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WildFire

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About WildFire

  • Birthday 07/28/1983

Personal Information

  • Flight Simulators
    BS, A-10, FSX, WoP, Arma2, Zombies and Trains.
  • Location
    All over the US
  • Interests
    Long walks on garbage barges..
  • Occupation
    Elec Tech, was avionics tech for E-2C's..

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  1. Hello Dragon, bout my 3 or 4th time through campaign. Always fun. Anyhow right now in the mission where you are supposed to mark on top of everything, Weed never leaves CAT4. I wait til all other aircraft launch then radio check, switch to pri, he taxis to 4 I takeoff, he tries to enjoy the mission from the safety of cat4. Flew around for about 30 minutes waiting for him, gave up. Never went to waypoint 2 though, only waited 20 miles at 040 as the brief said. Anyway, thanks!
  2. Please amp up the priority on this one, I'm using MT with VR and this bug since MT was released is seriously making it really rough to try to employ this aircraft on dead night missions. Everything else can be worked around, although always bright hud was killing me but it looks like you guys got that, thank you!!
  3. Awesome possum, glad it's not just me. I remember making missions way back when dcs was new and I remember the single most stressful thing about the mission editor was trying to account for the AI's shenanigans lol. Thanks for putting out some fantastic stuff.
  4. Hello, Loving the campaign, pretty fun. Mission 6 after you take of from the FARP Romeo or whatever you go to first target. Loadout makes it so I'm not able to kill all 8 tanks at the 2 locations so I need wingman. Even modifying loadout to JDAMs they miss too often in TOO to get it done. Anyway, whenever you command wingman to attack, he attacks first target and completes attack usually scoring one. He then flies off into neverland. F10 menu only has RTB option after you order him to attack so no update. He never returns to second attack waypoint, whether you have him attack first or second target. Looks like the circling waypoints thing doesn't seem to work maybe.... ? This is on DCS latest as of today, multi-threaded, and I'm using VR and all the bells and whistles. No user scripts other than custom changes I made to AV8B in view.lua and dispensers. Otherwise really fun, good work.
  5. Hes right, I got Scud 2 strike mission, briefing picture 2 had missing texture, when I started it did infinite loading screen, so never made it to engine init. I tried skip mission and I got Scud 2 strike again, tried all the same again, infinite load, skipped again. I just got to Scud 3 escort mission this morning. Missing texture in brief, infinite load. Same as Scud 2. dcs.log base_mission.miz
  6. Yeah I remember playing way back in 2015 with a10 I think you could. Don't even have an option here. Manual says if you reload and refuel they will too but I think you're right about SC, just takes them to park. I just tried to send them rtb and they decided to fly out over the ocean into infinity. So 6 years on I can they've really made great strides with ai.... lol.
  7. Ok so SC handles that? Yeah, I'm trying to get them to rearm but they disappear pretty quick, I guess I'll try the rearm and refuel radio command. Only played SC for a little bit.
  8. Question when you have the time, loving the campaigns and engine, you guys rock BTW! Ok so I would like to play out the entire 2-3 hours of a mission, say I complete my task and I go back to SC to rearm, my ai boys always despawn. Ok so I know the despawn option in configuration but I'd like to keep the other ai clear. Is it possible I don't know if it's engine or mission side, but if it's mission I imagine I can add a run script advanced with an if player group =*, don't despawn. Can we do that? I don't mind editing in the planner screen if so. I imagine it's an ez option to end to the backend and throw in an option on the campaign config. That'd be a cool feature. Thanks for you're help guys! Good job.
  9. Holy crap, its 2021, Im playing F18 and trying to figure out loadouts with campaign stuff and I stumble on this. I see Wild's loadouts and go hey..... So I look up user files, ITS MINE. lol what a gem to find, I dont even remember doing this crap haha.
  10. I wonder how the models are rendered in DCS. In Arma, or more accurately VBS (I used to work for BIS) each model has a thermal map that would separate it from the environment. It makes it extremely easy for thermal optics to pick up objects. https://manuals.bisimulations.com/vbs3/3-6/devref/#How_to/AMHT_Thermal_Imaging_How.htm%3FTocPath%3D2%2520How%2520to...%7CThermal%2520Imaging%7C_____1 I wonder if this can be done in DCS or they already are in a different way that just doesn't seem to be very effective..?
  11. Currently just finished up mission 5 of the campaign. It is slowly progressing. Its looking like playtime for each mission could be 2 hours at the least, and some I am imagining will be 4-6 depending on the number of tasks.
  12. I'm sure the runway has different lods like any other model, and these could be widened. Problem is they will have to do a lot of testing at each airbase to verify they look right and dont overlap other airfield objects as their lods change. So there might be a small chance of some change like this being done, however if you think about it realistically it would not be worth the time and effort for ED to invest. Its not a bug and not a showstopper of any kind. I welcome the opportunity for someone to come tell me I'm flat out wrong in all respects though. I may even invest some time into checking out the runways in a model viewer to see if anything can be done.
  13. My download has been running for around 24 hours. The last 20-30Mb's are not there. Considering peers is bouncing between 20-30 and I have seen my bittorrent connect up to 120 connections for one seed, I'd say the master is non-accessible. At this rate it might be done tomorrow if it can find the seed.
  14. Once>time more(1)>flag off(1)......etc Although mission start triggers have been working for me in beta... I've used them to add F10 options.
  15. Ok so we all have come to appreciate the lack of detail put into airfield procedures for DCS. But regardless I'm playing with it to see just how far I can push to get at least close to desired results. The problem: Place some AI flights around airfield with land waypoint and two flights on ramp with takeoff waypoints. The ATC will allow the ramp flights to takeoff while making the airborne flights wait to land. The desired result: I want flights to mix, so we have aircraft landing and taking off in mixed traffic. I want the player to see active traffic and have to wait for incoming packages. The question: How does AI ATC process incoming/outgoing flights? Does it weigh any calculations or make any compares? If there is a lua which define the behavior please point me to it. I want to see if there is a way to force the ATC to stop letting aircraft takeoff so others may land, what calcs are done and how I can levy the simulator against itself to complete my goals. I will be running some exhaustive tests today to see if I can achieve any better results based on what the incoming AI's fuel loads look like, and so on. If anyone has any knowledge on how to get traffic to mix better I would appreciate it. Right now I have four incoming flights and 3 outgoing and all 3 outgoing have time to start and taxi and even leave 1 minute gaps between when they taxi and are ready for takeoff and none of the 4 incoming can seem to slot into the frame while takeoffs and taxiing are proceeding. Maybe its just the airbase im at. Thanks for any help!
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