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Quirkitized

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Everything posted by Quirkitized

  1. Take every single map for bf3, make it into a single map, add all the units, make the visibility 100x greater and LOD 50x greater and I wouldn't be surprised if it crashed let a lone gave single digit fps. But ya, just like everybody else, we're all waiting for EDGE.
  2. Nvidia does, it always has, under Digital Combat Simulator: Black Shark. I assume they never changed it's name because it's the same executable for dcs a10c & bs when stand alone and now dcs world (dcs.exe)
  3. The most basic thing to do if you are playing missions from older versions of the games would be to load the mission in the mission editor and then save it. This usually helps. Whether or not this helps your specific issues with those missions, I am unsure. Worth a try.
  4. Thanks for positive feedback, always good to hear. I am slowly working on a new campaign, but they take many, many, many hours. It could be a month or two before it's finished. It's like trying to write a movie script but also being the actor and the director, producer and the editor! I'm hopeful the new one will be much better and worth the effort.
  5. Infantry can give WP. I've always found it a bit tricky myself, probably always because of LOS or something i'm not realizing...
  6. If it's a soldier thats the JTAC, they can't. The JTAC needs EPLRS. I believe all vehicles can do it, just not soldiers.
  7. haha yes, i don't think you will find many missions you will have to travel 300+ miles to hit a jtac target in the sim :pilotfly:
  8. In 1.2.3, they added specifics to designations for jtacs. It says WP (up to 15.5 km, LOS) So I am assuming it's a line of sight issue? Have you tried both fac group targts? FAC - Assign Group or FAC - Engage Group. I know engage group you can click Visible so they can see them regardless of line of sight, but unsure on WP. Have not tested it much myself since 1.2.3 so interested to hear if u get it sorted and how so.
  9. Sorry I am not quite sure what you mean. Although if you want to make sure it doesn't go down a stage, you'll need to start with 50. Otherwise, if a player loads the mission and exits because something came up, had to leave before doing anything, or what have you, it'll go down a stage. The outcome of the mission, based on mission goals, is defined by the Results, not the Score, on the debriefing. I believe the score is just simply what you or your wingman kill for your pilot log. The results is from what you put into mission goals. So you can set it up the way you described ( I think...) Goal name, score points, condition Start, 50, time more (1) 1 target destroyed (don't need anything, as it'll stay 50) 2 target destroyed, 16, unit dead, unit dead (this gives a total of 66 points) 3 target destroyed, 33, unit dead, unit dead, unit dead (this would give ur current 66 points to 99) Also, you can use negative scoring if needed (-15) for example. I'm still not sure exactly what your going for so just throwin out info lol
  10. They round to the nearest third digit. Also, nearly all flights in available areas with towns, airfields, etc are either 38t or 37t. Jtac does not give this info in the 9line. So if you are flying in 37t, and he gives you coords but they are way off, try putting 38t in, then the coords, or vice versa. For instance if a unit is at 38T AB 123159 320784 JTAC would say AB 123 321. They wont say 38T. So unless you were already in 38T (your cdu would show 37 or 38T) zone, your coordinates will be way off. afaik the only way around jtac not giving grid is by having a map and knowing, or re-doing the coords. So for instance the above, if u put those in and your in 37T, lets say target is 350 miles away. That wouldn't be right, input 38T, then input AB 123 321, and the target is say 30 miles away, I would assume that is the correct. if this isn't the issue then nevermind :D
  11. Click the Mission Goals button Create new Goal Name: START Score: 50 Conditions: Time more (1) This means that once one second has passed, the score automatically will be 50. And an easy way to ensure victory is, once the main mission objective is complete, you put a flag on for that. Say flag 90. So then you make a new mission goal: Name: WIN Score: 50 Conditions: Flag is true (90)
  12. Just to make it clear for others if they see this, that are black shark 1 owners that purchased black shark 2 upgrade. 1. Install Black Shark 1, activate it. 2. Download DCS World 3. Download Black Shark 2 Upgrade MODULE 4. Install DCS World 5. Install Black Shark 2 upgrade Module for DCS World 6. Start DCS World 7. Load a Mission for black shark 2, play it. 8. It'll ask you to activate. Put in your black shark 2 upgrade key. 9. Done...
