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Everything posted by MasterZelgadis
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Prio 1: Das Core Game mal etwas pflegen. Vor allem die ganzen nervigen Dinge, die seit Ewigkeiten schon kaputt sind. Prio 2: Die ganzen Early Access Module mal fertig machen. Selbst das WWII Asset Pack ist noch im Early Access.. Prio 3: Combined Arms ausbauen für bessere Integration der Bodentruppen. Steuerbare Schiffe fallen auch hier rein. Prio 4: Jetzt können wieder mehr Module kommen. Mein Favorit wäre da noch der Luftverteidigungsdiesel und der Tornado. Und auch wenn ich weiß, dass es nicht kommen wird, aber ein paar russische Modelle auf dem Niveau der A-10C edit: Wobei wenn ich es recht bedenke hätte ich vor der F-4 und dem Tornado doch super gerne einen AWACS und einen Tanker. Multicrew natürlich.
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There are countless scenarios where it actually works but for others doesn't work. I was told: Caucasus map, Air start, F-16 as "Player" not "Client". Bt doesn't work for me. Read that for someone "Client" rather than "Player" worked. Considering all these different statementy, I think it's pure luck if you get it working.
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Half a year later, is there any info about this? Because it seems not to do anything
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[NO BUG]Speedbrake "power"
MasterZelgadis replied to beppe_goodoldrebel's topic in Bugs and Problems
She doesn't like to slow down like the A-10, but I noticed some significant decrease in airspeed with the speedbrakes out. -
Neutral coalition doesn't work anymore ... :(
MasterZelgadis replied to TOViper's topic in Mission Editor
+1, has to be an official feature. Now you can't place static objects in a battle zone, because they get attacked by the enemy faction. Really sucks when red tanks attack the water tower you placed as scenery instead of the enemy tanks.. -
Can't be the reason. I never had the pod loaded, 100% symmetrical load, 2 AIM-9M, 4 AIM-120C. And the aircraft rolled to the left.
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Ich auch. Da ich vor ca. 15 Jahren mit Falcon 4 (BMS und Allied Force) so wirklich mit dem Fliegen angefangen habe, fühlt man sich irgendwie zuhause. Noch ne Frage: Bei symmetrischer Beladung und ohne Wind habe ich immer ein kleines Rollmoment nach links, ist das bei euch auch so? Kriege ich auch durch die Trimmung nur ganz schwer weg, jedes Trimmen ist sofort zu viel, auch über das Trimmrad. Achso, der Vollständigkeit halber: Airstart, Player, Caucasus, 60% Sprit, KC-135: Hat nicht funktioniert, sofort "Transfer complete" edit: Muss man von der Seite sehen: Komplette Betankung ohne Disconnects im ersten Versuch geschafft. :D
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Refueling ist noch kaputt? Also ich krieg direkt nach dem Connect einen Transfer Complete. Hatte gelesen, dass es wohl nur ein Multiplayer Bug ist, und funktioniert, wenn man als "Player" statt "Client" fliegt, klappt bei mir aber trotzdem nicht
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Change Wording: "Set SPI Generator" instead of "Make SPI"
MasterZelgadis replied to Yurgon's topic in Bugs and Problems
No, you don't. Your aicraft is continously generating a SPI. You don't set a new SPI, you change the sensor which is generating the SPI. And you do that by TMS fwd long, which sets your current SOI as SPI generator -
Okay, looks like some kind of rubber-ducking happened here, I was able to figure out... City = { ClassName = "City", name = "", capZone = {}, capZoneCoalition = {}, } function City:create( name ) local cty = {} setmetatable(cty, City) cty.name = name cty.capZone = ZONE:New( "City-" .. cty.name ) --all city zones are named "City-[name]" capZoneCoalition = ZONE_CAPTURE_COALITION:New( cty.capZone , coalition.side.RED ) return cty end function City.capZoneCoalition :OnEnterGuarded( From, Event, To )... function City.capZoneCoalition:OnEnterEmpty()... ... cities = { City:create("Abasha"), City:create("Ambrolauri"), City:create("Batumi"), } for i, city in ipairs(cities) do city.capZoneCoalition:Start( 5, 30 ) end And tadaa... a lot of markers appeared on the map :)
