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Everything posted by MadDog-IC
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[RESOLVED]Greyed out menu options
MadDog-IC replied to Ride's topic in Release Version Bugs and Problems (Read only)
Been a while and I may be incorrect but I thought this may happen if you aren't actually logged into the master server, Check in the top middle of your main dcsw screen to see if your logged in and your username is showing. If it looks ok, logoff with the small icon next to your username and re logon to see it actually does it. Cheers, Ian. -
I use a program call Total Commander for all of my file and directory management, it will look inside archive files like zip, rar, etc, just as if it was a directory, without any unpacking, just copy, delete, move, replace files. or you can just rename the mission files to .zip and use Winzip, z-zip, winrar and others to unpack and view the mission files. Just google "zip file managers" or "Total Commander" and download and install Cheers.
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HUEY NOT GETTING RADIO RESPONSES WHEN EASY COMMS MOD OFF
MadDog-IC replied to Badger633's topic in DCS: UH-1H
Your welcome, its good to know it is working for ya, radio comms is quite difficult in DCS at times, that is why I put it all on Voice / Hotas control. Have fun. -
Definetely a +1 for some notification of a message being presented, simple radio static sound for a few seconds is fine for beginning. Cheers
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Had a quick look through your first couple of mission in the ME, and played the first one with 100% success, the scoring system you use is a bit flawed to my thinking anyway for a campaign. In campaigns if you want to have a chronological progression you can not give the player any less than 50 points or it will make them play the previous mission again. Basic campaign Goal scoring system works as such: 0 - 49 = Go back a mission 50 = Replay same mission 51 - 100 = Move on to next mission. Your Scoring is: 50 for Player jumping into game -50 for mission failure 50 for mission success So if it is possible to fail straight after joining game, you will get a score of 0 and go back a mission. I prefer a system of (You can't go over a total 100 points anyway): 50 - Player alive, jumping into mission and possibly doing nothing. 10 - 15 each individual goals to be achieved if more than one (LOSS) - Do nothing to score so they either have to replay same mission for not accomplishing anything or are moved on to next mission but with a score of between 51 - 100 50 to 100 for (WIN) Completing all assigned goals and total mission success and moved onto next mission. P.S. I liked what I saw of the first mission, your doing well, will be better with some voice overs, but that comes later I assume, all in good time. Kind Regards, Ian.
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HUEY NOT GETTING RADIO RESPONSES WHEN EASY COMMS MOD OFF
MadDog-IC replied to Badger633's topic in DCS: UH-1H
Obviously I can't see what procedure you are following so, I will out line mine. I just flew the first mission in v5.1 of wavehopper medevac and radio worked fine to dublin FARP, requested engine start, take off clearance, flew back from mission and asked for azumith and landing clearance and all were responded to ok. Attached is a picture showing keypoints to have correct, and that I have just requested takeoff clearance successfully on radio. ie: Running test is DCSW 1.53 with (Real Radio mode) selected in options Make sure you have battery power so radio is powered use COMM TEST button to see if squarks. Set middle radio (vhf comm) to 127.500mhz for dublin farp Select correct radio to transmit on (radio selector=3) using R-CNTRL + R-SHIFT + Y Push to talk using R-ALT + \ Check top of Radio F key stack - should say VHF AM Issue radio commands from menu as normal to select engine start, request take-off, etc using appropriate F1 - F12 key. If it doesn't work after following that guide: Remove any and all Mods to game (Back to plain vanilla version). Run the DCS repair tool (may fix some corruption that is causing issue). Re-run test procedure. Regards, Ian. -
HUEY NOT GETTING RADIO RESPONSES WHEN EASY COMMS MOD OFF
MadDog-IC replied to Badger633's topic in DCS: UH-1H
If your talking about a FARP, there will have to be some sort of command support vehicle near by to have ATC and of course be on your coalition (neutral doesn't count), so if it is just a bare FARP you won't get any answer. Need more details to be more helpful. Cheers. -
Just open the mission files with a zip file viewer, the CTTS.lua is in each mission. To save you the trouble here are the missions in DCS 1.5x format, with a few fixes applied. Runs Mist 4xxx.lua on mission start to fix script errors Runs CTTS.lua on mission start Place holder put in for the script sound files so they dont get throwen away Added Radio transmission in Mission 1 so that Ride of valkryes plays on 40mhz FM. NOT WORKING - BeaconAM and FM scripting doesn't seem to be out putting the sound files to the radio frequencies, I assume the format has changed since version dcs 1.216. NOT WORKING - Probably a lot of other script things, but haven't check throughly, and lua scripts are out of my league to fix. Regards, Ian.
