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Charlie_01

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  1. I don't know what happened, but I'm sure things has just changed since update 2.5.6.59625.1. According "DCS user manual 2020" (pp.222-223), you should be able to choose a static object (from "advanced waypoint actions" -> type: "perform task" -> action: "attack unit") as target for an "airplane group" when you set "pinpoint strike", "ground attack" or "runway attack" as main task (see pic below). However I can currently choose that option if I set "CAS" as main task only. When I set "pinpoint strike" (I can't even use WWII planes to perform this task), "runway attack" or "ground attack" I can't find any "attack unit" option in "action" menu. Please let me know whether this happens to all other players or I have M.E.'s settings totally messed up instead. .
  2. I'm sorry, I've edited my discussion and I'm pretty sure I wrote at the beginning I tried to repair before to uninstall and install again, but I think this info got lost after last editing. About downgrading, it sounds like an interesting idea, but I'm not sure how I could do it. Can you tell me more about the way to do it?
  3. To be precise, I've experienced the issue about "ground attack" option only, as you can read on the first discussion I posted. I found "Start Enroute Task" missing options out about a lot of the group "main tasks" just for reporting the one related to "Ground Attack" group task. This means I'm not sure whether they already were missing before last update or not. Anyway, I think if they already were, it would be rather odd they are described either on wiki and on manual. But the point is that the waypoint action "attack unit" is totally missed with "Ground Attack" as group main task after last update. According to "DCS World User Manual 2020" (see picture at p. 223) it should be an action menu's option under the action type "perform task", but currently it is NOT in that menu anymore (see attached pic below). That's why it was previously (until last update before the ...59625.1, at least) placed under the other type "Start enroute task", but the action menu is EMPTY now as you can see on the related picture in the first post of this discussion.
  4. NO replays yet? Does that mean NO ONE else has experienced this issue since last update was released? ED's support told me the function is not currently implemented (but they didn't say which function exactly they were talking about...). Anyway, in this case ALL the other players should have been experiencing the same issue. How is it possible? To be honest, "Start Enroute Task" menu's options are described item by item in the user manual and it's difficult to me understand how it could be about something not implemented...
  5. When I open ME setting "Ground Attack" and others as main task I see the options of "Start Enroute task" menu in "Advanced Waypoint Actions" have missed to every plane type about many group tasks. To be more precise, the issue affects the following group tasks: ESCORT - GROUND ATTACK - INTERCEPT - PINPOINT STRIKE - RECONNAISSANCE - RUNWAY ATTACK - TRANSPORT (see attachments as examples). I tried to uninstall the whole game and to install it again, but that was ineffective. Is there someone who can tell me what .lua file these setting are stored in, and text me its previous content if possible? This way I should be able to check it and manually refill it with data again. Well, even better if you are able to attach the .lua file itself directly... Thanks in advance.
  6. I simply can't, because the airplanes which should have the delayed spawn start already in the air. (p.189) UNCONTROLLED. When setting an AI group to a “Takeoff from Ramp” (cold start) waypoint, the Uncontrolled check box can be used to have the AI group appear at their starting location on the ramp, but not begin the spool up sequence until initiated by an AI TASK trigger as set by the START Command in the Triggered Actions of the group. In this case, the group aircraft will appear in the mission in parked configuration and remain as such until triggered to “come alive”.
  7. Since update 2.5.6.59625.1 has been installed, when you open ME and set "Ground Attack" as main task the options of "Start Enroute task" menu in Advanced Waypoint Actions have been missing for every plane type.