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Thanks :) Now I tried the capture zones, but here I don't really understand the event mechanism that moose uses, or better, that lua uses. I want to make a lot of cities on the map capturable, so I created zones for them. Now as I read it, I would have to do the following: City1Zone = ZONE:New( "City1ZoneName" ) City2Zone = ZONE:New( "City2ZoneName" ) City3Zone = ZONE:New( "City3ZoneName" ) ... ZoneCaptureCoalition1 = ZONE_CAPTURE_COALITION:New( City1Zone , coalition.side.RED ) ZoneCaptureCoalition2 = ZONE_CAPTURE_COALITION:New( City2Zone , coalition.side.RED ) ZoneCaptureCoalition3 = ZONE_CAPTURE_COALITION:New( City3Zone , coalition.side.RED ) ... function ZoneCaptureCoalition1:OnEnterGuarded( From, Event, To ) ... function ZoneCaptureCoalition2:OnEnterGuarded( From, Event, To ) ... function ZoneCaptureCoalition3:OnEnterGuarded( From, Event, To ) ... ... function ZoneCaptureCoalition1:OnEnterEmpty() ... function ZoneCaptureCoalition2:OnEnterEmpty() ... function ZoneCaptureCoalition3:OnEnterEmpty() ... ... I have a class called "city", which I could give the "captureZone" attribute, so it looks like: City = { ClassName = "City", name = "", capZone = {}, capZoneCoalition = {}, } function City:create( name ) local cty = {} setmetatable(cty, City) cty.name = name cty.capZone = ZONE:New( "City-" .. cty.name ) --all city zones are named "City-[name]" capZoneCoalition = ZONE_CAPTURE_COALITION:New( cty.capZone , coalition.side.RED ) return cty end cities = { City:create("Abasha"), City:create("Ambrolauri"), City:create("Batumi"), } But how can I register those events inside the class?
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Don't know of such a setting. But if there is any, I would be interested, too. Generally I had the experience: Don't try to rely on the AI flying a very specific path. If you really made it to fiddle it on that path, you want it to fly, it fails to do so when you start your mission in Multiplayer or after the next dcs patch..
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I'm fiddling around with M.O.O.S.E. a bit. the documentation is huuge.. But I just can't find one probably very simple thing: I have a zone and I want to check whether there are units of the red coalition in there..Or even better, I want to execute code when a red unit enters the zone. I already found, how I can check whether a given unit is inside a given zone, but I don't want to iterate over all units or groups to check whether theyare in my zone..
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... or the Harrier. Shoot one Maverick or drop one GBU-12. Not. funny.
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^ this
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[NEED TRACK REPLAY]Half of my JDAM's are missing?
MasterZelgadis replied to bunraku's topic in DCS: A-10C Warthog
Yes, against moving targets you would not choose a JDAM -
[NEED TRACK REPLAY]Half of my JDAM's are missing?
MasterZelgadis replied to bunraku's topic in DCS: A-10C Warthog
To get the exact coordinates of your target. The database doesn't know there is a vehicle. If you are coming in very low, and put your TGP on the vehicle, the coordinates are from the elongated line of sight. Unless you put the TGP direclty on the ground below that vehicle of course. -
JTAC verbal lasing my Tgt but I think not..
MasterZelgadis replied to GazAce's topic in General Bugs
According to your heading the target is between you and the JTAC. From that angle it's possible, that the LGB just can not see the reflection of the laser. Make sure your final attack heading is roughly from the JTAC towards the target. -
world navigation? (how to find airfields?)
MasterZelgadis replied to fael097's topic in DCS: F/A-18C
A little "cheat" is to use the ATC radio menu. It always shows the closest airport on top of the list. Then use F10 to get frequencies and navaids. -
[NEED TRACK REPLAY]Half of my JDAM's are missing?
MasterZelgadis replied to bunraku's topic in DCS: A-10C Warthog
Check the HUD whether TGP is SPI Generator. The moment you release the TGP must be on the target and you should have lased the target