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kira_mikamy

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Everything posted by kira_mikamy

  1. i have same problem using TAA (i dont have RTX) completely useless to use taa at the moment it completely ruins the experience and the graphics, im a bit sad about that was hoping to a minum stable realese about taa and not something to test from beginning, so, nothing change if you dont have an rtx and have the possibilities to use dlss. some pic with taa on, NO fsr or nis, maxed graphics 1080p.
  2. settings different radio frequency for each one and using the "no report waypoint passing" active in the advanced trigger can do the trick maybe? you can ear it only if connected in the designated radio freq, i usually connect to the nearest awacs to me if there more than one. in this way you always have datalink filled but no communication. Can do all in the editor.
  3. have try to remove the immortal option?
  4. never use template in editor, i like to build by myself every time different, i use template only for sam battery, the default one. ive just noticed you can move away the farp after the placement, but what if you select all the stuff and make a ctlr-C \ ctrl-V copy pasting all the group in another place of you like?
  5. probably yes with laser but require some moose editing, i think the right module can be that. unfortunally ive never use it https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Functional.Designate.html
  6. you can do a simple trigger called explosion to associate at a trigger zone, or there also the "explode unit" trigger that can directly link the ship but in this last i dont remember if you can set the severity of explosion, i use often the explosion trigger to generate massive damage when player bombing something like fuel depot or ammo depot. it can work 100% for your use, just need a bit of trial to found the correct explosion size
  7. i means the program is user friendly and take less than a minute to give it a try! may i wrote it wrong
  8. i test the closed realese from some days now, its very a comfortable way to check the mission file. Especially if you are a group of players who develop lot of missions is very usefull to share the miz file with other editor and let they view the whoole .miz without have to open dcs and check all the script is good or to do a rapid bugchecking when something go wrong Also, theres some other intersting feature and i suggest all to give it a try, is pratically worthless and timeless. Thank you for you efford in that, really appreciate
  9. i didnt think the preset can be linked to the farp or airbase, they are linked to the aricraft itself, probably in the core dcs game folder where that aircraft is installed there is some configuration file that manage the preset. for some aircraft, the path is in the install folder -> DCS World\MissionEditor\data\scripts\UnitPayloads you can modify the one for the F16 and setting to have only one preset, but this means this is the only one available for the F16 in entire game. you of course can modify that from the loadout menu in mission editor, dont need to directly edit the Lua but you can make a backup of original one. im not so expert to know if there a possibility to dynamically reload the payload.lua, for example using the one with only one preset when you are in a trigger zone over the airbase, and then come back to the original when you are away from it.
  10. as above the problems was the incorrect . where it need a : A2ADispatcher:SetSquadronLandingAtEngineShutdown() sure that can fix.
  11. @ralch unfrotunally, i didnt know other way to modify the speed of a single waypoint trough script, the only one i know is the one ive already post. BUT. if you dont mind to have a lot of different aircraft to play on, isnt a way to create a group for each one with only the first wp speed changed? maybe calling it trough menu and not trigger
  12. may that can help you? https://wiki.hoggitworld.com/view/DCS_func_setSpeed
  13. the number after / is the number of days. 0 is today, 1 is tomorrow, etc. Almost useless, never need it.
  14. thanks for your confirmation, in my case the caucasus map is the only one that work
  15. Hello, when launching in Multi thread mode my terrain texture in Syria on mission editor loose details. Anyone have faced this issue? The 2 screen show the difference, the low detailed one is the multithread mission editor
  16. CAZ is the moose capture zone, allow you to set some zome to be dinamically pass trough blue or red control https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Functional.ZoneCaptureCoalition.html
  17. for the future i suggest you to setup the group with only 1 aircraft, when you complete the setup, setting it on client, waypont and what else, add the others and they are an exact copy of the first one
  18. ive use to make mission on my pc and then move on the server that had different path and reload mission trigger always working with no problem, but you have another one folder inside missions one, i think nothing change using only the missions folder in the server, but you have to try both options
  19. Hi! cannot help about the radio, but, about the group to stop call the waypoint, you need to set an advanced waypoint actions. you can found that menu when selecting the group to mute and clicking in the bottom right side under the waypoint settings in the "advanced (waypoints actions)" button, that pop up a little window and you need to press "ADD" to add one actions, it will ad a "no task" one but another window pop up on left and you need to choose "set option" for first menu, then "No report waypoint pass" in the second menu, then ckeck the box, need to put that in the waypoint 0 hope that can help you
  20. in my persistent server i use DSMC script for state saving, also some moose module like a2a dispatcher, caz, are pretty ready to go for persistent mission. others like ctld or skynet need personalization to aquire persistence working good
  21. put thoose aircraft on "hidden" in the mission editor in the right checkbox when selecting the group, so you cant see they in f10 map.
  22. should be intersting to have the possibility to manualy set the engage distance without script. Anyway, a workaround to do that at the moment is using trigger zone and group ai on\off. part of coalition out of zone -> group ai off, so they dont shoot. when part of colation inside zone -> group ai on, so they start to shot only if theres plane\ground or heli in the zone both in switched condition so the group can switch from ai on\off for the entire match.
  23. cannot imagine how to manage my group missions and training server without moose, also a dynamic server. Thank you for the effort
  24. thank you again. i didnt know why the same code work with an airplane but dont work with ground unit, make me sick. When im coming at pc i will upload here a test mission with a red ground being shooted by a blue tank and the red one with the mist respawn on it, but didnt work, may i am crazy and blind to dont see some evidence mistake. i work around the problem using moose with initlimit but require a little more effort. PS, i always activate the mist respawn not trough a lua file but with a simple "do script" using the text boxt, first the main mist.lua after 1 second and then the little respawn script after 2 second, tryed both once and repetitive, it always worked like that but who know, may you use a single lua file to load the respawn script?
  25. thank you so much! i will try if work as you suggest, i have to use it with ground vehicle but not the static one.
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