

BoomBoom
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F14 not authorized / antivirus / false positive
BoomBoom replied to Semaphore's topic in Bugs and Problems
F-14 Update/Reinstall Fix: "Can't move F14-HeatblurCommon.dll" Error (Solved) If you're getting this error while updating or reinstalling the F-14 module: swift CopyEdit Can't move C:\DCS World\_downloads\Mods/aircraft/F14/bin/F14-HeatblurCommon.dll to C:\DCS World\Mods/aircraft/F14/bin/F14-HeatblurCommon.dll: (2) The system cannot find the file specified. ...here’s the fix that worked for me after hours of frustration: What’s Happening? DCS Updater expects the file F14-HeatblurCommon.dll to exist in the _downloads folder. If it’s missing or 0 bytes, it can’t move it into the main Mods folder. But if it is 0 bytes, DCS also flags it as a “useless leftover” and tries to delete it — which causes the update to fail in a loop. Step-by-Step Fix Go to the folder: makefile CopyEdit C:\DCS World\_downloads\Mods\aircraft\F14\bin\ If F14-HeatblurCommon.dll is missing or 0 bytes: Create a new dummy file using Notepad: Open Notepad Type: Fake DLL content Save as: F14-HeatblurCommon.dll (make sure it's not .txt) Place it in the folder above If DCS still sees the file as disposable: Ignore the warning window and click "Exit", NOT "Delete" Run a repair: Open Command Prompt as Administrator Run: CopyEdit DCS_updater.exe repair After that, retry the reinstall of the F-14 module. It should detect the dummy .dll, overwrite it with the real file, and install successfully. Optional Cleanup Once the F-14 installs correctly: You can delete the dummy .dll file if it wasn't overwritten Remove any leftover folders like: makefile CopyEdit C:\DCS World\_downloads\Mods\aircraft\F14\bin\Mods\ Final Note If this still doesn't work: Delete the entire _downloads\Mods\aircraft\F14 folder Run DCS_updater.exe repair again Then reinstall the F-14 from Module Manager Hope this helps someone avoid the same loop I went through. -
For the last week or so, the authorization for my F14 is failing. I have tried many times now to get around this problem, ive uninstalled, reinstalled deleted files etc, repaired build but it will not authorise
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"Auto" and "Off" did not work for me. But "Manual" did. Server side settings in the Mi-24P.
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Server update failed with code 401. The server will be unlisted.
BoomBoom replied to BoomBoom's topic in Multiplayer
thanks for the heads up -
Hello everyone, I've recently encountered an issue on my DCS server that I can't seem to resolve. Over the Christmas break, I've noticed the following error appearing intermittently in the logs: 2024-12-28 09:13:20.718 ERROR ASYNCNET (Main): Server update failed with code 401. The server will be unlisted. My setup is as follows: Connection: Fibre to the home with a static IP address Router Uptime: 108 days without any connectivity loss Despite the stable setup, this error continues to occur. Has anyone else experienced this issue or have any suggestions on how to address it? Thank you in advance for your insights.
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fixed Petrovich Not Spotting Targets After Latest Update
BoomBoom posted a topic in Bugs and Problems
Hi everyone, Since the latest DCS update, I’ve been experiencing an issue with Petrovich AI in the Mi-24P. He acknowledges that he’s “searching for targets,” but he doesn’t list anything—even when the targets are clearly visible and in plain sight. Here’s what I’ve tried so far to troubleshoot the issue: Ensured the targets are within Petrovich’s field of view and in range. Verified that keybindings for Petrovich AI commands are correct. Confirmed the weapon systems are armed and properly configured. I’m wondering if this is a known issue introduced in the latest patch or if there’s a configuration I may have overlooked. Has anyone else encountered this issue? Any suggestions or advice would be greatly appreciated! Thanks in advance, BoomBoom -
How do i load mist in dedicated server
BoomBoom replied to Penfold-88's topic in Scripting Tips, Tricks & Issues
dofile([[C:\Adress\Mist.lua]]) -
Introducing our latest DCS script! We’re excited to bring you a brand new search-and-rescue mission script exclusive to the DCS Australian Server. Now, every rescue mission counts more than ever! Whether you’re flying a CH-47 Chinook or piloting fast jets, you’ll be helping downed pilots return home safe, while each coalition fights to capture or rescue its own. Team BLUE: Rescue your pilots and return them to safety! Team RED: Capture enemy pilots and win the war of attrition! Featuring dynamic gameplay across the Syrian desert, this is the ultimate addition to your multiplayer missions. Challenge your skills, test your teamwork, and dominate the skies. 🛩 Join the action today on the DCS Australian Server. See you in the air!
