gmangnall
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Everything posted by gmangnall
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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
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You need the item in "ground units>fortification" - not "Static objects"
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If an AI Harrier has a gun fitted then it seems to fire a single round at a target (tested on a CAS mission with bombs fitted)...this is a bit of a nuisance but not critical FARP operations though are critical....and they simply dont work. An AI Harrier wil take off form a FARP but then fly backwards until it crashes...and it's engines are not turning. As for landing at a FARP the editor simply does not allow it. Also there is no STO form the AI. I love the Harrier...but there is simply no point using it from a FARP when there is no realistic way to have other AI Harriers.
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Problems with AI Harrier taking off from FARP
gmangnall replied to HedgeSlammer's topic in Mission Editor
I am trying the same ...and getting the same result...there isn't even an option for an AI harrier to land at a FARP... As for johnv2pt0 suggestion of reducing fuel...there is a more fundamaental problem which you might have noticed....the engines are not even turning. I love the Harrier - but without the AI being able to do what a player can do then what's the point. You might as well get an F18. -
Is it possible to get CAS data using the editor? So instead of forexample using the F10 map, or engaging JTAC with the radio, having a trigger which sends you the CAS info? I have tried using the editor to create a markpoint which works but it does not send the data (probably because you only have Mark to group, coalition or all....and not to player).
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This is a high priority surely. You cannot use Carrier based AI Harriers as their payload or fuel is massively limited with VTOL only. As a bodge it fix would it be possible to create a script which increases the fuel just after take off so that you could set the fuel to say 5% - do a VTOL and then script the fuel up to 100% or whatever once it's flying?
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Disable SAMsides by destroying their RADAR?
gmangnall replied to SNAFU's topic in User Created Missions General
It seems that the SA11 TELs have a radar azimuth limit of about 110-120 degrees (120 degrees is safe - 100 isnt) so if you kill the SR or the CP you can approach safely from the sides or behind. -
It's possible for two launches to happen with virtually no interval and with the ai breaking right from the front two cats a crash is inevitable....there should be a mimimum delay between launches.
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AI F5s seem not to resopond to IFF interrogations. I have set up friendly and enemy aircraft and they show up as friendly if friendly as expected but not the F5 which shows up as unknown like an enemy. I have tested this with both the F16 and F18 so its seems to be a problem with the F5 module. I don't know if the same is true for player controlled F5s
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When setting up an SA11 site (i.e. at misison start or after movement), approaching aircraft will get a spike from the tracking radar if it happens to be pointing roughly in the right direction even when the search radar isn't fully set up. The launcher can actually fire before the search radar is active. This might be by design, however it seems unlikely that the Tracking radar would ever detect a contact without the search radar. (Also the unit deploys on in mission facing the opposite direction to what's shown on the mission editor.) SA11 bug.miz
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Buccaneer by the BANA Project
gmangnall replied to tombeckett2285's topic in Flyable/Drivable Mods for DCS World
I assume this is dead - but wouldn't it be great if they could have given out an AI non flyable mod -
[REPORTED]Triggers - An M-64 bombs not in Bomb In Zone list
gmangnall replied to michelip's topic in Mission Editor Bugs
The same is true of the KH-35 Anti Ship Missile on the Tu142 - with the missile in zone trigger...would it not be sensible to have a generic "bomb in zone" or "missile in zone" -
You can use the MKLink command in windows e.g. mklink /j "C:\Users\<username>\Saved Games\DCS.openbeta_server\Missions\DCSMissions" "d:\DCSMissions" This would allow you to put missionfiles into d:\DCSMissions and DCS would access that from the normal folder. MK Link has several options other than /j - so do google it. I have literally jsut done it so dont know if it will survive a reboot. I assume it will but if not it's easy to script it.
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Uninstalled I have just purchased Supercarrier - and as soon as I found out that I cannot disable FLOLS I uninstalled it. So I have paid my £29 or whatever and used it for about 20 minutes. Brilliant plan from Eagle Dynamics.
