Jump to content

MasterZelgadis

Members
  • Posts

    1033
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by MasterZelgadis

  1. What units? They have to be FAC capable. You also have to set an action to assign them a callsign and radio freq
  2. Einfach einen anlegen und dann über die CDU die Koordinate ändern. Müsste gehen, wenn nicht, dann aus dem Markpoint erst nen Waypoint machen
  3. Muss an den schnellen Jedi Reflexen liegen, da kommen wir einfach nicht mit ;)
  4. Sind 2 unterschiedliche Zeilen im Display. Wenn du nur KM... eintippst, änderst sich auch nur die Zeile mit der Koordinate. Das World Grid bleibt bestehen. Wenn er dir da ein anderes gibt als da steht, musst du die Zeile natürlich mit ändern
  5. Uploaded a new version. For the illumination now there is a hint in the briefing, from where you have to calculate your offset to get a good result
  6. Naja, wenn man mal ehrlich ist hat Windows sich ganz gut gemacht. Ich hatte seit 8.1 kein einziges Problem mehr, was auf das OS zurück zu führen war. Zu 95/98 Zeiten sah das noch anders aus. Ich hab jedenfalls keinen Grund es zu verteufeln
  7. Check this in the meantime.. https://forums.eagle.ru/showthread.php?t=183762 (Works only for coalition atm)
  8. Minimum system requirements (LOW graphics settings): OS 64-bit Windows 7/8/10; DirectX11; CPU: Intel Core i3 at 2.8 GHz or AMD FX; RAM: 8 GB (16 GB for heavy missions); Free hard disk space: 60 GB; Discrete video card NVIDIA GeForce GTX 760 / AMD R9 280X or better; requires internet activation. Recommended system requirements (HIGH graphics settings): OS 64-bit Windows 8/10; DirectX11; CPU: Core i5+ at 3+ GHz or AMD FX / Ryzen; RAM: 16 GB (32 GB for heavy missions); Free hard disk space: 120 GB on Solid State Drive (SSD); Discrete video card NVIDIA GeForce GTX 1070 / AMD Radeon RX VEGA 56 with 8GB VRAM or better; Joystick; requires internet activation. Recommended VR systems requirements (VR graphics settings): OS 64-bit Windows 8/10; DirectX11; CPU: Core i5+ at 3+ GHz or AMD FX / Ryzen; RAM: 16 GB (32 GB for heavy missions); Free hard disk space: 120 GB on Solid State Drive (SSD); Discrete video card NVIDIA GeForce GTX 1080 / AMD Radeon RX VEGA 64 or better; Joystick; requires internet activation. Will probably run. How well? Well, depends on how many units you put in a mission. Video card could be problematic. Is that a laptop?
  9. It is not unavoidable, you can leave all other mappings, that are not affected by that feature, what they were. Or you can migrate the old config, leaving only the ney functions unmapped. It's a question whether you want to do that work for a module, where every customer knows (by the tag "early access") that everything can and probably will be subject to change
  10. I use a bomb in zone trigger in my latest mission, but for a LUU-2, which obviously falls a lot slower. Works fine, but I tested only in Stable, not OB. If this is yet another feature they just break after I implemented it in a mission, I'm done with mission building...
  11. Und ohne ganz viele andere Programme, die sich einfach etabliert haben und die man nur schwer ersetzt bekommt
  12. Track or video please
  13. Don't understand your problem (and can't check the mission now), but you want Radio Item A on Group A and Radio Item B on Group B, but get Radio Items A and B on both groups?
  14. By the way, should take less than 2 hours to complete the mission
  15. Well, all of this doesn't fix the bug, does it? ;)
  16. Yes, that's correct. Every trigger gets checked in a one second interval. You have to create a trigger at mission start or after 1-2 seconds after mission start and load the mist script file. Then you can use its functions in triggers or own script files.
  17. A-10C Loadouts: - 3*Maverick on LAU-88 (launch of inner rail Maverick should be avoided to minimize paint and rain erosion coating deterioration) - Maverick on LAU-88 beside a TGP (Exhaust gas will vent into the cooling air inlet of the TGP and damage it) - Weapons on stations 5, 6 and 7 (6 has to be empty when 5 and 6 are equipped, or 5 and 6 have to be empty if 7 is equipped) - TER on station 5 or 6
  18. Scheint ein Bug zu sein, hab ich beim Staffeltraining letztens auch gehört
  19. Place a unit on the tarawa, start the mission, go to F2 view and read the altitude in the status bar
  20. They have a great effect, but I think in a dive the effect is not so big. Depending on the angle. That's why I said "pointed to the ground"
  21. You're welcome. Another handy trick with Flags: an excel sheet with all trigger numbers, what they are for, and the value they have when activated. Saves so much time when you have a high flag count and have to search all your triggers, if you already have used flag xy
  22. Yeah, but then they also should sign a contract where they oblige to test and report issues. You do not have to pay $80 for an incomplete module, it is well known, that it is incomplete, by the "early access" tag. And actually there IS a discount if you preorder or go for early access. Maybe not on every module, but for example the F-14 now is $20 off. But the point I want to stress most is: You know it's incomplete, it's your choice to buy or wait. You decided to buy. Stop complaining. It IS the complete plane price. You will get a complete plane when it leaves early access phase. You won't have to pay for the missing features.
  23. Is the train triggered by something? Or does the train arrive at that point always the same time? You can use the "Time more(xy)" trigger as a workaround. So if the train reaches the zone after 2 minutes every time, you just set the trigger "Time more (120)" to stop the "hold position" action. If they don't attack the train you can also as a workaround trigger an explosion at the position, where the train is, simulating a bomb or IED.
  24. It's a bit hard to understand.. because the "name" of the flag is also a number. So you can have Flag 1 and Flag 2 for example. Say we use Flag 1 to trigger an effect based on a random result. Say, when you start your misison, there should be a 50% chance for a unit to move to a specified position. So you create a trigger at mission start, which says "Random(50)" -> Flag on (1) This will set the Flag 1 to value 1 in 50% of the cases (statistically) Say we have Flag 2 and we want to count the seconds a unit needs to reach a specific area. So we would set up: Continously -> Time more(1) -> Flag add(1) (don't know without being in the editor, what the correct name is) This is basically a trigger, which fires every second (which continously triggers do) as long as the mission time is > 1 second (Time more(1)). So the first time the trigger fires Flag 2 has value 1, the second time it has value 2, third time value 3, and so on. For example you could now set a trigger: Once -> Flag(2) greater than 120 -> message to all("mission failed") Of course you could substitute the time more.. trigger with "All of group out of zone", for example, otherwise you wouldn't need the flag and just use time more.., but it is only an example ^^
  25. A flag can basically have a number. By default every flag is 0 or off or false. All the same. If you set a flag "On", its value is 1, or true. Again all the same. But you can set a flag also to a number, for example 5, 12 or 1230. Again, all the same. So a flag is basically a variable, which name is a number and its value is also a number, with the special case that 0 is off (false) and 1 is on (true)
×
×
  • Create New...