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dum de dum.. Bump. Not a big job, really. prolly take 5 mins... shame to spoil such a nice mod.
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Join our server "DCS AUSTRLALIAN SERVER" you wont regret it.
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Vehicles indestructable when enemy units Overrun a FARP
BoomBoom replied to BoomBoom's topic in Bugs and Problems
Nvm, i worked it out on my own. -
Vehicles indestructable when enemy units Overrun a FARP
BoomBoom posted a topic in Bugs and Problems
It seems that if enemy units enter the area of a FARP, the Reds and Blues as AI shoot at each other but No damage to either sides vehicles. If as a player you jump in a tank you are indestructable and can kill other enemy tanks. only tested with CJTF_RED and CJTF_BLUE -
Exclusive Logistics on ★ DCS AUSTRALIAN SERVER ★ We're thrilled to introduce our new Crates Scripts, featuring dynamic spawning for vehicles and SAM sites, all fully supported by lifting helicopters! Tactical Commanders and Pilots can manage logistics like never before—spawn, transport, and unpack with ease. Tactical Commanders and Pilots can now earn beers (credits) directly for kills in Wings of War! Join us for an immersive experience where logistics and strategy are key. Our missions are built for flexibility and realism—see you in the skies!
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Hey everyone, I've seen that many of you are having trouble with the CTLD script, particularly when using the new dynamic slot system in DCS. Issues like limits on unit spawns, problems with logistics, and difficulties in handling crates can really disrupt the multiplayer experience. To address these challenges, I've developed custom logistics scripts that not only replace CTLD but are also fully compatible with dynamic slots. Here’s what makes the DCS Australian Server stand out: Dynamic Slot Integration: Our scripts are designed to work flawlessly with dynamic slots, eliminating the frustrating limitations often encountered with CTLD. Advanced Logistics Management: Whether you're dealing with SAM systems, vehicles, or large-scale operations, our logistics system is both powerful and reliable. Improved Crate Handling: We’ve optimized crate management to prevent the typical bugs and crashes that occur with static object despawns in CTLD. If you're looking for a more streamlined and efficient multiplayer experience, come join us on the DCS Australian Server. We’ve put in the work to ensure that your missions run smoothly, and we’d love for you to check it out!
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Tactical Commander as client, Unable to map zoom
BoomBoom replied to BoomBoom's topic in DCS: Combined Arms
So I finally worked out that if the map zoom icon is depressed and an area selected. The zoom will start to work. As opposed to working immediately like it used to. Once again its only in multiplayer and with higher screen resolutions. -
Selecting driver role in the new M1A2SEP put the FOV at altitude zero, as in under the tank.
