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Jel

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Everything posted by Jel

  1. When i set cargo transport without any specified unloading zone (just the cargo to pick up), the chopper doesn´t even pick up anything. The cargo AND the target zone have to be specified in order for the chopper to do anything. And while doing the transport, i can´t tell him to do other tasks like "follow" to make him meet the carrier somewhere. So basically "pick up cargo XY and unload it in zone AB", then perform next task. Nothing in between. If there´s a possibility to work around this, can you point out how to do this ? Also "Advanced Waypoint Action to unhook the cargo" ? Where do you find this ?
  2. Yeah but as soon as i specify the cargo zone as unloading zone for the chopper, it flys there and unloads. It doesn´t follow the moving zone with the carrier, instead the chopper unloads where the zone initially was placed - which is the core issue here. So your trigger 1 already won´t work because the chopper never enters the moving zone.
  3. Well that´s something i haven´t thought of yet... Makes the whole project a failure already Thanks for the heads-up. If only there was a trigger option to check for dropped cargo inside a zone which then connects it to a specific unit...
  4. Wow i just can´t get my head around this: To make the chopper do a cargo transport i have to specify WHAT he sould load and WHERE to unload (zone). So if i set the chopper to the activating unit, he still doesn´t fly to the carrier but instead to thhe position the zone was placed. My problem is, that the zone should be on the carrier and not static. I uploaded my little test, perhaps you can point me in the right direction ? Cargo Test.miz
  5. Yep and again: That´s exactly what i am doing. I set my unit "carrier" as zone unit, i select the zone "cargo zone", and i select the same unit "carrier" as the unit to trigger the - trigger. As action i set "message to all: test" Just to have any action set. The Cargo Chopper however, when set to drop cargo inside "cargo zone" always flys to the set static location of the triggerzone (and drops the cargo into the water)... I also tried to set the triggering unit to some plane flying above, same here - the triggerzone just seems to stay static and won´t stick to the "carrier".
  6. That´s exactly what i did. I can´t just attach a moving zone to a unit, so i watched those tutorials. According to them, you have to do it with a trigger. Both videos show a different approach on that trigger, i tried both, none works. I feel like i missed something...
  7. I was planning to do a cargo transport from point A to point B, Point B being a location on a carrier deck. Since helos carrying their load only unload those into a specified zone, i somehow have to make a zone attached to that carrier. But how ? Watching some YT tutorials about how to make moving trigger zones didn´t quite work out. I placed everything exactly as shown but the zone seems to remain static. Any ideas or information about how this is possible (without having to script my way) ?
  8. Wow, according to bignewy this was reported in September 2019. I´m quite tempted to mention what date we have today... But i won´t Thanks for the info.
  9. So the 2 white catridges at each inner side of the canopy: https://c2.staticflickr.com/8/7079/7347100586_9e67f0cc1a_b.jpg those apear to be textured fine, even with black labels on them, but only when watching from F2 view (or any exterior). While in F1 cockpit view, those are just plain white, almost as if there were no textures at all. I already played with the graphic settings since i run DCS at max, tried to lower some values to see if it loads any different - nothing. Really just a cosmetic thing but it somehow disturbes me now that i know Any ideas what i could try or is this just a bug ?
  10. As long as it makes ppl realize DCS is not "NFS underground 3", tippy is fine.
  11. Well as a workaround, i´ve changed the trigger to check for the specific group to be alive first. Seems to work now, although this precondition really shouldn´t be necessary at all
  12. Yes the issue seems only to be persistant in Multiplayer. I´ve added the Mission File here, Trigger in question is called "Add Comm X Capture" (yellow). Ignore most of the other triggers for the map is still wip. Free Flight Syria.miz
  13. Situation: Multiplayer Map with several clients. Many triggers (which i´m quite familiar with), all working. Now I added a trigger, adding a comm option, let´s say "where´s the beer?" for a single group, let´s call it "thirsty flight". It enables flag 14 by which following triggers are - well, triggered. Triggered Actions after using the comm options are working perfectly so far but: The set comm option appears for the "thirsty flight" group ONLY if i select this role at mission start. When i don´t, the comm option instead gets added to whatever client i select for myself. This client ALWAYS has the comm option available, although it should be for "thirsty flight" only. Selecting another role and the comm option is gone again (as it should be), re-entering the first selected role and it´s back. I tried using the trigger directly (no precondition, just adding the comm option), also with "more time 10" to give it a small delay after mission load. Nothing seems to work. Now is this a known issue or am i just too dumb to insert this ?
  14. I head about that but i expect this to take another 1 or 2 years at least. Having the set callsigns being used would be a really nice thing to have to make time pass quicker
  15. So since 2.7 (yes long ago), i noticed ATC giving us taxi information to the active runways in a weird way. Instead of telling me to "taxi to runway 03 left", i get a "taxi to runway 3, pad 2". The subtitles displayed are correct, showing "03 left", i´m referring to the AI ATC voice only. I´ve never heard of "pad 1" or "pad 2" directions in real life, is there anything i might have missed ?
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  16. You´ll get "Mother" during Case 1 approach. Case 2 and 3 give you Marshall patterns, using those gives me "Courage" also, no matter which carrier is placed. Question is interesting...
  17. Since there are several callsigns with certain modules, for example "Saber" for the AH64, "Hornet" for th F18, and many more, i noticed the AI doesn´t actuall speak those callsigns. Instead they just say nothing at all, leaving awkward blanks in the communications. Same goes for some weapons too which you can see when contacting your FAC. I do understand that those came with the modules and got their history through many updates but can we expect those names to be part of a conversation again ?
  18. It´s been a while since i´ve seen an actual deck but i remember the holdbacks to be color coded (grey for E2, yellow for the F18C/D, etc.). When using the SC, i only see Holdbacks the same color being installed during launch, no matter which aircraft. Have things changed the past years and i just didn´t keep up, or is this being worked on for future updates ?
  19. https://steamcommunity.com/sharedfiles/filedetails/?id=2848101496 What you see is the FLIR image of some AI planes, standing !uncontrolled! on the ground. The engines are NOT running, although the image shows they do. Weird. Issue only appears with uncontrolled planes, statics seem fine.
  20. I´m not saying you should take that demo "use as proof" Just saying it´s somewhat related to the topic and may be interesting to watch. I didn´t know there was need for clarification here regarding the loadout and fuel on a demo bird, so i´m sorry if there are any misconceptions.
  21. Somehow related but not quite, watch the narration of his speed and altitude, pretty interesting:
  22. Well, the Viper is slow in only one thing: Slowing down. I´m curious: "Our variant [...] shouldn´t have such performance" is this just a feeling or actually based on information ?
  23. As mentioned: DCS offers 2 Types of KC 135s: KC135 (boom only) KC135MPRS (both) Although the MPRS Type usually has both, unfortunately in DCS only the baskets will work (yet). Also do not confuse both with the KC130 which has a basket system only. So: For a basket system, like the F18 or F14, you WILL need either a KC130 or a KC135MPRS tanker. Make sure you have the correct freq. set and that you are contacting the correct callsign on your comms menu. The tanker will answer.
  24. Jel

    Gun sparks

    Those Gats don´t have muzzle fire dampers like any ordinary rifle would. So yes, those sparky business is quite common, although you usually won´t see it as pilot. Most are built around the aircraft either on its side or under the fuselage to NOT throw the gases directly into your canopy. The F18 doesn´t care Or as a simpler way to explain: Have you ever peed against the wind ?
  25. i always wondered why anyone would use formation lights in broad daylight and perfect visibility...
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