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calibro8185

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Everything posted by calibro8185

  1. Cool, thanks
  2. How did you keep them from taking off automatically? Were you using starting conditions or triggers?
  3. Here ya go, have fun. Search and Engage test Mission.miz
  4. CAS and Auto CAS were deleted. I will provide those missions later tonight when I get home. Thanks for the quick responses.
  5. I am trying to set up a Cobra Escort for Helo Transports along a designated rout. I want them to stay along the rout and only engage enemy units that come within 1 nm of the rout, otherwise they maintain their course and speed to escort the transports. I apply this option for the Cobras and check the max distance option, but they keep engaging far off enemy units after the first way point. The auto - ref is on each way point. I have probability and starting time marked as 100% under conditions. Any suggestions? FYI I want to leave the option to engage on rather than turning on and off the ROE with triggers. I know the work around's but I'm looking to see if this option is broken and not working as advertised in the GUI manual.
  6. I was trying to change the date for a mission briefing and it looked off to me. I am an American so our date system is typically MM/DD/YYYY, but it seems the way DCS is set up it is DD/MM/YYYY. I know that other countries use a different system than the US so I want to confirm that this is how it is meant to be set up.
  7. Happened again tonight. I was hosting a server (so it is now tested on both server and client sides). Artillery (Paladins) was working great. I was able to get them to fire 2 missions before the option to set a target button was no longer available for selection. Neither myself or other commanders were able to set fire missions. I was the game master and the other ground commander was unable to perform missions either. The option to move the group and set a path was still available, as well as the quick WP option by holding down shift and right clicking worked. I jumped into the gun myself and was able to fire. It was strange however that the reload time was very slow compared to other times I have fired the artillery. Any thoughts?
  8. I have not done in depth testing yet but the individual weapons systems seemed to start their own timers once they became empty In the Abrams for example the gun ammo would reload in about 60 minutes after it was empty, then the next cannon ammo which was emptied about 30 seconds after were resupplied, and the HE ammo a min later was rearmed
  9. This has happened to me too. Kind of half goes through you half pushed you out of the way. Very annoying if you are on a bridge - very bad things happen like falling off, glitching that punts the MBT 5,000 feet in the air and comes down with a big bounce but no damage... ;)
  10. Gunter and I were in numerous missions together where this happened (both premade mission is CA folder and user made missions). It's kind of hit or miss how long it takes for this to happen but the mission starts out fine being able to provide targets, ad they do actually go through the task of aiming and firing. But at random time intervals or after setting some way points the artillery option of setting a target grays out. It's like if you select a MBT you are unable to set a target option but the set path option is still available. This has happened from both a client and host position. I will try to test this more and supply a track if needed. The artillery works great in editing and SP mode just fine, this seems to be a MP issue.
  11. Tested it with Blue Force SAMs and Abrams. Tested with M818 in group, separate from group, and without M818 on the map. End result - vehicles rearm on their own. Each vehicle has a set rearm time, each vehicle is different. Changing the experience level did not seem to decrease time of rearming much, maybe I just didn't notice. The SAMs were able to rearm their missiles in 10-30 minutes, but it would take about 60 minutes or so to rearm the machine guns/auto cannons. The MBT was able to rearm all weapons in about 60 minutes.
  12. Thanks very much for the quick response
  13. Are there any instructions on how the resource manager works? The basic options are easy enough to figure out but I'm not sure what they actually mean. Example: periodicity and speed. I'm guessing periodicity means how long it takes for the request resource size to come in, but what does speed pertain to. Suppliers options is another part that is unclear to me. A statement that this is still a WIP is cool too :):helpsmilie:
  14. Cool thanks
  15. Wags, you mentioned in another post that the manual was updated. Is there a location to DL just the manual?
  16. Sweet I think I got it to work. I was using a road rout but it was acting funny. The last few times I tried it with way points on either side of the bridge (still using road rout) it worked great. I probably put a point off the road on accident or it was choosing the bridge as a way point that weirded it out. If it happens again consistently I'll provide a post and track in the bugs forum. Thanks for the quick reply.
  17. When I try to make units cross a bridge they usually try to set a rout to go around it or make a squiggly type of rout at or near the bridge before trying to cross. When I am the ground force commander do I need to select the bridge as a point on the rout? Instructions please or a statement that this is till WIP, thanks.
  18. Are the vehicles able to rearm? Reloading seems to be automatic, what happens when out of ammo? Is there a place we can go or be near supply vehicles?
  19. What is the white symbol in the lower right next to the red vehicles in the last picture?
  20. This is very true. Hope the "nasty bugs" are not to hard to kill. Anyone have software RAID? ;)
  21. Does this mean the June release date is no longer true?
  22. I apologize for not being more clear on that, I do have the units set to Excellent. I have tested this in flat terrain, modeled terrain, and on extremely flat terrain off the detailed map. Please see my attached track. Let me know if there is something I am not doing correctly please. AT vs Tanks not working.trk
  23. I have tried to get the vehicles to cross the rivers by destroying a lot of bridges and I am yet to get a pure river crossing. I have been able to get all vehicles to cross the smaller streams even before DCS World, but I am yet to get vehicles to cross large bodies of water. I only get the case where they try to go to a different bridge like your first track, but I can't get the second track to reproduce. Is this a true addition or is the river crossing actually a bug and not truly implemented? I would love to use this feature if it is, I may need instruction on how to do it properly.
  24. The best solutions for this from what I have read and have experimented with is: 1) Keep the speed at or less than 11 2) Keep the column as short as possible 3) Keep them out of combat as much as possible while crossing If the vehicles try to cross too fast their can be a jam up at the beginning/middle/or end of the bridge. Keeping the column shorter prevents the rear vehicles from trying to move to the side of the bridge and getting stuck if the lead vehicle has to follow a curve in the road after crossing. The vehicles if you look closely do not always stay in the center or respective lanes of the road, the rear vehicles will "lean" a bit to the sides while trying to follow the lead vehicle. Finally, if the vehicles are attacked and the bridge is damaged, a lead vehicle is destroyed, or the column tries to spread out as if on the road, the units tend to get stuck. As always, corrections in my observations are always appreciated. :)
  25. I have noticed this a lot as well. It seems almost useless to put APC's / IFV's to support tanks because they rarely hit their intended target. The missiles either goes high over the target or into the ground. Every once in a while the missiles actually hit.
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