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Tactical Commander as client, Unable to map zoom
BoomBoom replied to BoomBoom's topic in DCS: Combined Arms
Created a new config folder and if I set resolution less than my native resolution of 3840x1080 to 1600 x 900, the zoom will work. Putting it back Full Screen the zoom in multiplayer only as client or host will not work when tactical commander is selected, If In an aircraft it works fine. If I run the same test mission under "MISSION" from splash screen it also works fine at any resoution. So only as a multiplayer mission is the problem occuring. Fresh test mission and fresh config folder. Have run update and repair several times. Discovered that the "Zoom in" icon depressed, then selecting an area with mouse the ma[ will zoom in. It seems the issue is only with the "mouse wheel" zoom -
Hi all, I'm experiencing a strange issue with zoom functionality in DCS World as a Tactical Commander since the update. Here's the situation: When I'm in the Mission Editor, I can zoom in and out on the map without any problems. However, if I host a mission or join as a client on this PC, I can't zoom the map at all; it's stuck at maximum zoom out. Has anyone else encountered this issue or have any suggestions on how to fix it? Any help would be greatly appreciated! Thanks in advance.
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Anyone who purchased the F15E, including myself, should automatically have an in store credit to the value of. IMHO. Then no one gets hurt.
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Introducing: TwoTribesGoToWar - Exclusively on the ★ DCS AUSTRALIAN SERVER ★ Get ready to elevate your DCS World experience on the DCS Australian Server with the groundbreaking TwoTribesGoToWar scripts by =BK=Krypto! These innovative scripts revolutionize the battlefield by automating the spawning, movement, and despawning of various military units, creating a dynamic and immersive combat environment. Here's what you can expect: Continuous Combat Operations: Engage in relentless warfare as units are spawned based on proximity to enemy forces and base ownership changes. From SAM and AAA defense to heavy armor and logistics, every aspect of warfare is meticulously managed. Strategic Depth: Enjoy unparalleled strategic gameplay with automated unit repairs, AWACS management, dynamic base captures, and more. The scripts ensure that your missions are filled with tactical challenges and realistic engagements. Seamless Automation: With scripts like A.U.R.A. for unit repair, AWACS Late Activation, base management, and more, the battlefield remains ever-active and responsive. Experience the thrill of automatic air and ground combat operations without the hassle of manual intervention. Join us on the DCS Australian Server and immerse yourself in the ultimate combat simulation with TwoTribesGoToWar. Whether you're coordinating air patrols, managing ground logistics, or defending strategic bases, these scripts bring a new level of excitement and realism to DCS World. Don't miss out on this game-changing experience! "TwoTribesGoToWar" These scripts collectively enhance the DCS World mission environment by automating the spawning, movement, and despawning of various military units based on proximity to enemy forces and changes in base ownership. They ensure continuous combat operations, strategic depth, and dynamic base defense, contributing to an engaging and realistic simulation experience. Each script targets a specific aspect of warfare, from SAM and AAA defense to heavy armor and logistics, ensuring comprehensive battlefield management. A.U.R.A. Automated Unit Repair Algorithm The A.U.R.A. (Automated Unit Repair Algorithm) script by Krypto v1.0 for DCS automatically detects, repairs, and respawns damaged ground units within a specified zone. It scans the area around predefined static objects for active units, tracks their damage status, and starts a repair countdown if they are damaged. Once the countdown is complete, the script despawns the damaged unit and respawns it at its original location with all its original properties. This process ensures that ground units are continuously repaired and available for action, enhancing gameplay by reducing the need for manual repairs and maintaining the flow of combat operations. awacsLateActivation.lua The AWACS Late Activation script for DCS automates the management of AWACS (Airborne Warning and Control System) aircraft for both blue and red coalitions. It ensures that when an AWACS unit is below the safe altitude of 8000 meters or is destroyed, the script will respawn the next AWACS unit from a predefined list with a random delay to maintain continuous air coverage. The script includes functions to switch between different AWACS groups, calculate random delays for respawning, and monitor the altitude of active AWACS units. By scheduling