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Everything posted by MasterZelgadis
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Started editing a new mission yesterday and found some weird behaviour. I created an aircraft, type Yak-40 (type doesn't matter, F-10C shows the same behaviour) several miles out of Batumi (Sochi was the same, on Tblisi on the other hand everything was ok) with a landing waypoint. The aircraft successfully landed, but then took the second taxiway exit. Cool, I thought, and put a second aircraft in line, the big chinese transporter (can't recall the name now). It turned out, that it also tried to take the second taxiway exit, but was way too fast, so it rolled over the grass. Nearly the same at Sochi. Aircraft lands, but then, after 50 meters or so, it turns 180°, rolls back to the first exit, and enters the taxiway. All landings were from the sea-side. In Tblisi surprisingly, there is no problem. All aircraft roll until the last exit. If you need a trk, let me know
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Volunteers needed for an F-86F campaign
MasterZelgadis replied to catt42's topic in User Created Missions General
If you don't find enough american voice actors you can send me a few lines, then I can send you a sample -
Gamestar Serious Uglies Staffel - Public Helicopter Event
MasterZelgadis replied to Nirvi's topic in Deutsch
Mikroruckler habe ich bei meinen letzten Tests gestern auch festgestellt. Keine Ahnung, woran es liegt, vor kurzem lief es in der selben Mission noch normal. Ich hab ja dann doch irgendwie das letzte Update in Verdacht.. -
Tried to fix some things yesterday. - All aircraft are now fueled with 80%, have standard chaff/flare and 100% gun - One of the Badger wingmen indeed was AI, changed that to client - Tanker escort now has an altitude separation of 1000 ft - Fixed a trigger, that after 15 seconds there is a message "Prepare for briefing at 7:05" and at 7:05 the briefing starts. Was vice versa before. Makes no sense. And encountered these: - Can't reproduce the bug that the Tactical Commander and JTAC don't get a briefing - Super 530 is available at the airbase, but didn't try to load them. Trying today. - Voiceovers are indeed loud. But I think not much too loud. If you can live with it, I would like to keep them as they are (because I don't want to edit every single soundfile...) I also saw, that the mission got unplayable on my PC due to micro stutters. Made only 2 changes since last time: - Moved DCS from my SSD to my HDD - Updated to the latest version (was maybe 2-3 releases behind) I already deleted some units (had over 900 in there, got them down to 600 something by deleting the FARP templates... although I don't think that will have any effect, they are on late activation and are never activated..). No effect. i will try pushing DCS back to the SSD, maybe that helps.
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There are no MFCDs in F2 view. Are you flying in game mode? In that case switch to simulation. Is much better anyways..
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Thaks for the feedback Noticed that during mission creation. After some patch the briefing for the CA players disappeared. I see what I can do. Hm, on my machine they were okay, maybe I have some weird settings. We could check that in TS Intended. Should have mentioned it, you are supposed to refuel before taking off. Tanks are quite dry from the last mission ;) Wanted to restrict all weapons with a too far range. Mainly Mavericks, because I don't want that pilots just take out all SAMs from a safe distance. You have to work together with the ground forces. Restriction of M-2000C weapons was not intended Will check that. Checking that Will be added The CAP is mainly for decorative purposes. Maybe I will remove it All wingmen should be client controlled. Will check whether there is an AI wingman present. AI was not intended. Works as intended. Blue FARP has some Anti Air, and also Ground Commander has some Anti Air units. Should be no problem to retreat until Anti Air has dealt with them Also intended. Wanted to make it harder to just return to base whenever you want, and create more realistic feel. Also ingress is a bit longer to delay the CAS a bit. And you have some time to get familiar with the mission and what happens in the first phases.. Hm, was wondering myself if I should add an AI JTAC that literally takes the job the CA player should do. No one said it would be easy ;) Maybe I could add an overlook unit which gives a general area where the last enemy groups are, but the most work and target designation should be done by the player JTAC. I mean, that's what this mission is all about ;) But let me reiterate, I like the mission and I look forward to flying it again. :thumbup: Thanks a lot, next time I will be there also ;)
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Yes, explosion is scripted. Wanted it to be immersive and not fiddle with exact release positions. In addition to that, I can't even release them via scripting. Yes, weather is tough, that is because you are not supposed to just fly at 20k ft and release bombs from there. (Also I have seen enough missions in nice weather..) As I said, the scenario relies on teamwork with the ground troops. You also can fly at 20k ft, but you need an other A-10 or the ground troops to do buddylasing for you. That is totally working as intended ;) Also that implies, that you should not be able to solve the mission alone. At least that should be very very time consuming
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Soo.. I think I can upload the mission I am working on for ages now. Mainly to test it. It's not really done, but if everything works as intended, the rest should be purely cosmetics. Please note: Briefing screens are not finished. But the briefing itself should give you a clear picture of what everyone has to do. The mission in a short description: You have to take control over the city "Tskhinvali". The mission is designed for heavy cooperation between air forces and ground troops. There are a lot of anti air threats in the area but also a lot of TOWs for the ground troops. Additionally a cloud layer at about 10.000 ft prevents CAS flights from going too high over the anti air assets. Oh, and mavericks are expensive, so you have only a handful of them. Use them wisely ;) After the briefing (5 minutes after mission start) a SEAD flight will take out a major SAM threat. This point is a major issue, because sometimes the Tornado flight does not fly as intended.. and is not able to trigger some events then. Didn't happen the last times, but in case it does.. you know. At any time after the first briefing you can use the F-10 menu to recap your active objectives, in case you get stuck and don't know what to do. Just bear in mind that everyone will hear that, so don't spam the message queue with that ;) Oh, speaking of message queues, the mission uses my little SQS script, so messages will not cancel out each other. Another script used is the CTLD script. Via the F-10 menu transport helis can pic up troops, crates, and so on. Especially when some randomly created MEDEVAC tasks appear, you will have to use that. You should also understand some MEDEVAC 9-lines. What else is to say.. I hope you have a lot of fun with the mission and please give me some feedback here, I put really a lot of work into the mission. I also like to thank the providers of the voice overs, shame on me, it is such a long time now, I can't name them all. So to avoid paying anyone less credit than he deserves, i name none of them, but if anyone made some voice overs here, feel free to comment :) Here is the mission file as a beta release: http://masterzelgadis.de/CombinedArms_WIP_BetaRelease.zip
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Can I provide LotATC with a drawn map as an "overlay" or do I have to set every nav point manually every time I start the client and connect to the server? First would be great, is there a documentation about that?
