

gmangnall
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Everything posted by gmangnall
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Currently SACLOS units such as Tunguska and Rapier use their radars making them easy targets for ARM. Can we have an option that they don't use their radar or can trun them off once a target has been acquired so they dont become the sitting ducks that they currently are?
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I have an updated tool which allows static ground units whereas RedKites is aircraft only
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How the hell do you make the object hidden in the planner. I know the code is "hidden=true"....but what else is needed and where
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And I have created a tool to create that lua for you. It will be on my You Tube channel in a couple of days. Ping me if you want the link
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Magnificent!!!
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The 2D yard marker and the reticle yardstick don't match. Here we have 2dy set at 50m and the reticle yardstick is also showing 50m. So the length of the 4 lines should all be 50 metres and the radius of the circle is also supposed to be 50m.....yet they dont match. Here is the radius is about 50m then the reticle yardstick seems to be closer to 70m
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If anyone wants to create radio menus I have created an excel spreadsheet which does it all for you...the action is only ever a flag & value but that's what you almost certainlly want anyway. Link is here - embedded in you tube description
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If anyone is still interested in this I have an xls which will (semi) automatically create the script for you to build your own contextual menus.
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correct as is Awacs blindstops when orbiting
gmangnall replied to Mike_Romeo's topic in Aircraft AI Bugs (Non-Combined Arms)
There seems to be a bug...but not the one mentioned. AWACS does have blindspots, especially when mid turn. This is NOT a bug......but all aircraft should see the same. Mid turn you would have a blind spot in the wing area....but potentially all around the sides as the andenna is pointing down toward the ground on one side and to the moon on the other side - the radar only has a limited elevation. -
fixed AI F-15E - JSOW not releasing properly
gmangnall replied to gasmate's topic in Aircraft AI Bugs (Non-Combined Arms)
its now fixed . I also reported this -
There is no need to use the DMT at all - it sucks. I only use it if I can't use the tpod for any reason. So I will use the TPOD to find a target and then uncage the mav and SSS FWD Once. Done. You should be able to ripple 4 mavs in about 12 seconds and still be over 6 miles from target.
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The replay system is a disgrace. I make videos....but I have to resort to ai control or short clips. As for it being unfixable....why do all other games manage it perfectly well
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Yes - they dontinue with their waypoints.... but they don't follow me - they follow the planned route in the mission editor. So for example if I order them to "proceed with mission and RTB" and they get say to WP2 and are on route to WP3 and then there is a trigger which diverts them to WP6 they carry on to WP3. If you do this with an AI group then it works as designed - they would divert to WP6 but AI wingmen do not. I typically use this when setting up an orbit and "something happens" triggering a divert to a WP where the enemy is attacked.
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I have a mission (attached) in which I want my AI wingmen to perform a mission action based in an AI task push. So for example they are in orbit (not bothered with the orbit in the attached) and following an action the AI task push sets the mission to perform a task - in this case move to a new waypoint and attack ground units. This works pefectly well on AI groups - but not on AI wingmen who simply continue with the ME planned waypoints irrespective of an AI Task push asking them to skip to a waypoint. Of course this is with the radio command for the flight to to Primary and RTB. As such wingmen AI are far less effective than normal AI. On a similar note the "engage my target" and "engage my enemy" seem to do nothing. bug.miz
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I though this was a harrier only issue and thought it was working on the hornet....seems I was mistaken. I will report on on the ED AI page instead
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As a workaround I have created a seperate group set to "follow me" which I can control via the normal AI (well as good as normal AI gets) and ME added radio commands so they do as I ask.
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I have a mission (attached) in which I want my AI wingmen to perform a mission action based in an AI task push. So for example they are in orbit (not bothered with the orbit in the attached) and following an action the AI task push sets the mission to perform a task - in this case move to a new waypoint and attack ground units. This works pefectly well on AI groups - but not on AI wingmen who simply continue with the ME planned waypoints irrespective of an AI Task push asking them to skip to a waypoint. Of course this is with the radio command for the flight to to Primary and RTB. As such wingmen AI are far less effective than normal AI. On a similar note the "engage my target" and "engage my enemy" seem to do nothing. bug.miz
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End mission trigger when landed and parked on moving carrier?
gmangnall replied to arcuspilot's topic in Mission Editor
I don't think you can use multiple moving zones and quad moving zones defintely dont work -
correct as-is Unit in moving zone - zone does not move anymore
gmangnall replied to Gierasimov's topic in Mission Editor Bugs
I have had a nightmare time with that over the last two days. I eventually figured that moving quad zones were not working (before I saw this thread) so instead created 3 round zones with each one moving with the ship (I didnt want a large zone which would detect a hover alongside the ship)....and that does not work, having more than one moving zone breaks it completely. What was odd though was that it didn't work even after I removed 2 zones leaving it as one; I did all sorts but eventually I resorted to deleting the trigger entirely and the zones and re-creating them both. -
There could be a simplified model as - at present dropping an iron bomb is next to pointless. As A test I dropped a full load of 12 500kg bombs from a flight of 9 B17s all landing within a 200x400ft zone in which there were 14 german halftracks......none killed and 2 damaged. Since ED are doing a lot of WW2 stuff including "Big Formations"......what's the point if it looks good but doesn't actualy work. I did try fudging it with a bomb in zone trigger but that doesn't work as there is no height limit to the zone so it triggers even if a bomb flies through the zone. EDs problem is it seems to focus on new cool content without getting some of the basics fixed. I love DCS - but it drives me insane at the same time
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I dont think that it's a bug. I was turning on the high as well as the low power T1154 power switch. Swithing on the low power switch only causes no issues. I therefore suspect that this is deliberately modelled and using the highpower switch is modelled to blow a fuse/valve when used incorrectly. I don't know how to do so but I feel this can be closed.
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It seems that radio transmissions to the Tl1155 (not the Tl1143) stop after a few minutes. If you set a unit (eg a truck) with it transmitting a looped wav file on say 130Mhz then you can listen all day on teh TR1143, however if you do the same on 3Mhz and listen on the TR1155 when you can hear it for a couple of minutes (inc DF) after which it cuts out completely (inc DF). As such it's not possible to use DF properly