these checks and activations at regular intervals, the script maintains effective and dynamic AWACS operations, enhancing the tactical awareness and control for both coalitions. basePositions.lua The Base Positions script for DCS manages airfield ownership, spawning units at bases, and handling base captures dynamically during missions. It starts by loading or initializing the airfield ownership states from a saved file, setting airfield coalitions accordingly, and spawning ground units based on ownership. The script continuously monitors airbase captures, updating the coalition side and respawning appropriate units at newly captured bases. It includes functions to calculate distances, detect default base colors, handle base capture events, and create spawn data for units. Additionally, it alerts players about significant events like base captures and player spawns at enemy bases, enhancing the strategic depth and immersion of the mission. BASESpawn.lua The BASESpawn script for DCS automatically manages the spawning and despawning of ground units at airbases based on coalition control. It calculates the closest bases between the blue and red coalitions, and spawns units at these bases if they are within a specified radius. The script monitors base captures, despawning any existing groups from the previous coalition and spawning new ones for the capturing coalition. It includes functions to calculate distances, determine which airbases to ignore, create group data for spawning units, and handle base capture events. This script enhances gameplay by dynamically managing ground units at airbases, ensuring they reflect the current coalition control. beerCommander.lua The beerCommander.lua script introduces the BattleCommander class for managing player credits and shop items in a DCS (Digital Combat Simulator) environment. It includes utility functions for various tasks such as determining if units are in specific zones, handling altitude calculations, and checking if units are landed. The BattleCommander manages player accounts, granting and transferring credits based on in-game actions, and provides a shop system where players can purchase items. The script initializes event handlers for credit calculations upon landing and updates the shop menu for players. It also supports persistence by saving and loading data to and from disk. BLUE-Apache-INBOUND.lua The BLUE-Apache-INBOUND script for DCS automatically spawns a CJTF BLUE Apache helicopter at the closest blue base to a red base. The Apache is tasked with Close Air Support (CAS) operations around that base. The script includes functions to find the nearest blue base to a red base, define waypoints for the Apache's patrol route, and set up the Apache's payload and behavior. The Apache is spawned with a random delay to maintain dynamic operations. The script also includes a function to periodically check for landed Apaches and remove them, ensuring that only active helicopters remain in play. This enhances the tactical capabilities of the blue coalition by providing continuous air support near contested areas. F16-CombatOpsCAP.lua The F16-CombatOpsCAP script for DCS automates the spawning and management of F-16C aircraft tasked with Combat Air Patrol (CAP) missions. The script identifies the closest pair of blue and red bases and spawns F-16Cs at the furthest blue and red airfields within a specified range from these closest bases. The aircraft are equipped with specific payloads and follow defined waypoints around the target enemy airbase, engaging air targets within a 40 km radius. The script dynamically adjusts the Rules of Engagement (ROE) based on the proximity of enemy units and periodically checks and removes landed F-16Cs to ensure active CAP operations. By scheduling these activities with a base delay and random variation, the script maintains continuous air superiority missions, enhancing the strategic depth and realism of the DCS environment. F16-CombatOps.lua The F16-CombatOps script for DCS automates the spawning and management of F-16C aircraft for combat operations. It identifies the closest pair of blue and red bases and uses this information to spawn F-16Cs at the furthest blue and red airfields within a specified range from these closest bases. The aircraft are equipped with specific payloads and follow predefined waypoints around the target enemy airbase, engaging both ground and air targets within a 20 km radius. The script dynamically adjusts the Rules of Engagement (ROE) based on the proximity of enemy units, and periodically checks and removes landed F-16Cs to ensure continuous combat operations. By scheduling these activities with a base delay and random variation, the script maintains persistent air superiority missions, enhancing the strategic depth and realism of the DCS environment. F16-escortAwacs.lua The script continuously monitors for active