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Charlie_01

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Everything posted by Charlie_01

  1. Sorry, it's my fault: the thread's title should have to be "How randomize group's strenght and position IN A SIMPLE WAY?" This only was the real queston I had, but my english is not good and I couldn't explain enough the real title question's content into the post. I agree too the DCS ME is more finctional than Jane's one, at least that's why the second is more than 10 years older!! I only need to know how I could build my own-built missions dynamic enough to enjoy playing it another time if I should fail the first flight. I've played some downloaded SP missions, but rarely I've found one that shows enough changes when I fly it again after I was shot down on the first flight. Sometimes I had even to modify the original mission to give it a lot of "life" just from beginning!! I'm not sure about this. As stated, Fleet Command is a very old game and it was very light in MBs but it had that. However, hoping in next DCS module ED would find some way to make easyer the ME's programming, at this time I would know, e.g., if there is an easy way to randomize a doubled group. Unfortunately using "Random" Rule is not enough for full randomizing. Even setting 50% for both sub-groups this doesn't assure either one or another. As I said, the only way I found into an heavy-triggered SP mission I've downloaded is as I said: flags, true-true, false-false, false-true, etc. Out of all, as stated by ED itself in GUI manual (p. 74), "In a trigger-heavy mission, this can cost considerable CPU cycles and affect gameplay performance" and Event field's options list doesn't seem enough to avoid this issue at all.
  2. It's just the same way you can do with dynamic groups too, as I said. The only difference to triggering flags is that with dg is a lot more simple way. As I said again, it's the same that happens with dg. The real difference between triggers and dg is about the programming effort to achieve this. Using dg if having two groups, each with different location, size and kind of units and giving both a 50% of existence within a main group setted to 100% of existence probability, you are sure you'll find either one or another in the mission. Triggering flags giving each group random existence at 50% doesn't make you sure you find at least one group in a mission. To achieve this you need to set 4 flags, each one for every flags' status combination (true-true; false-false; true-false; false-true). I only hope ED would find an easyer way for next DCS module to make more simple ME programming...
  3. In a downloaded single mission I've seen groups randomization using flags in this way: 1st step = Flag 1 50% random + Flag 2 50% random 2nd step = if both Flags are true so start group A; if both false start group B; if F1 true and F2 false start group C; if F1 false and F2 true start group D. I believe this is complex a bit. Making a dynamic mission in this way needs to spend a lot of time in programming. Into old Janes' Fleet Command there were dynamic groups and to do this was quite easy: 1st step = create two groups with either different number and type of units and different position, each one with a X% of existence possibility. 2nd step = create one main group with 100% of existence possibility and the first two groups as unit into this one. In this simple way, giving 50% of possibility for each group, you could have either one group or the other in the mission, changing mission's layout every time. I'm not sure this could be achieved with triggering too and however not in a esasyer way.
  4. Op Lagavulin has been already released or it will do?
  5. Sorry but... what is BMS???!!
  6. Two CBUs for one tank only I don't believe you could say a job well done!! CBUs purpose is for multiple target hitting so 1 CBU should mean a lot of target out, if they are each other near enough. As is now, maybe is better to use a mk 84. If you are able to target in the centre of a group of tanks and IFVs you have a good chance to destroy/damage a lot of target. I hope new right-modelled CBU-97 would be released soon to make again missions realistic as should be.
  7. What is the use of weapon aiming offsets in HUD test menu? Is it about free fall weapons or guided ones? And how does it work?
  8. Well you're quite right. Using triggers it's possible to make something like dynamic group and maybe something more, too. But I believe, as you agree, it's not very easy to do, expecially when you build a big mission. Maybe I'm not very familiar with mission editing, but in every SP mission I've played until now on A-10C, I haven't seen many differences even playing them more times. Maybe I can find a unit one time not the next, but when I find it is everytime in the same place and have the same composition. Dynamic group system could also manage either the different places where you can find units everytime you play the same mission and in addiction their composition. And all this is done in an easy way. So I only think adding a mechanics like dynamic group system could really improve the realism in mission building for the next DCS sim module. And make all it more easy to manage.
  9. I'm not sure it's really possible to make by triggers the same as dynamic group. This seems more like the function to set system failure. The percent of chance means that a failure either could happen o not in the same mission and condiction. Trigger can make a group spawn when a condiction came true, but eventually the result is more or less the same and the group spawn with setted composition in a certain spot and in a certain moment into the misson. Dynamic group means a group can just exist or not in the same mission and to be spotted in a place or in another and this is setted in a straight-forward way. I think just this could make a flight sim like DCS modules really intersting also without a dynamic campaign.
