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Everything posted by StevanJ
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Which ground units? I placed this in a field, spawned a unit, and couldnt resupply or talk to ground units.. I was hoping for a little input into the 'minimum requirements' of having this on a road anywhere and then having the ability to just land and resupply.
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Does anyone know how this works? Are there instructions for this anywhere?
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Is it really worth the upgrade? Im on a Quest 1 Using a 2080ti and i can play with good settings and MSAA on.. I can read everything in the cockpit too..
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Thank you! Thank you SO much for the work youve done on the F-18, Huey, And most recently the F16. Thanks to you i can enjoy the game on a laptop miles from home.. The recent changes to the F-16 are utterly marvelous, and im now able to fly with unquestionable precision. Air to Air refuelling on the touch controls in the F16 is now a dream and near as good as the F18. Youve made me question my favourite module. Thanks to your work, over 30 of my squad mates who i met through the VTOL VR forums, are now also enjoying this game too.. Please keep up the great work.. And know that because of your work- i can fly with my Son from my laptop while he's at home, as i travel for work.
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Trigger conditions that verifies the players tuned freq
StevanJ replied to sirrah's topic in Mission Editor
I understand what youre saying, but im very certain a script isnt going to solve a majority of my mission solutions.. How would a script enable me to land a Harrier in any spot vertically for example? Or allow me to have a random HUD failure? Or simply have a pilot model appear at a specific SAR location? Ive asked these questions and not had a single response in my post.. Ive nearly covered all of these issues through 'work arounds' in the editor, because learning and writing the script to make the same accomplishment wasnt economically viable when compared to just 'doing the work' in the editor. I take the advice, but its advice from people that usually havent experienced the problem, and once ive done 'a little searching', im left with good old ingenuity to work around the limitations, and so far im dealing with it. But.. How much longer will we have to deal with it. I understand im asking for alot, but we have to be realistic in our expectations to want a little more.. When i do my research and find posts like Rudels, it fills me with excitement- because i know the possibilities are here to create a truly immersive mission and push the envelope of whats capable within the game. As for 'next level', i honestly believe the missions ive created were really average, i think i could have done ALOT better and added alot more, in terms of adding actual fun, complexity and challenging gameplay- Ive not even added voiceovers, I dont think my missions are anything special- even my latest which i just about 'liked', and yet if i search through all user files by rating, my missions are rated number 1 and 2 out of every file and not a single script was used, which kinda motivates me to do more, but when i come to my next mission and try to do more to make them better, i hit the 'next level of limitation', and thats where i am now. Im greatful for your input, its well received. You seem like a smart person, and ive definitely taken alot of what youre saying on board. I honestly think your missions deserve a higher rating than mine. -
Trigger conditions that verifies the players tuned freq
StevanJ replied to sirrah's topic in Mission Editor
Thanks for the Reply, While i appreciate you bringing this to me, its just not a viable solution. I actually did spend a day making a script to have a Pilot model on the ground for a SAR mission- It worked well, then- after an update, the mission wouldnt work.. Fixed it, and then 4 days later it broke again after another update. I ended up spending a week just (like you said) trying to make things work.. to delete it, and start over with a 'workaround'. Anger and Frustration for a week.. I vowed never again. My work around was to actually have a jet flying by- get shot down by another enemy aircraft just to have that pilot model on the deck. That then meant, i needed another jet with the one that gets shown (so it looked like an actual sortie), then another 3rd jet just to shoot the enemy aircraft that spawned in, so it looked like a near realistic immersive air battle. All that to have a pilot model on the ground for a SAR mission. Theres not enough information about the editor- let alone how to use the scripting engine.. Theres no point creating a brilliant campaign that requires extra time to maintain with every update. Id run out of time to make more missions.. While i do love this game, and using the editor warts and all, sometimes i just wished they'd delete the cockpit arguments and parameters options from the condition lists, as while its there it creates a daily typhoon of questions that never get answered. These small changes alone, would stop hours being wasted. With a few more changes, the editor could be literally 'game- breaking' in how its used. We dont even have an ability to filter by unit (ie pick a plane/tank - find out which countries have it), or by age (filter out ww2/old war units) Cheers for the time though.. -
Trigger conditions that verifies the players tuned freq
StevanJ replied to sirrah's topic in Mission Editor
Ohh, Ive tried that Manual, It just doesnt do enough to break down how each cockpit parameter works.. I keep finding myself hitting walls in the editor- The sheer amount of frustration i feel as i hit each wall, then come up with a workaround in the mission editor is phenomenal. Im not really into simpler missions.. Whats the point of making a mission simple? My Missions are currently rated number 1 and 2 on DCS files- Im not bragging, Im just trying to point out that i want to do more- but more importantly i want to do better! I feel its really easy to do better- But without the information on how to use the cockpit parameters, im at an Impasse. Ive Just spent so long trying to make better missions for everyone, and im finding it so difficult, especially from the 'over-complex' UI, but everytime i want to do something that i think would be 'well engineered', or 'challenging', i end up spending a day trying to make something work, that just isnt possible.. And instead of delivering what i believe is something great, i find myself delivering an alternative thats slightly above average. Upon making '24 Hrs In The UN, I was so incredibly frustrated by what i couldnt do because of 'Editor Limitations'- And every time i passed a Limitation, I was increasingly more frustrated- Because it shouldnt be that difficult to find instructions on how to find and use intricate triggers, and create 'simpler engineered' missions from a pre-loaded list. The cockpit parameters youve enclosed are wonderful, and yet there is no easily readily available text on how to use them within a mission, or how to set up a mission when using them in the editor... What took two weeks to make, could have been done in a week with a few simple 'cockpit parameter' instructions.. Thats why i can appreciate it, when you tell me it took you over a month! I can believe that! I once spent a day redoing a part of my mission because i had no 'undo' button.. Even requesting advice from support didnt help, they just fobbed me off. While I understand the Editor isnt a viable priority right now, with even a few simple UI changes, users could probably would create a Much Better mission within a much lesser time.. If it wasnt so incredibly frustrating to find this information, we'd probably have a better understanding of 'whats possible' In DCS. Im happy to keep going, But id really enjoy finding a more simple solution to my frustrations. Thanks for the Help, all the same.. -
