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shelt

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Everything posted by shelt

  1. The mission uses the script you provided in post #154, so it does have the messages. The weather starts when leaving waypoint 5 and going to 6. Low hanging clouds, and wouldn't you know it would have to be in the hilly area of the map ;) First screen is getting a kill in the rain, second is where 5 MiG's chased me back over into friendly territory. MiG was ticked off, must have been the best man at his wedding I shot down or something, he ended upfinally destroying my plane. :megalol: You can see the weather clouds in the left of the screen on the second picture
  2. Here is a mission for the F-86 for 4 players. I took Stonehouse's WW2 mission, added the Korea lua and made a few personal changes (like the dynamic weather script). Will give you a good taste of the features. Hope you have better luck with the Migs than I did....lol The main base used is Beslan, so add whatever planes you need there. You can fly this mission for hours and find targets. Flak script gives lots of eye candy. Flying into the clouds and rain areas will take a hit on your frames, but does seem to temper the enemy a bit. 01 Melanic Cow v4.miz
  3. Sounds good. Hope to make it.
  4. Sure you are gonna love it Highwayman-ED My G930 is getting a little old, some of the padding cover is flaking off, plug in connection getting a little flaky at times. The process of going wireless is very simple, just chose the right battery pack. Newegg had it on sale around Christmas for $69, wish I had bought 2 spares...lol
  5. Bored? This is the best flight sim ever in my opinion. If you are bored and have mastered everything, you must suffer from ADD...lol There are too many scenario's you can create with the mission editor than to ever get bored. I have to agree with what some said about updates breaking good missions, but it also presents an opportunity to design better and more immersive missions than I would have ever thought possible. The guys who spend time creating mods to enhance the game is very much appreciated, and with the ability to set up your system to work with the game, weather simple or complex, is the best I have seen. Bored? no. Excited with the possibilities? yes. Hopefully more control over the mission editor in the game without relying on add on modules will make this the game of the century.
  6. Glad to see you got it working. It is truly worth going through problems in the end, heh?
  7. Thanks for the work, Devrim
  8. Hey, no problem from me. I just figured the SweetFX problems would be better answered in it's own thread. Also would help others using the search. I do not profess to know a lot about SweetFX, just started using it last week when I found it in the user files, but you better believe I am glad I found it. The game is looking the best I can remember it ever looking.
  9. Sorry was thinking MSAA setting, I would try it off to see if it helps. Maybe someone with better understanding of the two could chip in if it would make a difference or not. Try turning all off in the options and see if they help or not. (the AA options that is)
  10. You say the game launches fine until you change the split screen? Do you actually see the split screen in game
  11. It is in my signature, a ATI 7970 3GB. I have found it is better to list your system specs so others won't have to ask :) I see you have yours as well. May want to look at the DCS crash log as well, may be something helpful there. Did you make sure your options match as well? Is SMAA set to off?
  12. I did a google search for Unable to load 'SMAA_DX9.fx': And one user says this change was required, seems you need to turn off SMAA and turn on FXAA It probably would not hurt to make sure your settings in the Options tab of the game match this as well
  13. If you installed with JSGME, look in your Eagle Dynamics/DCS World/Bin folder and check the "log.log" file and see if it offers any clues
  14. Not sure, I know there were some issue with the game being 64 instead of 32. It could be a problem. Just looked at this post. Ron533 is the one who created it and his specs show he is using a Nvidia 680 http://forums.eagle.ru/showpost.php?p=1984323&postcount=150 I would give it a try and see.