  8. I'm trying to create a WII mission where two enemy groups should spawn in random alternation. I've followed the suggestions of the YouTube tutorial below, and I've created a trigger for random activation of one group only just after friend plane takeoff, but late activation option doesn't work for me. Tbh, DCS manual says instead to set a later group's start time (one day after at least, see pp. 136-137, "group activate flag" section) to achieve such random activation, and this makes me a little confused. Anyway, I tried BOTH methods (flagging "late activation" checkbox sets the start time to 0, so the two methods are necessarily alternative) and none of them worked. I always have the same group spawning at start. Both missions I created are attached here if someone would like to check where I'm mistaking. If I'm not, this means there is currently a bug in ME. In this case I would like to know how I could randomize groups spawning. _runway intercept 2.miz _runway intercept 2bis.miz
  9. Thank you very much! You are very kind. Just in case you would like to learn more about the so called "Lucky Gas Tank Shot", you can find it in the mission linked below. https://www.digitalcombatsimulator.com/en/files/3301212/
  10. Ha, ok. I'm sorry but I was away from this game basically since 2017. I'd installed World 2.5 when it sill was openbeta only. I'm not sure how I can figure out if my current game is either still OB or now stable. An where I should place the .txt file you mentioned above? May I ask you one random question too? I've read about a " gas lucky shot" feature in a custom Spit mission's briefing. Do you know how could I enable it in a custom mission of mine? And is it about a single plane or is a mission option? I've just investigated that mission in ME, but I couldn't find it anywhere in ME options. Thank in advance for any further help.
  11. You're right, the path is correct and it works. Thank you so much! Anyway, I have two DCS folders in Saved Games, one is named "DCS.openbeta" and the other simply "DCS". It's the latter the right one for me. But, as I said, basically the path you suggested it's right.
  12. I'm trying to add Spit custom liveries, but I would like to put them in Saved Games, because I don't want DCS World Directory to become too heavy (not to mention using JSGME, which doubles each activated mod folder). Unfortunately it looks like DCS World's folder for Spit liveries ( ...\DCS World\CoreMods\WWII Units\SpitfireLFMkIX\Liveries\SpitfireLFMkIX) doesn't work when mirrored in Saved Game Directory. I used to put flyable A-10A/C liveries and old unflyable F-16 ones over there and all of them were always working. I'm not sure anymore the old A-10 custom liveries I used to add in Save Games are still working now (need to test them asap). Am I mistaking something or it's actually impossible to put Spit custom liveries in Saved Games?
  13. Thx for suggestions. I've aleady done but the numbers still remain too large and it's anyway impossible to make the dash between the year's number and the plane's to be displayed. To call the empty.tga skin doesn't work. To achieve the goal for TuAF planes (countries=TUR) you need to place an empty nomera.tga.dds into TempTextures folder only. Unfortunately this will prevent tailnumbers to be displayed on every USAF and TuAF planes so I had to look for something else. Maybe now I've found out the solution to have working homemade and fully autonomous turkish skins... This prevents to alter the standard ones so one can continue to use'em along with the new skins. livery = { {"texture F-16C-PAINT-DEF-L1.BMP f2 g0",0,"f-16_TUR-Ldef",false}; {"texture F-16C-PAINT-DEF-R1.BMP f2 g0",0,"f-16c_TUR-Rdef",false}; --> =homemade skin with tailnumbers painted onto {"texture f-16.tga f2 g0",0,"f-16_newglass",false}; --> =homemade glass skin with new shape and without the "AF89" marking {"texture nomera.tga f2 g0",0,"nomera-empty",false}; --> =homemade empty skin working with the single livery only } name = "TuAF 8th AFB 181st Sqd 'Pars'" countries = { "TUR", } The only thing you can't mod anyway it seems to be the tail flag. It is called from the skin turk-znak.tga.dds,but you can't change it (for instance making a new skin with no flag) because the flag will be displayed anyway in mimetic color (!!) just like a missing skin (coming from missing_texture.bmp). Luckily the issue is easy to solve not painting the flag on the tail if you have TUR as country in .lua. ;)
  14. Just trying to get realistic turkish tailnumbers because the standard "dynamic" ones are far away from them. Unfortunately the prefix "89" that eventually seemed to get hidden is now showed again... Can't believe it! :dunno:
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