

bal2o
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Everything posted by bal2o
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Splash Damage 2.0 script (make explosions better!)
bal2o replied to Grimm's topic in Scripting Tips, Tricks & Issues
Hi, i think the script need short update because 2.9 update and change in dcs API : foundObject:getCategory() need to be replace by Object.getCategory(foundObject) -
see nothing about it in patch log and test show that bug is still here :s
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and still not map update. No update after 5 months it's really a bad thing about this studio. Where are dev ? i never order again an EA made by OneReTech
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rename miz to zip, open/edit file, replace file in zip, rename to .miz Enjoy ^^
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patch note say that MIDS is not working, but "for now", so i think dev in progress ;).
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correct as is WPT sequence not the same after n°20
bal2o replied to bal2o's topic in DCS: F-16C Viper
Ok thanks for confirmation -
Hi, when enter many waypoint, i see that sequence orderer is not exactly the same after 20 wpt : For WPT 1 to 20 (inc), it's : STPT => ICP incr => ICP down (selector on MAN) => ICP Down (selector on Lat) => etc For WPT 21 and more : SPTP => ICP incr => ICP down only once (selector is directly on Lat line) => etc Is "as expected" or not ? Thanks, Trk in attach, on caucasus (free flight on instant action) F16WPT.trk
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ok thanks.
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Hi, any news about this bug ? it's very hard for newbie to play on server with fog of war but without Reaper/Awacs F10 informations :s Thanks
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correct as-is Vikhrs in KA-50 III explode before target
bal2o replied to bal2o's topic in Bugs and Problems
Hi Thanks for helping. Indeed the issue is related to the air-to-air mode being activated. I use a three-way toggle switch, and when I cycle between internal, external, and air-to-air armament, it automatically activates the air-to-air mode on my left panel. I hadn't thought about this function until you pointed it out. Thank you for the response I will pay more attention to it. -
correct as-is Vikhrs in KA-50 III explode before target
bal2o replied to bal2o's topic in Bugs and Problems
sorry cooking time... new trk in attach on Caucasus. thanks KA-50_Vikhr_bug_C.trk -
correct as-is Vikhrs in KA-50 III explode before target
bal2o replied to bal2o's topic in Bugs and Problems
sorry, i'm training on NTTR .... i will make a need trk on Caucase -
Hi, I've noticed a bug with the Vikhrs on the KA-50 III. When in firing mode, they don't seem to hit the target designated by the Shkval. They explode in front of the target and therefore do no damage. Is this a bug or is it intentional? If it's intentional, then the KA-50 becomes completely ineffective compared to the AH-64D and its AGM-114K.... Trk in attachKA-50_Vikhr_bug.trk Thanks,
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there is OvGme for that ^^
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oki thanks.
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See nothing is new path log about this problem, so i think it's not solved for now ?
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Good to know Now just need to wait for a fix, hope Dev find what is the problem :s Thanks for helping.
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Strange because i have the bug . miz in attach. Tacan in same position. debugREAPER.miz
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Track in attach. (Persian mission - MQ9 spawn at T+20s) TACAN.trk
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not sure on caucase, this taan was last unit not delete on Persian mission (tacan on Khasab). i will try tomorrow for caucase
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Ok find problem with other unit : blue Beacon TACAN Portable TTS 3030 block unfog of blue reaper ...
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CG Ticonderoga !! if you add it on mission, it's remove the "unfog" reaper capacity (and probably same for awacs ? - but not check). And distance matter : - no problem (aka reaper can show unit) at 260Nm of reaper zone - problem at 230Nm In attach : - miz with always FOG because CG too close (REAPER - always FOG.miz) + trk (FROG.trk) - miz with no problem because CH at more 250Nm (REAPER - FOG ok.miz) + trk (No FROG.trk) Hope it's help. don"t know if also the problem for AWACS and if other unit are the effect. Best, Edit : may be it's not only this unit that act like this... REAPER - FOG ok.miz No FROG.trk FROG.trk REAPER - always FOG.miz
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ok last test : i add a reaper with late activation on mission used in my track => problem. so it's not about script. so question : is there some red unit that can turn on fog ? tomorrow i test on other large mission where we have same problem, without script for MQ9 spawn.
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And now i try with my script : no problem on clean mission. hard to understand ...
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Ok so not possible to reproduce with a simple mission with reaper late activate .... it's not map related because i have same problem on all map, and also with CAP, but don't know why. I will try to work with this new information to find if something change in scripts/mission params...