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tyrspawn

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Everything posted by tyrspawn

  1. For just purposes of realism, it annoys me to have 4 different 1 ship flights.
  2. This took me only about 45 minutes... pretty sad someone didn't do this before. These are exact copies of the original Devil's Cross SP campaign except: 1. All missions have 4 ships (the 1st one had 2 ships by default originally) 2. Missions 2-5 did not have loadouts (mission maker did not set them), they now have the same loadouts as mission 1 download: http://www.krauselabs.net/dump/DevilsCrossMP.zip Disclaimer: They haven't been tested much, although should work fine. Any gameplay related bugs are not of my doing.
  3. If I have HAWG 2-1 for 4 playable A-10s, will anything break?
  4. This mission sounds sweet, shame its broken. Cheers from a shockforce fan.
  5. Thanks, that is exactly what I wanted.
  6. So theres no guide on how to deal with getting hit? A checklist of stuff to consider and mentally go through?
  7. Does anyone have any resources/links for what you should do when you get hit? When I get hit I often don't know how to restore systems, and if i'm spinning out of control I want to know what to do. Reading Warthog by Smallwood, they constantly refer to switching into "manual reversion" when they take heavy damage .Well I tried to do that, and it just seems to make me lose control of my aircraft completely.
  8. Ok so I have been informed by a friend that you have to make multiple groups in order to have multiple players because the wingmen cant be humans.
  9. Have Devil's Cross mission 1 open I can't edit the wingman to client or player. It appears that I can't have client wingmen, but I can create a new flight and the flight leads can be players. I am probably using the editor wrong, any tips? reference:
  10. Wow thanks for the epic response, really helpful. I will have to get back to this on the weekend and see what I can work up.
  11. Sounds like the equivalent of "playable" versus "player" units in arma 2.
  12. I would like to make a persistent MP campaign. My concept is: 1. Mission generates text file/injects database with text 2. Mission #2 reads file, looks for certain strings, then configures the mission according to the input 3. Mission #2 overwrites/adds onto the file, etc for mission #3 to read Does DCS a-10 have: 1. A function to query a database of any sort 2. A function to open or write files 3. String search functions, functions to select/sort/interpret arrays etc 4. Conditions of presence for units and triggers?
  13. Is it possible for DCS a-10c to query a DB OR read/write a file? Or otherwise function as a campaign/save persistent data in MP?
  14. Sounds easy. I will work on it over the week.
  15. Well i'll get on that then - I have no experience with the editor but I can't imagine its difficult to just change the settings of the 2nd plane so its playable or add 2 more ships in addition Do you know if its possible for it to be a REAL campaign? i.e. automatically logging what's going on. Is there anyway for the mission to query a DB/read a file of anysort?
  16. Why hasn't anyone done that? It seems like the 1st thing I would do as a mission maker would be to upload an MP version of the SP campaigns. Or have they?
  17. Is it possible to edit the SP campaigns to be playable in MP? I don't see why not. I have no exp with the editor, but we can open those missions in the editor, right? So why can't we just add more playable slots? if it's technically possible ill do it and post it.
  18. I used all frequencies to try to reach him including UHF. Am I supposed to manually set a special UHF freq that isn't set at game start?
  19. Do you know why I can't hear my wingman? It's a pretty major issue - you really need a wingman in those missions. Also do you know if its possible to edit those missions to work on MP?
  20. http://www.krauselab...dump/krause.lua HAT= slew, if you dont have trackir unbind this and use it to move your view around i guess 1: gun (PAC 2) 2: pickle 3: NWS Also manually fires IR/laser with TGP as SOI 4: china hat down short: return sensor to boresight long: return to spi 5: 1st stage trigger (PAC 1) Stabilizes the aircraft on gunline 6: china hat forward short: change step zoom on TGP long: slave sensor to SPI on tad = expand 7+ hat = trim 7 +2 (pickle) = change master mode 7+ 5-3 = flaps up/flaps down 7 + 6-4 = speed break forward/aft 8 + hat = coolie switch short left: change page on left MFD short right: change page on right MFD long up: SOI to hud long right: SOI to right mfd long left: SOI to left mfd 8 + 3 = boat switch center + 5 = forward + 6 = aft Changes polarity (TV/WHOT/BHOT) with TGP as SOI 9= pinky switch + 3 = center + 5 = forward + 6 = aft 9 + hat = DMS up = increase range of TAD down = decrease range of TAD right = center aircraft at bottom of TAD left long = share SPI on TAD with flight up/down (hud) = change steerpoint right/left (hud) = change weapon profile right (tgp) = change mode between laser/ir/both left (tgp) = focus 10 + hat = TMS up short: change track mode in TGP up short: hook points on HAD. If you get data from jtac, hook it, then create SPI as below. Then slave all to SPI. up long: create SPI from current sensor down (HUD as SOI): make steerpoint SPI 10 + 3 = mic switch center + 5 = forward + 6 = aft + 4 = up 11 + hat = CMS left/right = change program up = start program down = stop program + 3 = jammer on/CMS z axis 12 = reserved for teamspeak xmit 12 + hat left/right = toggle goggle (both left and right are "toggle") 12 + hat up/down = goggles gain up/down
  21. Started playing Devil's Cross. For some reason I can't hear my wingman. He does not respond on VHF AM, FM or on UHF. Does not report tallys, or that hes rejoining etc. Works in other missions fine. Also I failed the 1st mission, and it then lead to (i guess?) another mission, which seems to be the 1st mission, except like 10 hours later, and with no TGP, and only 4 mavericks. Confused. How am I supposed to do the same mission that I failed with drastically less ordnance and no TGP? :/ Looks a lot more interesting than Georgian Hammer, which looks like it was put together in 10-15 minutes per mission, so I hope I can overcome these two issues and advance. It also seems that when I first get to the CP, the JTAC asks to attack an IFV column, about halfway to the IP, he aborts it. Then gives me tanks. Then I have to kill two-three sa-8s, by the time I am finally able to attack the tanks he tends to abort it. :/
  22. So I tried to slave all sensors to the SPI, to do so I did TMS up long while targeting something with the TGP Is that what you are supposed to do? How do you stop the steerpoint from being automatically changed? I think thats messing it up. I used to know this, its something on the keypad. Also is there anyway to set it so it always doesn't do that whenever i start the game? To make a mark point is tms right short apparently. But there is no HUD symbology/indication that it has happened. Which steerpoint do the mark points start on?
  23. Hey, TMS down is supposed to ground stabilize the mav with the mav as SOI Ok, it works if I press tms down, but then if I start slewing it immediately loses the ground stabilization. What am I doing wrong?
  24. cool thanks for the info so you guys are sure the JTAC works? I thought it didn't work in multiplayer or something? I don't remember where I heard that.
  25. 1. Thanks. 3. If i remember correctly the shadows were messed up by this latest patch.
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