Let me quote Wags on this subject
Spanish Hornets can carry the Litening in the centerline or in the lateral pylons.
It is realistic and accurate and this is exactly what Wags announced
Not only RAAF :music_whistling:
Spanish F-18 can also carry them there and in the centerline as well
But as I have said I have also seen them in the centerline in the Spanish F/A-18
Deleting the old carrier and creating a new one eliminates the problem, however this means there is something behind related to older misions with multiple carriers.
In any case the solution is simple, just replace the old carrier by a new one.
I am having problems adding new aircraft to the carrier in an already exsiting mission.
I have a squadron multiplayer campain running for the last 3 months and suddenly with the new release update I cannot add a hornet to the Stennis.
In my mission I have 2 LHD Tarawa and one CVN USS Stennis.
I have like 5 hornets placed as start on ramp and when I try to add another one, the new one jumps to one of the Tarawa ships.
I have had up to 6 Hornets previously on that carrier and mission but now I have no possibilitz to do so anymore.
Funny it moves the Hornet to the LHD where of course I cannot even spawn.
Has anyone observed such behaviour on an prior update created carrier mission?
Yesterday we flown a carrier qualification session for 5 hours with 6 people still in the release befor the update and Alerax script worked fabulous!!:thumbup:
We didn‘t dare to update to the latest Release version that came yesterday because we are not sure if this version is generating problems with Alerax script in multiplayer.
Can anyone confirm if the script is working good on the Open Beta / New Release version?
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!
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:
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:
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.
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
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?
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!!
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?
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