Trigger conditions that verifies the players tuned freq
StevanJ replied to sirrah's topic in Mission Editor
Yeah? Sorry- Im looking for a trigger where the f-16 refuels mid air, then takes on 'amount' of fuel.. And triggers a message. Where is the mission editor manual? That may help me a little- Ive no idea how the cockpit arguments are put into the mission editor and used, so id be grateful for any help.. Your list of arguments was the first ive seen, and now im curious how id trigger this? HMD_IN_AA_Aim9Locked -
Trigger conditions that verifies the players tuned freq
StevanJ replied to sirrah's topic in Mission Editor
A month? Jeez, I guess DCS arent keen to share the secrets on how to use the editor.. Youve done great. Dont suppose you know of a way of triggering a mid air refuel through the IFEI? -
Trigger conditions that verifies the players tuned freq
StevanJ replied to sirrah's topic in Mission Editor
Great stuff, so how would you trigger the new detection on the radar? -
Trigger conditions that verifies the players tuned freq
StevanJ replied to sirrah's topic in Mission Editor
These are great, is there a tutorial on how to implement them? ie a trigger for being locked? Or a trigger for a lock with an aim 9 -
When the Pilot Ejects, he parachutes to the floor, and we can see him stood there.. But he's not available through the mission editor? Is there a way of having the pilot model as an unarmed ground unit in the mission editor? Even as a static?
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You can have items waiting until you move, but actually triggering through a function 're-arm/re-fuel' seems to be near impossible.. In order to create a busy 'air base' feel you need need multiple trigger zones and layered flags' which allow you to have 're-fuellers go to a waypoint 'hold until flag' then have flag on' when a certain unit enters the trigger zone.. So- one trigger might be a refueller waits until you leave a parking zone' which triggers flag on- then it goes to a waypoint and holds until that parking zone is filled by another unit which adds a flag on', where it goes back to a waypoint where itself turns the flag off and waits until the unit leaves again.. restarting the loop. You can sort of see the movement in start of the trailer for the campaign i made here
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Is there a way in which i can change the health of an AI before a mission? I love creating missions, but im hitting serious walls when trying to create dynamic missions. Also, Where can i ask for changes to the Mission Editor UI, that will benefit the experience of building missions?
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Tact P. Flying and refuelling using the touch controls.. Can anyone else do the same?
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On the latest F14 video, he states you can use the the touch controls with the F14- Is that correct? I dont want to buy the module if it doesnt have touch controls enabled.
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Yeah, i knew about the Steam version, but i wanted miles, and i also wanted them to use the standalone, as it seems to run better on every one of my systems.. Thanks for the heads up though..
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They have top end systems. We play squad together, and they recently got VR. I wanted to send them both a copy of the F18, but there doesn't seem to be a way of doing it.
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They can be programmed in the editor to do anything, without that, they can do some simple things.. but depending on the mission it requires luck..
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Ah, so thats that- it can't be done.. They don't have an account yet. I was hoping to make it a surprise.
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So if they have no DCS username they can't be gifted? Also, do you get 'miles' points for gifting?
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Id like to buy my friends modules as gifts for Christmas.. Has anyone done this and can give me feedback? Id like to buy them now during the sale, and pass them on at Christmas. How does the gifting process work? If I buy them now, can I pass them on later? or is it instant? If I buy them now, do they receive them now? Thanks..
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Are there any improvements that one can make to better the VR controls?
StevanJ replied to uri's topic in Virtual Reality
Firstly- Its not for everyone, you really need alot of focus, and hand-eye co-ordination. Not many people have it and choose to give up within a day.. Secondly- I have Xplane, so VR is a second nature. But originally, i started on DCS VR controls for a bet. Ended up sticking with it thanks to the ease of the F-18.. I also use the F-16, but the controls arent as smooth as the f-18. That thing seems well optimised for VR, but not perfect. DCS are only just starting to optimise for VR, so Ive a razer gaming pad i use for the more complex controls. If i need to slew my tgp, select a display, toggle FOV, designate etc, i use that. Precision munitions requires a little time to set up anyway and now i have a desk free of wires and clutter.. Air- engagements, are set up in VR on the F-18. So if im flying along, i push my a/a mode button, select the missile i want to use, and pull the trigger when ive a lock.. Same goes for aim 9, look at the enemy with HMD, pull the the trigger. Guns, aim and pull the trigger. Flying with the touch controls is hard- But only at first, once youve committed to it, its actually gets alot easier. It took me 30 minutes to air/air refuel with my HOTAS, and 2 days with the touch controls.. 2 Months ago, there was only 6 of us that did it. Since starting a Discord, we're up to 26. The younger people seem to take it more competitively than me and my friend do, but im just into it for the fun. Helicopters are an enormous amount easier too for obvious reasons.. The Huey with touch controls, is the nearest thing to flying a helicopter ive experienced. -
Are there any improvements that one can make to better the VR controls?
StevanJ replied to uri's topic in Virtual Reality
In the f-18, you use the thumbstick.. Point and grab, then push or pull the switch with the thumbstick. I use a razer gaming pad for slew controls, but the f-18 is fully flyable with just the touch controls. Its hard for two weeks, then its easy. I don't even use my HOTAS anymore- unless im on the harrier..