  13. answers in bold Basically, the last of the headaches are from previous black shark 1 and/or 2 owners, and/or a10c owners figuring out DCS world compared to stand a lones. From now on it should never be an issue with new products, theres no more stand a lone products planned (afaik). Its much easier now, just install dcs world, then install the module you own. It's great. If there was no DCS world, then it would continue to be a nightmare. Imagine leaving a multiplayer game to start up another game (say go from a10 to ka50) so u can fly the ka50, but somebody already took the slot by the time u got back into the server. Then imagine getting sweet updates to A10C for the "world" it flies in but another month later for ka50...issues like that It's a bit of trouble for some people adjusting from old standalone products to dcs world but overall the future I think is 50x better
  14. Wait i'm confused? Is this for A-10A in FC3 or the A-10C module...or both? just wondering because you posted in the fc3 bug thread and not the a10 one http://forums.eagle.ru/showthread.php?t=95168
  15. I've never been able to do something like this with triggers, but it might be possible with scripts. Speed or Grimes would have to chime in on that, still do not think it's possible for the AI helicopter to know where the units are killed, have stopped, then land near them. What you can do for a work around would be something like this: BTR & Truck convoy spawns at point A A-10 Group has until they reach point B (a zone) A-10 Group kills btr unit, the convoy continues to (zone) Once the convoy gets to the zone, they'll stop and the helicopter will land in it (you'll set it up so the helicopter lands in the zone near the truck) If the a-10 group does not kill the btr before then, then mission failed. Or something like that, just gotta do a work around... you could also set it up so once the BTR's are killed, you can do "GROUP AI OFF" to make the convoy stop where ever you kill the btr, but that doesn't fix the issue I guess, since no way for the AI to know where it died...
  16. That's great news, I was getting a bit worried that the report in bug forum wasn't responded too. Glad it's fixed!
  17. I've only had it work by adding a sound file. However, have you tried making a 'blank' sound file, so you can trigger the text without people actually hearing anything?
  18. Have you tried with advance waypoint options? Double click on fire at point Select set what time they perform this command, the probability in %, and the stop condition if needed. Also, artillery typically does not fire until around the 2-3min mark. It takes them awhile to setup, some might be faster but this is what I have observed with different artillery units...
  19. What units are you trying to use it for? It works for ground units only. For aircraft and helicopters, use an orbit.
  20. The newsletter in december said the 1.2.3 update would bring CA out of beta. It no longer says beta on the webpage or the module in DCS world, so I would think it's no longer beta...
  21. That sounds good. I just had no idea how the mission was to play out. Its a shame the invisible trigger is not working. Mission sounds fun.
  22. Please see mission attachment. Issue is with Advance waypoint options. 1. Invisible = false, does work if the unit has no way point 2. Invisible = false does NOT work if you put it in a waypoint past the start waypoint Example in the mission attachment. The command truck has no waypoints, but has Invisible = False. The hmmv engages. The GAZ-66 supply truck start is invisible = true, then when it turns towards the hmmv it is set to be invibislbe = false. hmmv does not engage. This happens with multiple units I tried but mission should be good example. I would assume this is how it's suppose to work, you can do the same thing with Immortal. Set immortal to true at the start, then set to false on a specific waypoint and the unit can die, same goes for nearly all other advance waypoint options, it'll work for all of those, just not the invisible = false. invisiblefalse.miz
  23. Okay, a couple things. 1. It doesn't appear (invisible = false) advance waypoint action is actually working. I did not do further investigating but at least in this mission, it fails to work. 2. The insurgent convoy was spawning early and would make it past the bridge before the helicopter landed and hmmvs spawn. So I did this as a work around: On your trigger name "Spawn insurgent Escape convoy" you had the spawn the insurgent convoy and flag 21 on, however I deleted the group activate insurgent convoy from that and added it to: "Blue transport helo lands" I added the group activate (insurgent convoy) to this trigger. This meant the convoy would come over the hill and the hmmvs would engage, instead of the insurgent convoy being past the bridge already. I also replaced the insurgent convoy to spawn on the road instead of off the road near the building, and further up the road. Because invisible(false) is not working, they needed a short route so the hmmvs would engage them before the helicopters and a10s destroyed them. So basically: Removed invisible(true) and invisible(false) to waypoints from insurgent convoy Shortened insurgent convoy route so there would be targets left for hmmvs to destroy Change insurgent convoy spawn activation to when the chinook helicopter lands to get the timing right Because invisible(false) doesn't seem to be working I would just continue to deal with work arounds. You could have the insurgent convoy spawn even further up the road for faster engagement with hmmmvs, or take away apache attack helicopters or have the apaches be there for show but ROE = weapon hold, the a10s did still try and drop gbu-12s on the insurgent convoy but by the time the bomb reached the target, usually the hmmvs or apache had already killed it. edit: I have reported the invisible = false issue here with example http://forums.eagle.ru/showthread.php?t=102517 Patrol by Force 12fix.miz
  24. The "Start Mist" was just the name of the trigger I picked sorry to make it confusing Trigger Name..........Condition.............Action Start Mist ---------- Time More (1) --- DO Script You can also do Do Script file and just load it, but I prefer to copy and paste it just incase it doesnt load the file
  25. Mist is loaded within the mission it'self, there is no need to activate and such. Simply use a trigger Start MIST > TIME MORE (1) > DO SCRIPT (copy & paste mist.lua) Then you can use the detect building destroyed in zone function.
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