spawn a new group further down the road when the first is alive, but blocked... suggestions?
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That's it, I am Cancelling My Subscription to PC Gamer!
uhoh7 replied to 's topic in DCS: Ka-50 Black Shark
First, I'd say 82% is about right, honestly. I didn't read the review, so maybe the gripes are off-base, I don't know. I love the sim, and have enough hours to be a Major, but certainly there are a bunch of issues, from AI to models like the MI26 and MI8T, to 3d in the ME, and many other small things which are below par---ED is a very small shop so it's understandable. 4% of the gaming market is a large potentially very lucrative audience. MACs have only 4% of the PC market, even today. The fact that F4 is flown still by many people attests to the life and durability of a good sim. Much much more money could have been made from that sim, but it fell into the hands of Atari and some small shops with no resources and less vision. As is BS is in a tight niche cause we got one flyable most in the west have never heard of, add the apache, Su25T, A10, F16 and an eastern mover, and eyes would open up, but that's big work and investment for one little outfit. Study Sims have been dead, but not because good ones couldn't make money IMHO. -
Abkhaz War series, and other SP missions by uhoh7 http://forums.eagle.ru/showthread.php?t=39113 feeback greatly apreciated.
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OK this thing is finally getting mature. About 20 triggers or more and not boring. My FPS are good--let me know about yours. I have a pretty funny success message of sorts---I'd love to hear someone who lasts long enough to report it!! The threats are not crazy so good pilots should make it that long! There will still be a little action after the message---up high.
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OK---sorry on further testing I'm seeing BMps have too far to travel, should have seen this before. Please advise on anything that should be adjusted-- perfection is an ongoing process and I'm learning the ins and outs as I go.
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Hehe, another update, numerous improvements, including messages. Let me know if you can get your BMPs all the way to their position or if they are blocked by something---terrain or whatever. Another note: I do have some wind and turbluence going---you may feel it's not easy to keep steady for this reason. Advise you use wingmen carefully--they will get shot down if they get out ahead on their own. Use "hold position" as needed to keep them alive or in the air while you refuel\rearm. Live wingmen will be usefull in case enemy gunships appear!
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slight update as the BMPs were not moving well.
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FOOTHOLD Georgian fortification of Mestia, above the Inguri Dam, has been proceeding for several days, and now includes operational FARPS. Our leadership regards this act as a provocation to which we must respond. Phase one: clear Mestia so MI-24s can land forces to establish a bridge head. One KA-27 will be watching for any forces on the pass at 3500m. Phase two: Once Mestia is clear, proceed down valley and deal with further Georgian responces. Our landing forces will embark on BMPs carried by the MI24s to secure a hamlet below Mestia. Cover this advance. If all goes well we will gain control of the upper Mestia FARPS and you can refuel and rearm as needed. Expect enemy gunships to be active. Good Luck! Notes: if you do not clear Mestia quickly, the MI24s will run away and bmps will not land! I've got quite a few triggers to activate stuff as you go---but all depends on BMPs reaching their position. Feedback apreciated.
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I would like to see updated models of the mi-26 and mi-8--bring them up to the standards of other aircraft and vehicles also would would be great, add perhaps easy, would be to exapnd trigger otpions in the ME to a COM function. THis would be a manual trigger (hopefully mulitple) which could be activated from the BS in flight by the pilot. This would allow the pilot to activate a unit in flight.
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One more update to allow refueling at FARPs
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TY sir, glad you enjoyed it--- Here is slightly updated version which ends freezes which some may experiecne---I was.
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UPDATE! I think I may have solved it---played the whole thing for the first time. In the mission, I gave my flight TASK and Targets (before I had them just to go out to a waypoint) and made sure all flights had landing waypoints. I will update mission.
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well it happens less but still happens: mission: contain ukraine. Very smooth playing, high FPS. Error log: Error running Config/autoexec.cfg: cannot open Config/autoexec.cfg: No such file or directory 2/15/2009 23:33 V808201900 World::LoadPlugins: Loaded plugin module CockpitBase.dll Dispatcher: initial random seed = 6011049 Dispatcher: apply random seed = 6011049 Cosmos: Mission date assigned - Year:2009, Month:6, Day:1 loaded from mission Scripts/World/GPS_GNSS.lua Map objects for beacon site Потийский NOT FOUND! Ojbects created. Map objects for inactive beacon site Мыс Сухумский NOT FOUND! Ojbects created. Map objects for inactive beacon site Мыс Тарханкутский NOT FOUND! Ojbects created. Map objects for inactive beacon site Мыс Железный Рог NOT FOUND! Ojbects created. Map objects for beacon site