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Using Prepare Mission to set Radio not working
MadDog-IC replied to Buzzles's topic in Bugs and Problems
From my memory this has been broken for a very long time, even when correct directories, etc are present they still don't work. Shame really. Things may have changed without me realizing though. Cheers. -
YES, can delete the old Green icons for multiplayer, as it has to be joined from in the game now, with its auto login feature. Cheers, Ian.
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Yes there is many bugs in said missions, and that one has no scoring at all, I have been fixing a lot of the standard mission over the years, campaigns and single missions and these corrected missions may be coming to a DCS patch near you in the very near future. I am sure you will get frustrated with the game, as I did years ago, but it does have a lot to offer. Glad you got it sorted, and best of luck with the learning experience. Cheers, Ian.
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I just had a quick look at mission, flew the Su-25T to waypoint 4 and I have two bunkers there plain as day to see. The mission planner is one out, so waypoint 4 on su-25T HUD is actually waypoint 3 in the Mission Editor / Planner. I see no problem at all. if you use 1 key to toggle to enr mode on hud, then L-cntrl ` to select wp 4 and fly the -|- onto the circle on the hud it will take you straight to them, just follow the river left of you. Regards, Ian.
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Negative effect with high resolution display
MadDog-IC replied to SinusoidDelta's topic in General Bugs
Sounds like you may have the new DCS 1.5x option of DEPTH OF FIELD TURNED On (ON by default) in your graphics options, turn it off, would also try turning off the LENS EFFECTS also to see if that make any difference. Regards, Ian. -
My approach is: Disable the the first advanced waypoint commands SEAD -a -x and CAP -a -x for each flight After the waypoint with the ORBIT command or at a point when you want them to start looking for targets, put in a search and engage command with your engagement range and type of targets or a Search in zone advanced waypoint command and set the radius and type of targets to engage. Regards, Ian.
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Just finished fixing all Su-27 Fortress Mozdok campaign missions in DCSW 1.216 and tested thoroughly. However when I port them to DCSW 1.53 Rel3, a great deal of the low flying aircraft used for AI SEAD, BOMB strike and ESCORT aircraft crash into the mountains within a few minutes of starting the missions. This is affecting mission 4,5,8,9. The only part solution is to place their waypoints at higher than the mountains highest peak, but when they are engaged by enemy fighters they dive towards to the deck and do evasive maneuvers and then can't regain their altitude and crash anyway. My observations using Mission 4 ie: Looks like the US F-15c, F-15e, F-16c SEAD and STRIKE, can't pitch up more then a couple of degrees, even with full afterburner, due to being to heavy, too high AOA or not enough thrust (All unlikely to be the case). Has changed the whole timing between flights, cause they just get caught down low in the terrain and can't get out. When put in to close formations such as (finger four close) planes duck and dive out of formation even when at 20,000 ft on route to battle, this behaviour is catastrophic when down low in the terrain. Find attached mission 4, use the game commander to view the behaviour of all of the AI US SEAD + his ESCORT, US STRIKE aircraft. Regards, Ian.
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Help setting up Target Designator
MadDog-IC replied to linebacker's topic in PC Hardware and Related Software
Probably have better luck with SST programming, as that mini stick is used more like a mouse cursor control device. Can't go into detail but you would use Bands under SST and set each band with the DCS control key for up, down, left, right. Attached is picture with an example, but not for controlling tdc. Regards, Ian. -
Know it's an old thread, but this campaign will be getting some love in the very near future. Regards, Ian.