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Queue sounds sent via "sound to xy" trigger
MasterZelgadis replied to MasterZelgadis's topic in DCS Core Wish List
fyi.. https://forums.eagle.ru/showthread.php?t=183762 -
Have tested LotATC 1...what is ist..2? The unstable version.. So far it seems to me, that is is primarily a good tool for GCI rather than ATC, despite the name.. Is it planned to implement Nav fixes? As an ATC I seem to have pretty few points I can reference to. For Example I can't advise an "turn left heading 210 direct kutme" or something like that.. Or did I miss something? Oh, tested in NTTR by the way Otherwise: Great software, really fun to use
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Assign a function to a radio command
MasterZelgadis replied to MasterZelgadis's topic in Mission Editor
Can I overload that function in lua, like in c#? like this: function addSoundToCoalition(int side, string file, int duration) // do some magic end function addSoundToCoalition(table) addSoundToCoalition(table[0], table[1], table[2]) end edit: hm, doesn't work. even a seperate function does not work.. another edit: ah, overloading does not work, but the second function. But the table index starts with 1, not 0 -
I have a function that is called by: sqs.AddSoundToCoalition(2, "soundfile.ogg", 14) Basically adds a soundfile to a cache table, which will then be played one after another. Works if I call it via Do Script. But now I want to have a sound added when I use a radio command. I have: mStat = missionCommands.addSubMenu("Mission Tasks") Works, gives me F10 -> Mission Tasks But now I want to add a command to it: mMain = missionCommands.addCommand("Take control of Tskhinvali", mStat, sqs.AddSoundToCoalition, { 2,"soundfile.ogg",14 }) It adds the radio command, but the function does not work. How can I attach the function to the radio command?
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Voiceovers ;) If you need a voice actor send me some lines
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Affect cockpit arguments with scripting
MasterZelgadis replied to Yurgon's topic in DCS Core Wish List
+1 -
That's the way I do it now. More exactly I have a group of M818 the Tactical Commander can drive to the group that needs rearming, and in case the M818 get destroyed, the heli pilots can fly in new ones via CTLD.
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Hm, thought so.. had a little hope it would be possible. That was my intention, too, would give heli pilots a nice job in every combined arms mission, to ensure that the tanks are always supplied with enough ammunition. The mission I am currently working on features some heavy combined arms use and of course huey/mi-8 slots, but there is much less to do for the heli pilots than for the combined arms player or the CAS flights.. Current jobs are: - MEDEVAC in case a tank group took too much damage - Fly infantry to two towns, to clear the path for a convoy - Some stuff with the CTLD script, fly in new vehicle crates Transport ammo crates to the tanks would fit perfectly in there
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Now we got these nifty ammo crates the helicopters can haul around. It woud be super nice, if ground forces would accept these as a source for rearming. Is it maybe possible via scripting to give the ammo crate this ability? Should be an option or something on the trucks that tell the engine, that ground forces can rearm, if a truck is near. Maybe you can give an ammo crate this option via LUA?
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I cant find target with labels on. How to find target?
MasterZelgadis replied to kamui231a's topic in DCS: A-10C Warthog
Zoom in. Not in TGP, in cockpit. So that the TGP fills at least half of the monitor. And play with different settings of FLIR (BHot, Whot and Level and Gain). Helps a lot. -
MIST - Respawned Group - Not activating trigger zone
MasterZelgadis replied to MeerCaT's topic in Mission Editor
Well.... https://forums.eagle.ru/showthread.php?t=183951 Despite some people's opinion, I still think it's a bug that came in with the december update -
Uploading audio files to the mission editor
MasterZelgadis replied to Wolf8312's topic in Mission Editor
Audacity, great for editing audio. For a radio voice effect, for example ;)