Мыс Херсонесский NOT FOUND! Ojbects created. Map objects for inactive beacon site Мыс Анапский NOT FOUND! Ojbects created. Map objects for inactive beacon site Мыс Айтодорский NOT FOUND! Ojbects created. Map objects for beacon site Батумский NOT FOUND! Ojbects created. Map objects for beacon site Мыс Фонарь NOT FOUND! Ojbects created. Map objects for beacon site Мыс Евпаторийский NOT FOUND! Ojbects created. Map objects for beacon site Ялта NOT FOUND! Ojbects created. Map objects for inactive beacon site Мыс Кыз-Аул NOT FOUND! Ojbects created. Map objects for inactive beacon site Мыс Кодошский NOT FOUND! Ojbects created. ComplexTask::open_state(). Precached tasks data loading. ComplexTask::load_task_data(). "Follow_Line" task data loaded. ComplexTask::load_task_data(). "Follow_Vector" task data loaded. ComplexTask::load_task_data(). "Follow_Vector_Old" task data loaded. ComplexTask::load_task_data(). "Approach" task data loaded. ComplexTask::load_task_data(). "Cannon_Ground_Attack" task data loaded. ComplexTask::load_task_data(). "Rocket_Attack" task data loaded. ComplexTask::load_task_data(). "Level_Bombing" task data loaded. ComplexTask::load_task_data(). "Dive_Bombing" task data loaded. ComplexTask::load_task_data(). "Missile_Ground_Target_Attack" task data loaded. ComplexTask::load_task_data(). "Missile_Ground_Target_Level_Attack" task data loaded. WARNING: multiple connectors "smoke" in model ".\Bazar\Terrain\Structures\High\TEC_A.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "light proj FFFFFF 25 25" in model ".\Bazar\World\Shapes\FARPS.lom" WARNING: multiple connectors "RED_BEACON" in model "KA-50" WARNING: multiple connectors "Gun_point" in model "KA-50" WARNING: multiple connectors "MAIN_SPOT_PTR" in model "KA-50" WARNING: multiple connectors "RESERV_SPOT_PTR" in model "KA-50" WARNING: multiple connectors "WHITE_LIGHT" in model "KA-50" WARNING: multiple connectors "RED_BEACON" in model "KA-50" WARNING: multiple connectors "GREEN_LIGHT" in model "KA-50" WARNING: multiple connectors "RED_LIGHT" in model "KA-50" WARNING: multiple connectors "Gun_point" in model "KA-50" WARNING: multiple connectors "MAIN_SPOT_PTR" in model "KA-50" WARNING: multiple connectors "RESERV_SPOT_PTR" in model "KA-50" WARNING: multiple connectors "WHITE_LIGHT" in model "KA-50" WARNING: multiple connectors "RED_BEACON" in model "KA-50" WARNING: multiple connectors "GREEN_LIGHT" in model "KA-50" WARNING: multiple connectors "RED_LIGHT" in model "KA-50" WARNING: multiple connectors "Gun_point" in model "KA-50" WARNING: multiple connectors "MAIN_SPOT_PTR" in model "KA-50" WARNING: multiple connectors "RESERV_SPOT_PTR" in model "KA-50" EagleFM initialize time .. 419.015196 Chunk is not present: ABRIS/Options.lua ABRIS load default Scripts/Aircrafts/ka-50/Cockpit/ABRIS/Options.lua Chunk is not present: ABRIS/Database/NAVIGATION.lua ABRIS load default Scripts/Aircrafts/ka-50/Cockpit/ABRIS/Database/NAVIGATION.lua Chunk is not present: ABRIS/Database/ROUTES.lua ABRIS load default Scripts/Aircrafts/ka-50/Cockpit/ABRIS/Database/ROUTES.lua Chunk is not present: ABRIS/Database/ADDITIONAL.lua ABRIS load default Scripts/Aircrafts/ka-50/Cockpit/ABRIS/Database/ADDITIONAL.lua ABRIS load default failed Scripts/Aircrafts/ka-50/Cockpit/ABRIS/Database/ADDITIONAL.lua Chunk is not present: ABRIS/Loader/NAVIGATION.lua ABRIS load default Scripts/Aircrafts/ka-50/Cockpit/ABRIS/Loader/NAVIGATION.lua Chunk is not present: ABRIS/Loader/ROUTES.lua ABRIS load default Scripts/Aircrafts/ka-50/Cockpit/ABRIS/Loader/ROUTES.lua Chunk is not present: ABRIS/Loader/ADDITIONAL.lua ABRIS load default Scripts/Aircrafts/ka-50/Cockpit/ABRIS/Loader/ADDITIONAL.lua ABRIS load default failed Scripts/Aircrafts/ka-50/Cockpit/ABRIS/Loader/ADDITIONAL.lua Cockpit::avDevice::link_all: no such device in hash - 'MRP' Cockpit::avDevice::link_all: no such device in hash - 'ARCADE' Cockpit::avDevice::link_all: no such device in hash - 'ARCADE' Cockpit::avDevice::link_all: no such device in hash - 'MRP' Cockpit::avDevice::link_all: no such device in hash - 'ARCADE' Cockpit::avDevice::link_all: no such device in hash - 'MRP' loaded from mission Scripts/Aircrafts/ka-50/Cockpit/ARK/ARK.lua Cockpit: ccClickable.cpp. Custom data unavailable cockpit initialize time .. 2835.694830 loaded from mission Scripts/Aircrafts/ka-50/Cockpit/ARK/ARK.lua cockpit post initialize ..24.001165 DXDefTexture: failed to load LND_1_3.BMP, D3DXERR_INVALIDDATA. sound file not found Sounds/EnglishVersion/RF/WINGMAN3/MissileLaunch sound file not found Sounds/EnglishVersion/RF/WINGMAN2/MissileLaunch sound file not found Sounds/EnglishVersion/RF/WINGMAN3/MissileLaunch sound file not found Sounds/EnglishVersion/RF/WINGMAN2/MissileLaunch sound file not found Sounds/EnglishVersion/RF/WINGMAN3/MissileLaunch sound file not found Sounds/EnglishVersion/RF/WINGMAN2/MissileLaunch sound file not found Sounds/EnglishVersion/RF/WINGMAN2/MissileLaunch sound file not found Sounds/EnglishVersion/RF/WINGMAN2/MissileLaunch
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Ukrainian forces are advancing on the hilltop village of Verkhnebakskij, a crucial crossroads. Scramble to support our columns as they try to secure the village and control the northern approaches. The Ukrainians have numerous advanced ground vehicles purchased in the wake of the western economic collapse. They are supported by MI-24v gunships which have been sighted enroute. You have three farps for rearm and repair. Expect wind and turbulence. Good Luck PS MI28s are standing by in case your wingmen are taken out. This is my first real mission and still rough: no messages. Nevertheless the action is quite good and it seems to play well. Comments apreciated.