  15. Thanks Highwayman, just installed the DTAC Terrain and Trees mod today and have to say I was quite impressed
  16. Here is a good tutorial on JSGME. You may have it all set this way, but just in case. http://forums.eagle.ru/showthread.php?t=98607&highlight=jsgme Plus I have installed the SweetFX 1.5.1 that was set up and provide in the user files in the main DCS site. You can install this with JSGME http://www.digitalcombatsimulator.com/en/files/585372/
  17. I thought the issue was addressed earlier in the thread, maybe not the same issue, but I was getting the same results when spawning http://forums.eagle.ru/showpost.php?p=1818517&postcount=43
  18. See this thread. http://forums.eagle.ru/showthread.php?p=1819075#post1819075 I do not have an Android, but thinking of getting one and have the same questions. Anyone else having success getting it to work
  19. Member # 16868 Thanks to a good friend! I always said it was too much to spend on a throttle/stick set up, but after using it, I wouldn't fly with anything else. For those who haven't also used the calibration software, I would highly recommend it. I thought the sitck and throttle were great before using it, and didn't think it was required. But it sure made a big improvement! http://forums.eagle.ru/showthread.php?t=65901
  20. The file downloads with a .man extension? Good mod BTW! Thanks,
  21. Well, I would like to say thanks to both of you for the work on scripting the game. I really wouldn't want to build a mission without both the transport or the medevac script. It sure has brought alot of fun to the missions! It did take me awhile to figure out where the problem actually was, but I consider it worth the effort
  22. Found an issue with spawned unit taking the unitID of client aircraft in large missions. I did generate a mission using the "nodes" feature, then customized the mission with "client" aircraft. The client unit ID's, since they were added after the other objects, were in the 220 range. If an aircraft was not occupied at mission start, I ran into an error when a player tried to join a client aircraft that the player was trying to join a spawned ground troop. The issue was the unitCounter = 100, so I guess the spawned unit took the next available ID from 100 up. Since I knew the aircraft range was in the 200's I changed this to unitCounter = 400. Just a tip for those who create large missions and add the aircraft afterwards, you need to be aware of a potential issue, especially in MP.
  23. Found the problem with ground troops taking the place of "client" aircraft. You were correct, it did not involve the Medevac script. The problem was with the Transport script. The "unitcounter" was set to begin at 100. Most of the client planes began at 220. I had built a mission based off a created mission using "nodes", so there were at least 200 ID's in use. I suppose that if a client aircraft had not been "initialized" before the transport script generated unitID's, they would take the place of a client aircraft. I changed the unitCounter = 100 to unitCounter = 400 and no more problems! Thanks for the help
  24. I wont be able to test it out until next weekend, not around my computer to try it. I will see if i can narrow it down some. I have noticed a couple of wrinkles in the mission that seems over time ejected pilots may take the spot of "client" available aircraft? A friend and I took the time during one test to join each and every aircraft available as "human controlled" before the mission start, and all available aircraft were usable by a human for the next hour and half for human to join. If we do not take the time to do this we would eventually get the "soldier ak" or similar error when trying to join a client aircraft. This seems to indicate pilots who ejected are taking th ID of the client aircraft? I will also try and remove all aircraft hen test to see if thar solves the problem as well. I'll send you a complete log next week-end. Thanks for the patience and responding :thumbup:
  25. When the Huey first came out, landing it was a small miracle for me. Never where I really wanted it to land, was usually just happy to get the skids on the ground! Finally realized that getting through the VRS was the best angle of attack (for me at least) and then try to "walk" it from about 5 feet above ground to where I wanted to park it....vertical landings were not even part of my plan. I had tried that and 9 out of 10 times I turned into a fireball, the other time the chopper came down so hard it was unflyable. After the "so called" change, I did noticed it would survive a harder landing without becoming a fireball, but still leave you with an unflyable chopper. Then I learned to use the vertical speed indicator, and it has been a total change in my landings. I find I can now plan out where I want to land and do a soft touchdown every time. OK so sometimes I do rush it and end up with an unflyable, but those days are rare. Even verticals are no problem if you watch the controls and gauges. I really can not say how many landings I have performed since I got the module, but I can say only in the last few weeks has it seemed I have "sort of" mastered the landings. It is all about practice and watching your gauges, especially the vertical speed. Oh, and patience and planning the landing. If you rush a landing, or not have a clear plan on how you are going to land, you will not like the results. As far as the updater is concerned, all I can say is I did a clean install with all the moduals. I was having X52 problems, and since have gone to the Warthog setup, so it was a good time for a clean set up.
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