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The Su-27 Mozdok fortress is not working.
MadDog-IC replied to AdolfoWilson's topic in Su-27 for DCS World
This campaign is getting some love right at the moment and should be out in the near future. There are some new advanced waypoint commands for stopping them jettisioning their ordinance in DCSW 1.5x and these need to be used / added, so it is no longer a bug. Regards, Ian. -
+1
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LV mission: The truck refuses to stay on the road
MadDog-IC replied to jef32's topic in User Created Missions General
Don't have the nevada map, but in other missions I have edited, I have noticed this sort of behaviour. I find it is usually caused by: Having different road speeds set for each waypoint (Try keeping it at all one speed, the default 20km usually works best, even thought not an ideal speed to travel at). Having more than one lot of vehicles and there waypoints being set on the same stretch of road, with or without different speed for all traffic concerned seems to confuse the ai pathing. (Try seperating all vehicle routes to differnent roads as much as possible) Try setting the advanced waypoint option command (dispersal underfire=off), yes I know they probably haven't been fired on, but the bug might be this, as the behaviour is what happens by default when things get shot at, as the default is to spread out and then sit there for 600 seconds by default. Regards, Ian. -
As always, it is the timing of doing things that came make a huge difference how it plays out. With DCS V1.216 you had to play it more or less the way you have described for obvious reasons, under DCS v1.5x it seems it is still difficult, but with the extra ME options the F-16 and Su-25's SEAD does marginally better at surviving and finishing its tasks, well at least getting their missiles off before they are killed anyway ;-). Cheers, Ian.
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Yes this is a common complaint, I find that in the missions in general the AI has specifically been given: Waypoints that take them directly over the very enemy they are to engage, with more chance of being shot down. May have a totally inappropriate weapon, or one with a shorter range than some other missile to do the same job. Bad AI behaviours as mentioned, they get radar scanned or engaged by other aircraft and jettison all missiles, now have a new option in DCSW v1.5x (Restrict Jettison=on) to stop them doing that. New option also addresses after burner usage in DCSW v1.5x (Restrict Afterburner=on) Instead all AI SEAD flights should only be given waypoints that take them up to the edge of the sams engagement zone and or at the range of their SEAD missiles to take the shot, this way they shoot and wave off. Other issues are that the missile defense capabilites of sam and ship systems are very good (One mission with US SEAD and Bombing flights taking on a RUS carrier, cruiser and 2 Destroyers - Not one single missile was able to hit any ship), so when doing SEAD, you have to over welm them with shear number of missiles is the only way your going to kill them, as most likely half to all of the SEAD missiles sent in will be shot out of the sky. This is something I have been working on very recently with AI SEAD flights taking out ships at sea and general SEAD duties inland. This campaign will be a part of my repair projects being currently worked on. Regards, Ian
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9-line coordinates 800 miles away!!!
MadDog-IC replied to euthyphro's topic in Release Version Bugs and Problems (Read only)
Read the above posts, take note of the 37T or 38T, if your that far away from the cdu entry, this is your problem, change it from 38T to 37T or if it is 37T change it to 38T, this map reference is normally specified with any map coordinates, but not always, especially as you just did it off the cuff. Cheers, Ian. -
Wish you all the best with it, I have the same feelings about doing some campaign missions for modules that I like but neither have the creative power or time to do such things. Look forward to having a go at your missions in the future. Regards, Ian.
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Is it even worth to start Georgian Hammer campaign?
MadDog-IC replied to Hydrox's topic in DCS: A-10C Warthog
No need to remove anything from advanced waypoints, just make sure that the immortal setting was off. If they were all on player I must have edited it again after posting them, thanks for checking. Battle commanders is the 5th icon from MIS text on the ME panel down the left hand side, just make them all 0 if not already, makes no real difference if they are there anyway. Cheers, Ian.