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Kitchen_Duty

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  1. Can i do this for multiplayer also and enforce it on clients not just for myself?
  2. I find spotting aircraft difficult but ground attack too easy with dots, i'd like a mix of both
  3. My guide is from 12/31/20 and it shows on page 219 a box that falls down the line. (i'm an idiot, i'm several versions behind) i just downloaded the new one (5/28) and it does show what it is now. i'm an idiot. But i still don't understand the beeping tones. When i pickle on the first tone and hold, it drops immediately and typically falls short or is a really low angle to hit
  4. Other than the laser issue that is happening right now where it will stop working after a few minutes, according to chuck's guide there is a square that falls down, like a normal drop line in NATO planes, that is not present anymore. I do hear the tone and hold pickle on the tone but instead of dropping on cue, it seems to drop instantly. Bomb set to auto, nose/tail, laser set to auto, area or point track Did i miss something in the patch notes or has this changed recently? Edit: i'm several versions behind on chucks....
  5. Search didn't yield any results, where do I change the default ports from 42674 where tacview telemetry streams? i have a need for two servers on my network but don't want to reuse the same ports. is this the correct file? C:\Program Files (x86)\Tacview\DCS\Mods\tech\Tacview\Options\optionsData.lua ? because i see this line: TACVIEW_REAL_TIME_TELEMETRY_PORT_LABEL = _("TCP Port (default 42674)"), After searching this thread, i think this is the answer: ------------------ inside the config.lua file, paste this block in (from https://tacview.fandom.com/wiki/User_Guide_%E2%80%93_DCS_World#Exporter_Options) ["Tacview"] = { ["tacviewAutoDiscardFlights"] = 10, ["tacviewBookmarkShortcut"] = 0, ["tacviewDebugMode"] = 0, ["tacviewFlightDataRecordingEnabled"] = true, ["tacviewModuleEnabled"] = true, ["tacviewMultiplayerFlightsAsClient"] = 2, ["tacviewMultiplayerFlightsAsHost"] = 2, ["tacviewRealTimeTelemetryEnabled"] = true, ["tacviewRealTimeTelemetryPassword"] = "", ["tacviewRealTimeTelemetryPort"] = "42674", ["tacviewRemoteControlEnabled"] = false, ["tacviewRemoteControlPassword"] = "", ["tacviewRemoteControlPort"] = "42675", ["tacviewSinglePlayerFlights"] = 2, ["tacviewTerrainExport"] = 0, }, C:\Users\Administrator\Saved Games\DCS.openbeta_server\Config maybe manually add this in?
  6. For the coop version it is set to an KC135 tanker, one that can't even refuel the F14. My buddy and i tried the coop and we missed a trigger and no planes even spawned to attack us. According to the trigger it is looking for a certain missile on the objective, which that group should be spawn by us being near waypoint 3 and then they should shoot. didn't happen though also icls on the stennis was bugged for some reason but at least tacan worked well.
  7. Not sure how to fix this and was wondering if anyone had run into this issue with the AI gunner control panel not showing up at all in a multimonitor setup _ = function(p) return p; end; name = _('Custom'); Description = 'Put MFD Screens on 2nd Monitor' --1366+ 768 --3440 + 1440 --4806 x 2208 --this might be incorrect: it is suppose to be = 3440x2208 Viewports = { Center = { x = 0; y = 0; width = 3440; height = 1440; viewDx = 0; viewDy = 0; aspect = 2.388888889; } } LEFT_MFCD = { x = 3; y = 1638; width = 575; height = 570; aspect = screen.aspect; } RIGHT_MFCD = { x = 780; y = 1638; width = 585; height = 570; aspect = screen.aspect; } F14_HSD = { x = 3; y = 1638; width = 575; height = 570; } F14_VDI = { x = 780; y = 1638; width = 585; height = 570; } GUI = { x = 0; y= 0; width = 3440; height = 1440; } KNEEBOARD = { x = 0; y = 0; width = 600; height = 800; } UIMainView = GUI GU_MAIN_VIEWPORT = Viewports.Center
  8. Grimes answered me in discord, thank you for the quick reply I have two questions, just started using MIST: i'm trying to make infinite spawning planes but the group when it responds immediately dives to minimal altitude, speed brake out, high AOA. 2nd, i'm trying to add a delay from death till the next group spawns and that doesn't seem to be firing correctly either. The script is generating the 2-10 groups as expected: if not Group.getByName('backup2') then mist.respawnGroup('backup2', 120) end it just doesn't seem like they are picking up the waypoints at all and going to do "their job". I'm sure this has been asked before, do you have an FAQ for these kinds of questions?
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