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Everything posted by Furia
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Thanks a lot for sharing this info. :thumbup:
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Can anyone that uses the Open Beta verify if the previos issues that the former Open Beta version was producing with the script are gon with the new Open Beta? Thanks!
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Thanks a lot. This was a long awaited possibility.:thumbup::thumbup: Would be great for CSAR missions. We just need a script that moved the human pilot that has ejected from an aircraft into this „infantry soldier slot“ once he reaches the ground :thumbup:
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I have fixed the problem I had regarding exporting the grades to a file. The conflit was created by the use of the mod DAWN that was also temporarily replacing the file "MissionScripting.lua" but the fix is easy. If you want to use both DAWNS and Alerax LSO Script the solution is easy. Just edit the file"MissionScripting.lua" that comes with the DAWN Mod and add Alerax modifications and both Mod and LSO script work real nice together :thumbup:
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Can not turn off civilian traffic. - Help?
Furia replied to Preacher316's topic in Mission Editor Bugs
Make sure your Civilian Traffic setting in the general simulator Options (not just in the mission options) is Off -
Have you tried the same mission with the release version? There are some errors reported with the Open Beta when using the script
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I still cannot make the grade export function work :cry: I do use DCS release Version and I have installed the sim in WIN 10 (It was not working neither before in WIN7) The text in my MissionScripting lua is But I do not even have this folder: “YOURNAME/Saved Games/DCS(.openbeta)/Mods/Alerax_LSO_AI”) As I suppose should be created by the script. I do have 2 MIssionScripting.lua in my system. One is in the sim main directory in the scripts folder and another one is in Saved games /Scripts. Both have the same lines sanitized. Is there any other know mod that may affect this function? Do the export lua also contain provisions for such function included as it is required for Simple radio or Tacview? We are starting a Greenie Board in our Sqadron and this fucntion would be most useful.
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As you guys talking about Release version or Open Beta? On the release version works fine.
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This is the main reason why we do not use the Open Beta in our Squadron. To avoid such surprises in a Beta. I hope this is fixed before updating the release, Alerax script is really an essential part of our naval operations and I do not like the idea that an update would damage it
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They work real fine in the release
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On the release version works Ok. We have flown a multiplayer CASE III session last week with serveral pilots and the Stennis ATC answered the calls and lighted the runway. Are you talking about the Open beta?
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Of course it will be a very interesting and usueful option!! With the renewed Naval aspect in DCS the more opetions we do have for Naval warfare the better. Thanks!!
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I fully support this request :thumbup::thumbup:
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I see some ships from MODS do not have lights while other ships do have them. Does anzone if there is an easy way to either via the editor o by modifying the ships lua to remove such lights if tactically necessary?
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I have an scenario with several ships where some of them display an extreme illumination by night. I would like to darke them but I have not found any way to do so. I have tried to set the alert status in RED but they are sitll lit as as Christmas Tree. Any way to enforce that lights are off in the ships during night? Thanks
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You can actually placed parked in the deck as uncontrolled. The airplane will be there parked until the condtion to start are meet. Trigger with AI task set. Then the aircraft will move to a catapult and launch. The way the parking work now is that no matter what parking spot you assign to an AI aircraft ion the carrier, they are always being spaced in front of elevator 1 and 2 and corral in the sxpack area. I have a mission with such kind of AI start and works nice and looks cool to see the AI catapulting while you are still on deck. Be aware that if you use the AI ATC for take off this creates problems with the AI aircraft moving on deck at that moment
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Hi.I would like to know if you can provide us with an estimate about when it is planned to have CASE II and III into the script. I am asking this because in my virtual squadron we are running a naval campaing and we need to start with night operations. We are now into deciding if we do develope our own methods to deal with CASE III in multiplayer or if we wait for the script to have such function available. Would be great to have an time frame estimate for that, just to help us decide if it is better to wait or not. Another question I have is if you plan to change the use of True north for Magnetic North on the script? Thanks a lot for this awesome script!! It is really a game changer!!! :thumbup:
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I really welcome this step forward :thumbup::thumbup:
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Is this working on moving ships or only stationary ones?
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That did it!! It worked!! In Multiplayer!!! Thanks Pawsie and thanks Vannipos!! :thumbup::thumbup: I have used the example for the moving vehicle from Vannipos and it works real good. We just tested it on a multiplayer scenario and 5 different pilots could navigate using the ADF and FM homming beacions created. This is really helpful. Thanks again!!
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** Anytime, Baby! - NEW TRAILER & TRACK PREMIERE **
Furia replied to Cobra847's topic in DCS: F-14A & B
AWESOME!!!! If it wasn't because I had already pre ordered it the very first day, I would pre order it again :pilotfly: -
Hi guys I would appreciate some support on this subject if you can provide it. We are running a Naval multiplayer campaing withn our squadron and we badly need to be able to set some kind of radiomagnetic navigation system for the UH to locate and operate from ships in the open waters. Whiile I have managed to create FM homming beacons that work nicely in single player by adding an AI helicopter with no fuel on a ship deck and with wp properties to generate a radio transmision in a loop, this does not work for the clients only for the host. I need to have a system where our helo pilots could steer to the ships either using FM homming, ADF or even VOR. Does not need to be real life realistic but something that works in DCS multiplayer and with moving ships. Have you found any way to create a radioeletric signal that could be received and used to track a moving ship in a DCS multiplayer enviroment by clients?
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It is not only a matter of matching mounts, it is also a matter of center of gravity, launch aerodynamics, structructural airframe.... releasing a weapon for an specific airframe requires a complex certification and testing process before an airframe is allowed to use such ordnance. In some cases mounts have to be modified, relase procedures implementes ect etc While the A-4 can nicely transport a Mk 82 unit by weight, the A-4 has never transported or droped a GBU-12 in real life and nobody can certify this is possible until such process of assessment and testing is performed. Why should DCS starts now with „never happened“ weapons loadouts configurations? Lets keep it realistic as it is now where we all understand the capabilities and possibilities of each platforms based on historical and actual data. It is still a great and fun aircraft to fly without GBU. Fly and fight it as it was designed.
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I do not favour unrealistic loadouts (Non historical). Once you cross the line, it is hard to stop. What about Sabre with GBU or a Spitfire with GBU?
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Any chance this gets some love and gets fixed? Having this tanker available would be agreat force multiplier.