

Galwran
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Fences can be broken, concrete structures should also be broken with big enough explosives
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The AI "forgetting" the previous waypoints is a real bummer. For example, we have se a simple patrol route: WP1->WP2->WP3 and then switch to WP1. So the AI will start the route again after WP3 and will keep doing the loop until RTB. If I save after the AI has passed WP1 and then load the game, there original WP1 will not be there. Instead the route will now start at old WP2 and the looping route will be different. I think that the original WP1 location should be saved, (maybe as a different variable?), but so that the routing still works.
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I agree. Luckily at least for ”important target units” such as SAM sites this can be fixed pretty easily with scripting. My interim solution is on page 1 or 2 of this same thread.
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Thank you for a long waited addition! Seems great so far! I wish that persistence of destroyed units and buildings is looked into. I'd like to see smoking hulks and destroyed buildings at least on targets sites. A bridge that is cut in one missions should remain cut. Currently the destroyed units just disappear and buildings get fixed. I believe that flag values are not currently saved? So transmitting flag information between saves requires a workaround. The following works for the units: 1)create a small trigger zone TAZO1 just over the specific target unit LAUNCHER1 2)place an identical target unit LAUNCHER2 on the zone TAZO1, on top of the original target unit. Set LAUNCHER2 to late activation 3)Create a trigger Mission start, ALL OF COALITION OUT OF ZONE on the TAZO1 to activate LAUNCHER2 and set a value for a flag L2 4)Trigger an explosion on zone TAZO1 when flag L2 is on and time is more than 5. So basically the trigger in 3) will be true only if the TAZO1 zone is empty on mission start. This happens only when you destroy the LAUNCHER1, save the game and later load that save. The trigger will "spawn" the LAUNCHER2, which in turn will be exploded five seconds later by 4). I haven't been able to make this work with buildings, yet.
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same here EDIT: never mind, got it to work. For the first time actually. I now use viewports as defined in the MFD_LCD.lua. I used to have custom viewports for all of the monitors. The only gripe is that now there is a still image of TEDAC on my pilot view. Hopefully this does not foul up my F/A-18 config
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Open Beta 2.8.3.37556 and "Fixed: TEDAC Video Area Error"
Galwran replied to Galwran's topic in Multi-Display
According to TEDAC_viewport_cfg.lua the TEDAC viewports are defined as follows: if not try_find_assigned_viewport("TEDAC") then try_find_assigned_viewport("CENTER_MFCD") end -
Open Beta 2.8.3.37556 and "Fixed: TEDAC Video Area Error"
Galwran replied to Galwran's topic in Multi-Display
Whoa nevermind! Looks like my own earlier fix (and a custom viewport) to the problem was conflicting with the settings of the new built in TEDAC viewport. So the issue is SOLVED. -
With the newest OB single core patch, myt TEDAC export is now running kind on "picture in picture mode". Display mode knob changes only part of the screen. And also looks horrible on the main screen.
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reported Ghosting on external MFDs on Mutli-Thread preview version (MT)
Galwran replied to RafaPolit's topic in Multi-Display Bugs
Same here. -
Military Assets for DCS by Currenthill
Galwran replied to currenthill's topic in Static/AI Mods for DCS World
Could we get a "pre-MLU" Visby without the CAMM missiles? -
How to see locked targets on the helmet mounted sight?
Galwran replied to Galwran's topic in DCS: AH-64D
You misunderstood me. I was talkin about objects or points in space that are designated by me or on which a cursor of my avionics is on. For example, on the Hornet's HUD/HMD it is trivial to see where the TGP is pointing, or which spot was designated by the HMD cursor. The forementioned trick on the Apache would require me to mark a spot just to see where the TEDAC is pointing, and that feels backwards and slow. And would work only on still point on the ground, not the locked target itself. Thus it would not work on for example fast vehicles or flying objects. The issue here is that even though I see the target on TEDAC, it might be beneficial to also spot their whereabouts visually through the cockpit glass. -
If I paint the target with a laser, how do I get the AI to do the attack run on the target?
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How to see locked targets on the helmet mounted sight?
Galwran replied to Galwran's topic in DCS: AH-64D
Uh oh, there are a lot of buttons to press. Would this be the best sequence: (assuming that TSD is displayed on the left MPD) STORE (on the RHG) Left MPD T5 to COORD Left MPD L1-L6 to select T1-T6 RHG sight slave. But this would only show the target point, not the target it self. So would not work for example for flying or moving targets. If only the Apache designers had attended a lesson from the Hornet HMD/HUD designers...