Jump to content

104th_Maverick

Members
  • Posts

    3313
  • Joined

  • Last visited

  • Days Won

    6

1 Follower

About 104th_Maverick

  • Birthday April 12

Personal Information

  • Location
    Scotland

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. As a workaround for the steering cue being off, use the azimuth steering cue on the TPOD instead of the HUD (top left of TPOD). I noticed some of my bombs missing too due to the HUD cue being out of line however dripping with the TPOD azimuth lined up made a big difference.
  2. The AI will just send it as soon as it gets to the runway without waiting for the aircraft in front to get airborne. This leads to two aircraft (sometimes 3) all accelerating down the same runway trying to takeoff. Please change behavior to AI will enter the runway when it is occupied but will hold in position and not accelerate until the aircraft in front has cleared the runway and is airborne. AI_No_Hold.miz AI_No_Hold.trk
  3. IRL Tornado aircraft did/do not do this. Even when parked the wings are forward (including in a HAS). Current implementation has Tornado taxi to the runway with wings folded back. Wings only come forward when the aircraft has entered the runway. If possible please change this behavior so the aircraft start and taxi with wings forward and only sweep wings when airborne and past the correct speed. Tornado_Taxi.miz Tornado_Taxi_Track.trk
  4. The audio for the module is fantastic but I noticed from watching the real thing there is definetly more Bladeslap when the aircraft manouvres around especially when rolling. (see video below) Is there any chance we can have some more Bladeslap added to the sim?
  5. It would be super cool if one day we could see the spray getting kicked up from the water as the exhuast hits it as we come along side the Carrier. I know its a low priority item but would add some serious eye candy to this fantastic aircraft.
  6. Bigger bombs make bigger holes which take more time to fix ...
  7. Wow! Thank you, I will test this out over the weekend and let you know how I get on once I have finished moving house.
  8. Thanks Big Man, Yeah the sun is pretty high boss but to be honest this now happens at all sun heights, my gamma is 1.7 but I have tried it at 2.0 and get the same shining effect. I have checked with other people I fly with and mentioned on my stream before too and others are confirming they are seeing the same glint off the deck. It never used to be this bad mate, although your screenshots look fine, I can't get any visual on the Landing Area until Im in close to the boat deep in the groove, when entering the groove all I see is the sunlight reflecting back up at me as if its a wet ice rink. Cheers for your time!
  9. Some months ago we got an update that removed the deck lines in the mission editor so in the top down view in ME you could not see the deck lines. This was patched a few months ago and ever since the carrier deck has been extremely shiny making identifying the landing area, particularly when the carrier is sailing towards the sun very difficult to see. Its a problem from all angles but at its worst when the carrier has the sun off the bow. IRL the deck is covered in anti skip material and this does not reflect light as much as it does in the game. I appreciate an argument can be made for deck weathering/ageing and also oil/fuel spillages but the effect seems way over done and its as if the deck is 100% smooth and covered in water. Please can some changes be made to the deck to make getting a visual on LA easier, it causing a lot of issues for pilots entering the groove to identify where to line up properly as all you see is the sunlight reflecting off a smooth surface.
  10. Current implementation has runways repaired after 60 minutes regardless of what weapon is used to crater them. It would be fantastic if this time could be changed by the mission designer in the ME somehow to specify how long a runway takes to repair depending on the size of the weapon that hits it. eg- 500lbs bomb = 1 hour repair time 1000lbs bomb = 2 hour repair time 2000lbs bomb = 4 hour repair time.
  11. @Grimes @toutenglisse @dark_wood Gentlemen thank you so much for taking the time to get back to me, things are becoming clearer now and the possibilities are becoming exciting, I'm definitely catching the scripting bug! Next question, is there anyway I can respawn only the units that have not been killed by the enemy team. Example. I have an SA2 site (R/QESHM/SA2/2), I want to spawn that in when a client gets close as per your instructions above. However say that client then kills two units in that SA2 group then flys away. I want to be able to despawn the SA2 group once the client leaves the zone, then if a client comes back into the zone respawn the SA2 group but with the two units that were previously killed missing from the group. Is this possible?
  12. Im running into an interesting issue with this mate. When I run - if not Group.getByName('R/QESHM/SA2/2') then trigger.action.activateGroup('R/QESHM/SA2/2') end With the group set to Late Activation, they still don't spawn. The only way I can get them to spawn in by adding a deactivateGroup trigger after the activateGroup trigger (even in the same DO action). So if I do - if not Group.getByName('R/QESHM/SA2/2') then trigger.action.activateGroup('R/QESHM/SA2/2') end trigger.action.deactivateGroup(Group.getByName'R/QESHM/SA2/2') then if not Group.getByName('R/QESHM/SA2/2') then mist.respawnGroup('R/QESHM/SA2/2', true) end The group spawns. If I don't do it this way, they don't activate at all. Am I doing something wrong, or will I have to use this activate, deactivate and respawn logic? I have attached a small mission with the trigger set up to show the issue. Spawn_Test.miz
  13. Thank you so much sir! The respawn part makes perfect sense now, sorry, I'm a total scripting noob. Built 100s of missions but always used the in game editor GUI, I'm trying to use scripting more now and the struggle is real.
  14. Im trying to build a mission that has all SAMS set to late activation, I want these SAMS to activate once a player gets within a certain zone. I'm trying to use MIST to spawn the SAM groups in however when I use - if not Group.getByName('R/QESHM/SA2/2') then mist.respawnGroup('R/QESHM/SA2/2', true) end This only works if the unit is NOT set to Late Activation. To get it to work I have to spawn the group in at the start of the mission then use - trigger.action.deactivateGroup(Group.getByName'R/QESHM/SA2/2') To turn the SAM group off then use the above MIST trigger to get it to spawn in. Is there anyway around this? Can I have the group just set to late activation so it doesn't spawn in at the mission start and can be spawned by MIST when a player enters a zone? Or do I have to use the DCS triggers for the initial spawn in?
  15. Is this still being looked at? I personally have 32GB of ram and find that from time to time my rig really struggles on this map however I also fly with users who have 64GB of RAM who also complain of the same stuttering struggles I have. I appreciate that its not an easy fix but getting this map to perform as well as others in DCS would be a huge win for the community as many people just simply can't take part in MP events and servers running this map due to the high memory usage / memory leak that goes on in it.
×
×
  • Create New...