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Charlie_01

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Everything posted by Charlie_01

  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:
  15. Ok, maybe eventually I've got the answer... It seems the Turkish F-16s' tailnumber prefix "89" comes from the same place of the USAF Vipers' "AF89" (i.e. the glass skin named f-16.tga.dds). However the only way to prevent it from being displayed seems to place a modded (=with no numbers) glass skin into the livery folder and calling it with the command "false". In fact rename the modded glass skin as f-16.tga.dds and putting it into TempTextures directory seems to be ineffective for Turkish Vipers. Obviously I'm talking about the F-16s having "TUR" as country in .lua file only. If you use "USA" as country you can prevent every dynamic turkish marking to be displayed, but you'll have to hide the USAF dynamical markings showed instead.
  16. I've not yet tested that too (too busy making my own skins), but it could be the same with the lines about the pilot. It maybe worth to check it as well. ;)
  17. Fix for doubled country-markings Ok, I've tested the new skins and I've just experienced the same issue. Few more tests and I've found out the right fix. The culprits as expected are the two lines written in previous post. Anyway the fix is even easier than I thought... Enough to change the lines from uppercase to lowercase!! LOL!! :megalol: :smartass: So it seems the .lua files are case sensitive... Good to know. :thumbup:
  18. This is a weird behaviour... To fix the well-known issue of the doubled country-markings should be enough the two lines {"texture USA-ZNAK-LIGHTGRAY.TGA f2 g0",0,"empty",true}; {"texture USA-ZNAK-DARKGRAY.TGA f2 g0",0,"empty",true}; you can find into the file "description.lua" that is in the livery folder. Do you have the file named "empty.png" placed into your DCS world\bazar\TempTextures directory? If you do, so you can maybe try to place as well in the same directory two empty (=transparent) skins named one "USA-ZNAK-LIGHTGRAY.TGA.dds" and the other "USA-ZNAK-DARKGRAY.TGA.dds". Then using Notpad++ (or a similar text editor, not the standard Notepad of Windows) you have to deactivate the two lines above placing a double "-" at the beginning as following. --{"texture USA-ZNAK-LIGHTGRAY.TGA f2 g0",0,"empty",true}; --{"texture USA-ZNAK-DARKGRAY.TGA f2 g0",0,"empty",true}; Let us know.
  19. Nice work mate! I'm going to add some more F-16 skins, each one of both A and C versions...
  20. Nice skins. This is the 148th FW's new F-35-like "dark viper" livery... ;)
  21. Has someone any idea about what skin provides the "89" prefix for Turkish F-16s' tail number? It doesn't come for sure from the f-16.tga.dds skin file which instead gives the "AF89" to USAF F-16s, but I can't figure out what is the right one... :helpsmilie: P.S. I've just found out that the Turkish tail flag actually comes from the turk-znak.tga.dds skin instead from country-flag-turkey-af.bmp.dds as you could think reading the skins list into the F-16.edm model file (in Bazar\World\Shapes folder) showed by modelviewer (see attachment). This means the skins structure isn's just like it seems... :mad:
  22. Yep. You can delete either the f-16-glass.bmp.dds skin from every livery as well as the related command line ({"texture F-16.tga f2 g0",0,"f-16-glass.bmp",false};) from all the description.lua files. You need to save only one, simply renaming it f-16.tga.dds and placing in the MAINGAMEFOLDER\...Bazar\TempTextures directory. This way you will stop the AF89 marking from showing on ALL F-16A+C liveries. Obviously you will have to write by yourself the appropriate AF marking on each F-16A's custom livery you make if you want it being showed. For F-16C on the contrary you can leave the f-16-glass.bmp.dds skin into the livery's folder letting it to be called from the the description.lua file. I agree on that, but as I've just repeated even between F-16A's skins and F-16C's ones the behavior is different and it's more weird for sure. Sorry but I can't understand what dds files you're talking about. I've only talked about files that already exists in your liveries or into the game and can't figure out what example you want to see. The only one I could do was the picture already attached to a previous post of mine you can look above at. And I've done indeed. Would you please explain it to me little bit better?
  23. Hey usctaylor, I'm testing a lot in this period... I'm not sure about some things on how the F-16's skins work yet, but now I have a clear knowledge about a lot of their actual working. 1- The "A" 's double lettering of AF89 definitely depends on the f-16.tga.dds skin that shows mainly the canopy's color (from its upper half) as well the "AF89" marking (from the lower one). 2- This means you can easily solve the issue calling a modded canopy skin with the empty lower half. The f-16-glass.bmp.dds skin into your liveries is good for that. 3- The bad news is that for the "A"s you CAN'T call the modded canopy skin from the livery's folder as you've done so far into your description.luas (= {"texture F-16.tga f2 g0",0,"f-16-glass.bmp",false};). 4- The really bad news is that the ONLY way you can prevent f-16.tga from superimposing the (semi-)dynamical AF89 marking on a custom rudder skin is to place a modded f-16.tga in the MAINGAMEFOLDER\...Bazar\TempTextures diretory (it seems not even enough to put it in ...\Saved Games...\TempTextures). This means you won't need to call it at all into the description.luas but I repeat: this is true for F-16As only! Unfortunately this way you'll clear the AF89 marking for every livery of either F-16As AND F-16Cs, mainly the standard ones... :( 5- The only good news is that on the contrary for "C" 's liveries you CAN call the modded glass skin from the livery's folder. This means for the "C"s you can even mod as well the number that goes along with AF. I wonder how the different F-16 models out here not only call different skins but having a quite different mechanics too. I'm still looking for a way to make either default and customized liveries of ALL the F-16 versions working together but I'm not sure if it would exists... At least not for all the "A" 's liveries ... :cry: I hope this would be clear enough to you even if quite complex. If you have any other question feel free to ask. And sorry for delayed answer...
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