AWACS, detects nearby enemy aircraft, and assigns F-16C escorts to protect the AWACS. It also ensures that unnecessary escorts are removed once they have landed. This enhances the tactical operations in DCS by providing automated air cover for critical AWACS assets. F18-CombatOpsCAP.lua The F18-CombatOpsCAP.lua script automates the deployment and management of F/A-18C Hornet aircraft for Combat Air Patrol (CAP) missions in DCS. It identifies the closest and furthest airbase pairs for strategic operations, generates unique IDs for aircraft, and configures their payloads. The script defines waypoints around enemy bases, dynamically adjusts rules of engagement (ROE) based on enemy proximity, and ensures continuous CAP operations by periodically spawning aircraft and removing those that have landed. It also includes functionality to log operations and maintain a clean mission environment, ensuring efficient and tactical air operations for both red and blue coalitions. F18-CombatOps.lua The script schedules regular checks and operations to ensure continuous CAP and CAS missions by spawning new F/A-18C aircraft, managing their engagement rules, and removing aircraft that have completed their missions. F18-escortAwacs.lua The F18-escortAwacs.lua script in DCS automates the deployment and management of F/A-18C Hornet aircraft for escorting AWACS. It detects enemy aircraft within a specified range, assigns escorts to AWACS units, and ensures continuous escort operations by periodically spawning new aircraft and removing those that have landed. The script dynamically adjusts the rules of engagement (ROE) based on the proximity of enemy units. It includes functions for calculating distances, configuring aircraft payloads, defining waypoints, and checking AWACS status. The script ensures efficient air operations for blue coalition forces while maintaining the mission environment. fuelLateActivation.lua This DCS (Digital Combat Simulator) script manages the activation and respawn of aerial refuellers for both blue and red coalitions. It defines global variables to track refueller group names, active groups, and their respawn states. The script includes functions to switch between active groups, respawn groups with a delay, and manually call refuellers from the F10 radio menu. It adds menu items for calling both KC135 and KC135MPRS refuellers and ensures that refuellers are respawned as needed. Finally, it initializes the script by setting up the menu items and displaying a success message. gasAndAmmo.lua The H.A.L.O. (Helicopter Automated Logistics Operations) script for DCS allows players in helicopters to automatically spawn fuel and ammo groups at the nearest FARP (Forward Arming and Refueling Point) when they are on the ground and within a set proximity. It includes functions to check player status, calculate distances, and manage the spawning and removal of support groups, ensuring that only one logistics group is active per FARP at a time. Dynamic player menus are created for eligible players, and event handlers update these menus based on player actions, enhancing the logistical support and overall gameplay experience. MonetarySetup.lua The MonetarySetup.lua script initializes a BattleCommander instance to manage player credits and shop items in a DCS (Digital Combat Simulator) mission. It sets up a save file path for persistence and registers shop items for spawning AWACS (Airborne Warning and Control System) units for both coalitions. The script defines functions to spawn AWACS units and updates the shop menu for all players. It also loads previously saved data, initializes the BattleCommander, and starts a reward system for player contributions based on various in-game actions. Additionally, it initializes a LogisticCommander instance to manage logistical tasks. MOVESC.lua The MOVESC.lua script for DCS World is designed to manage and control the spawning and movement of ground units for both the red and blue coalitions. It sets up various configurations for infantry and armor units, including their types, spawn conditions, and movement formations. The script calculates the closest bases and FARPs (Forward Arming and Refueling Points) to determine spawn locations and waypoints for newly spawned units. It handles events such as unit ejections, spawning reinforcement units based on the coalition of the ejected unit, and issuing movement orders to engage the nearest enemy base or FARP. The script also includes in-game messages to notify players of reinforcements and other key actions, enhancing the immersion and dynamic nature of the mission. RED-Ka-50-BaePatrol.lua The RED-Ka-50-INBOUND.lua script manages the spawning and movement of Ka-50 helicopters for the red coalition in DCS World. The script calculates the nearest blue airbase or FARP to any red airbase or FARP, defines waypoints for the helicopters, and sets them to engage ground