  10. Hummm... I think in the next DCS module sholud be enough give the possibility to add in mission and campaign editor the so-called dynamic group, as in Janes' Fleet Command and in further Sonalyst naval sims. It's simply the feature to set the % of chance that a single element or an entire group should be present or not every time the same mission starts. More to set the % of chances that an element should be or not in a group. For better explaination you can look at the attached extract from J.F.C. manual. SCS-FleetCommandManual extracted.pdf
  11. True, but the only annoying thing is that on easy comms you often need to make the call twice: first time to activate the frequency and the second to send the message actually and receive the answer, especially when you call JTAC. And some more possible bugs are: 1) after patch 0.9 the 4th knob in both VHF AM/FM radios gives only "00" value, so it's no more possible setting frequencies like xxx.150 or xxx.025 and so on; 2) also UHF presets frequencies have an odd behavior as turning the knob gives random values of frequencies instead the presetted ones.
  12. No, I wasn't talking about JTAC in flight, but ATC when I was still on the ground at startup!!! And no again: I believe I had standard weather, but I'm not sure because it was a generated fast mission saved with personalization about wind only. I have another issue: how could I set negative celsius temp into CDU? I.e.: where I could find "-" key either on CDU or UFC? I can't see it on both keybord...
  13. I edited a fast mission changing wind direction and speed, but running the sim ATC declared wind direction 020 at S/L instead 200 I set. What about that? :huh:
  14. I've just read how old skin mods works on 0.8 version (needs to put .dds files in a .zip archive instead into TestTextures folder). Does someone know how other mods can work on 0.8? I would know something especially about "Controls_Toggle_Show-Hide" mod. Mod's readme file said to put files into "TempTextures" folder, but the mod doesn't work no more, so I believe now there should be another destination needed to make this mod working, but I don't know what could be.
  15. I've noticed short aim releasing mk-82air by CCIP: it's obviuos since high drag. But now the question is: how could I make a good CCIP aim for high-drag bombs?
  16. Sorry, I can't understand how it really works. In wich way the synch allow to mirror cockpit's controls? :huh:
  17. Thx very much! Now I see profile picture also as avatar in my posts! Sorry, I didn't see avatar editing link before this moment: now I've done. ;-))
  18. Yes it is, but I CAN'T see it in my posts!!!! It's very strange!! Can you see it in my profile only or in my posts too?
  19. Already done: is the same!!!
  20. I can't add a profile picture, despite I made it according the requested size features. Why happens it?
  21. Well, it seems everything is good for everybody, so who am I to question about? I only know I spent 3 out 11 activations into first 3 months I've bought the game. And without any HW change!! What will be when I should have to do it?? :-\\
  22. Well it's just as I thought: at this time I need first of all to download full 1.1.0.8... But can you confirm that if I do it, I'll have to burn down another activation to uninstall my full 0.6+patch 0.7+patch 0.8 and reinstall full 0.8? Or maybe I could do it spending only a deactivation, i.e. 1- deactivate my current composite installation "full 0.6+patches 0.7 & 0.8", then 2- uninstall it, after that 3- install full 0.8 and, finally 4- to reactivate this last one? In the end, I would tell you that your sims are great, but, despite I undestand you need to keep your "artworks" safe, maybe your protection is really more annoying for customers than for pirates... Luckily, your tech-supp is good, as Novac said :smilewink:.
  23. Ok I realized very well a new activation is added to every customer, but, as I said, this is not enough!!! The single extra activation can compensate only patching 0.8 for the first time. Maybe I wasn't quite clear: after patching the game to 0.8 for the first time, despite ED said at first, you need to spend a new activation every time you have to simply unistall and re-install the game i.e. adding patch again!! Is just this that is not really fair!!! Hope I was clear enough this time, so I believe ED should think about something to solve this issue. Or maybe ED could tell once at all "sorry: after patch 0.8 it's no more true that uninstall the game and install it again without any HW change don't need neither any activation or deactivation". Worst thing however is that: I don't believe the deactivation will be useful if you would uninstall the game , but you'll need only another activation every time after adding again patch 0.8 to the re-installed game. Surely I'll test this at the first opportunity, but I'm not sure if I could patch the deactivated game... Well, no problem ED says: after I've spent every activations I could still wait for a monthly added activation every time I need to re-install the sim or ask the support for a quicker new one... Uhm, maybe this could be only a little annoying... But that's the life, no??!!! :-\\\
  24. Thx. I've just found another way to do this into Starforce website, but with your way is quite more simple.
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