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Adi

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Everything posted by Adi

  1. Any chance someone could have a fiddle with this mission? I am struggling to get one JTAC to use IR, and another to use laser. The IR guy says, "no mark", and the other won't even respond to me. I've played with the radio frequencies, distances, enroute tasks, waypoint and any other combination that you can think of in order to get this to work...nothing. There are four in total, all identically setup, two are working fine and the other two, not so. Please help :D Cheers Adi. EDIT: So, after more tinkering I can get the laser and IR to work, but only during the day. Same mission at night returns a type 3. lol Bug? http://forums.eagle.ru/showthread.php?t=95433
  2. I've just had this a second ago. There was a loud cash and the prop stop dead. I had engine rpm set to just over 3/4, and the throttle was just over half. I was in a free flight with no enemy getting ready to land-bounce-land-bounce-land. On the briefing screen it said 'engine failure', then on the next line it said 'engine shut down'.
  3. I've just turned the easy comms off today too, and this is the very same video I used to teach me. The guy doing the video is a dab hand at all these tutorials, he even does them for BMS, spent many an hour watching and learning from him.
  4. +1 with no IR on the Pred. At the rate these patches are flying out, I doubt it will be broke for long.
  5. Indeed, it is. It won't let me rep you, need to spread some love around first, apparently.
  6. I think the 'group activate' action only spawns pre-placed units from ticking the 'late activation' box in the editor. The group I'm having trouble with are already in-game and have their AI on. I couldn't find this option, maybe it is only available with aircraft and/or uncontrolled AI, like ramp clutter. I bet there is an easy way of doing it and I just can't see for looking.
  7. Cheers for the reply, Grimes. How do I get them to move again after the two groups have been killed? I've tried adding a GROUP ALIVE condition to the [AI Task > Hold] Action, but because it is activated when in a Trigger Zone, as part of another condition, I can't get them to set off again. Can I remove a Trigger Zone after it has been used or is there another way to make them move again? Sorry, I'm having a brain fart - I've been away for a while. :doh:
  8. Hi I have a scenario where I am trying to halt three Blue HMMWVs until two enemy groups have been destroyed, then they can proceed. These particular vehicles are acting as JTAC units, they will be spotting those two groups, so I cannot use the Disable Group AI command. How is this best done? Cheers Adi.
  9. I never found a fix, or a reason for why it happened. I ended up doing a full re-install of DCS:World and its modules. Not too sure if the installation order would make any difference but I installed World/CA/BS/P51/10C, making sure I tried the turret after each module was installed. It all works as it should now and I did not have to change any of the Axis in the options.
  10. EDIT: Sorry, Andie. I misunderstood. ------------------------------------------------------------------------------------------------------------------------------------------------------- I had a this problem with a mission I created before the new upgrade, when trying to play it on the latest build I could not get any AI to move from the ramp, their engines would start and their navigation lights would come on, but they would just stay put for the full duration of the mission. I solved this problem by removing a FARP that was in close proximity to the runway. Maybe you have a structure that you have placed in the editor? Move the AI to a different airport and see if they move, this is how I found out what it was.
  11. No I didn't even think of that, the full re-install seemed to do the trick. Damn PC :crash:
  12. Fixed! Yup, just downloaded and installed the exact same version as I had before. This time though, everything is working as it is meant to - turrets are turning and I am smiling! :D No idea what went wrong with the previous install, none of the controls have been altered. Anyway, cheers for all your help chaps. Inbound! :thumbup:
  13. Right then, after digging around a few posts I've noticed that people had problems with the old 1.2.0.3205 patch being labeled, and downloaded, as the newer 1.2.0.63205 version. :doh: A quick look in Mission Editor > Credits confirmed that I have the older 1.2.0.3205 version. How about that? With all the other modules working fine apart from CA I would never have noticed. I suggest everyone takes a look themselves as the patches look very similar at first glance, especially when it is labeled wrong in the first place. Downloading now so lets hope this solves my mouse issue. :thumbup:
  14. No, unfortunately not. I've tried a few different vehicles and switched to different weapons on those turrets. Everything else is fine including the fire and zoom buttons which are also assigned to the mouse.
  15. It logged me out every time I went the cart too, clear your cookies or change your browser - it works a treat!
  16. I'm having trouble assigning my mouse to the turret. It will only let me use the joystick. I read in the manual that it was possible, can anyone help? :(
  17. I bet you could if you tried :)
  18. Oh aye, didn't even think about CA. I'll get the coords next time I'm on. For now, the major one is on the north side of the tunnel that crosses the border through the mountains. I'm sure you won't need coords for that, there are only two crossing points and only one of those is a tunnel. Incidentally, the other road that crosses the mountainous border, 20nm east of the tunnel, has road issues on the south side of the border, approaching the second village from border itself, it's only a few feet out, though. I'll get all the proper figures tomorrow.
  19. I've found a few places like this scattered about the map, including forests covering roads and floating 40ft in the air. Would they get patched in if we can get the coords?
  20. Any update with working this re-arm menu?
  21. Agh.. never mind. Thanks for the reply.
  22. I can select the full four in the ME and it even lets me give individual ramp locations. Only one will spawn, though. I know it's been like this since FC2, but with DCS:W, do we know if this is going to be possible in future builds or are they always going to fly on their own? Cheers Adi
  23. I'm having trouble getting this to work. I've done everything listed in the download notes; backed up the folder, copied the 5 zip files over the existing ones in DCS World/Bazar/World/Textures, still nothing. Any ideas? It's the first time I have done this so am I missing something obvious? :doh: SOLVED: Was getting too excited and clicked 'skip' when overwriting the 5 files, both times! :music_whistling:
  24. Cheers for the reply, mate. I've only ever tried it in the ME and it seems to be an intermittent fault with the carrier, more often than not, though. The Pyotr Velikiy and the Neustrashimy are perfectly fine, but the smaller one spawns me from about 2m above the deck causing all three landing gear to fail. I bet there is a simple script for spawning a little lower to the deck, I'll have to look into it. I hope they sort the rearm/refueling out. I would of thought this is a major part of the game.
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