targets. The helicopters spawn with specific payloads and configurations, and the script ensures they follow a patrol circuit around their spawn point. The script includes a function to periodically spawn new helicopters with a randomized delay and removes landed helicopters from the map to keep the game environment dynamic and engaging. It also announces the script's successful load to the players. spawnSam.lua The spawnSam.lua script for DCS World is designed to dynamically manage the spawning of SAM (Surface-to-Air Missile) and AAA (Anti-Aircraft Artillery) sites at airbases and FARPs based on enemy aircraft proximity. It first detects the default coalition ownership of all bases, loads the airfield ownership data, and periodically checks for nearby enemy aircraft. Depending on the distance of enemy aircraft and the nearest friendly base, it decides whether to spawn a SAM or AAA site. The script also ensures that spawned SAM or AAA groups are removed after a set period and maintains updates on airfield ownership. The main script initializes these functions, sets up the mission start configurations, and schedules periodic checks for spawning and despawning SAM/AAA sites. It also includes a utility function to determine if an airbase should be ignored and to get a formatted position string of a unit. WARFUSE-AA.lua The WARFUSE-AA.lua script manages the spawning, movement, and despawning of anti-air (AA) groups in a DCS World mission, dynamically generating AA units for both blue and red coalitions. It initializes base ownership, determines the closest enemy and friendly bases, and spawns groups with defined waypoints towards enemy bases at regular intervals. The script ensures continuous action by checking for base capture events and despawning units targeting a base that has switched control. With custom messages and detailed logging, it enhances the strategic depth and realism of military engagements in the simulation. WARFUSE-AMMO.lua The WARFUSE-AMMO.lua script automates the spawning, movement, and despawning of ammunition supply groups for blue and red coalitions in DCS World. It identifies the closest pairs of enemy and friendly bases to determine spawning locations, creating supply convoys at regular intervals with dynamic waypoints toward enemy bases. The script tracks units targeting bases, handles despawn operations, and updates base ownership upon capture events, ensuring strategic resource management in the mission. It enhances gameplay by simulating realistic supply logistics, crucial for sustained military operations. WARFUSE-BASE.lua The WARFUSE-BASE.lua script automates the spawning, movement, and despawning of ground combat units for blue and red coalitions in DCS World, focusing on base defense and attack operations. It identifies the closest pairs of enemy and friendly bases, spawning units at regular intervals and directing them toward enemy bases. The script tracks units targeting bases, handles despawn operations, and updates base ownership upon capture events, ensuring dynamic and responsive base defense mechanisms. By simulating realistic ground combat logistics, it enhances gameplay with strategic depth and engagement. WARFUSE-HEAVY.lua The WARFUSE-HEAVY.lua script dynamically manages heavy military engagements in a DCS World mission by creating, despawning, and directing groups of tanks and other units for both blue and red coalitions. It initializes base ownership, spawns groups at intervals, defines waypoints towards enemy bases, and handles player spawn and base capture events. The script also announces advances and engagements through customized messages and sound alerts, ensuring continuous action and strategic challenges. By dynamically adjusting the battlefield environment, the script enhances the realism and excitement of military simulations in DCS World. WARFUSE-MEDIUM.lua The WARFUSE-MEDIUM.lua script is designed for DCS World, aiming to automate the spawning, movement, and despawning of medium-sized ground combat units for both blue and red coalitions. It identifies the closest pairs of enemy and friendly bases and spawns groups at regular intervals, directing them towards enemy bases. The script tracks units targeting specific bases, manages despawn operations, and updates base ownership upon capture events, ensuring dynamic and responsive base defense and attack strategies. It enhances gameplay by simulating realistic ground combat logistics, providing strategic depth and engaging missions.
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cannot reproduce ATGM Stryker not reloading
BoomBoom replied to BoomBoom's topic in Bugs and Problems
You can add M2A2 Bradley as well. Stuck on "1 second to reload" -
When ATGM Stryker run out of ready to fire TOW missiles, they cant complete the reload. A player must get in and restart the rearm process by pressing CTRL+R possibly other vehicles as well.