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MadDog-IC

ED Beta Testers
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Everything posted by MadDog-IC

  1. Whilst playing on a local MP Server Noticed that having all labels turned on, vehicles and infantry that were set to late activate, would not show up with any labels when activated. Test system Running on. DCSW 1.2.16.38741 No mods on server or client machines
  2. Had a session of playing the A-10c single player mission CSAR that I had fixed and tested extensively as a single player mission (played 10-15+ times), but by just simply changing the A-10c flight from Player to Client and nothing else to convert it to a muliplayer mission and then loading it on my Server and joining the server from my other machine, the mission behaves completely differently and can not be completed due to the following. Had a few Disconnects (after My server couldn't stay connected to the ED master Server) After a bit of testing, found that the first trigger should happen after the A-10c leaves a zone, but that triggers commands was happening as soon as the mission started and the A-10c was still in the zone. Radio commands such as to send in other Sandy, SEAD and CAP flights on the Radio Others F10 menu no longer responded after you selected the appropriate F-key. Heaps of other triggered events happened at start of mission, almost at random, when none of them should have triggered till much later in the game. Fixed all mission issues above by changing the Trigger "Part of group out of zone" to "Part of group in Zone"and moving the zone so that the A-10c flew into it, instead of out of it. Also noticed that having all labels turned on, vehicles and infantry that were set to late activate, would not show up with any labels when activated. Test system Running on. DCSW 1.2.16.38741 No mods on server or client machines Made sample mission to show main problem. Fly mission on local machine, and then from a server, will either not play the leaving zone message or will play it instantly you start the mission when it should be a few seconds till it activates on a server hosted version. Regards, Ian Test - Plane Out and IN Zones.miz
  3. If multiplayer mission was saved with the prepare mission tool in Mission Editor, it will save the default FOV for the machine it was created on, every client is forced to use this FOV on connection. It is a server side issue, and will need the host of the server and mission to edit the mission and delete the CONFIG/View folder out of the mission itself, so that it will then use the clients FOV settings on connections. Regards, Ian
  4. Sounds like it isn't sending a radio command first before the F-keys for the actual radio commands, commands should look like these below: ie (Tower 1 Inbound should have commands like) L-Alt + Numpad+ (Send by Top radio) F5 F1 F1 (Flight Engage Bandits should have commands like) L-Alt + Numpad- (Send by middle radio) F2 F2 F8 (Contact Jtac 1 on a FM channel should have commands like) L-Shift + Numpad- (Send by bottom FM radio) F4 F1 If there is no proceeding radio command as to what radio to send it via, this will cause it to issue F-keys that will now be seen as different view modes instead: Check: The 3 radio transmittion keys are bound in game, as I think I had the issue that L-Alt + Numpad- was assigned to something other that the radio within the DCS controls page for the A-10c. What keys are actually being sent by the vac voice command, should look similiar to my examples above What keys is the script looking for and/or sending. Regards, Ian.
  5. My best guess is that you haven't copied the directory and its contents, just its contents, ie, you have to have the Capt_Zeen directory in Helios\images\ and not just the files and sub directories that were in that folder in the original download file. The only directories that maybe should merge would be: Capt_Zeen Airports charts Well I don't know what you have done, obviously I can't see the directory structure of the installed stuff in the profiles and images folders. But I have installed all of the capt Zeen profiles for the Ka-50, P-51, Su-25T and F-15c, also the Loz A-10c into helios and the profile viewer all works as expected with all guages and switches showing as they should with no crossed out sections for all these. I can not however test the final product from game, as I can't get a second monitor connected to my new video card as yet as it only has HDMI and DVI inputs, and the other monitors I have are only VGA connection, I have three DVI-vga adapters but they only work on the ati card and will not actually fit into the nvidia card. I would say that you haven't copied the complete Capt_Zeen directory into the images folder for example: Airports charts Capt_Zeen Capt_Zeen_NIGHT Huey LozImages Nmsp I will attach a directory listing of the directories and what files should be where and also the export.lua that is used for all of the installed profiles as listed above, this export.lua has to go into: c:\User\Username\Saved Games\DCS\Scripts\ That should get it working in Helios Profile editor at least, I hope Regards, Ian. helios_Directories.txt Export.lua
  6. Can't help you yet, but I have downloaded all of the helios stuff, and may have a look at it this weekend and try to get it going on my second monitor. Looks quite involved, so may not be able to sorted it in a day or two. Quick read of some setup info, would indicate that you do just dump the Ka-50 images in with the A-10c images, and indeed over right some images. But it was only a cursory glance to get an over view of the whole helios system. Will help, when I know more about it myself. Cheers, Ian.
  7. Yep, been around for along time that one, but I never dove into why it was doing it. It was very random, or so I thought. well done to the operator that put up the track of it happening. Cheers, Ian.
  8. I have used those before, it was when I changed hardware, memory and cloned my whole system to another HDD before deactivating all my dcs modules. Because the weren't deactivated before the change, you can't deactivate or re-activate them once you fire up your new build as the hardware keys are still in the registery and are no longer valid for the hardware there on. So the only option is to: Accept the loss of an activation/deactivation for all your modules, strip the registery of all saved key data with those registery cleaner tools. Re-active all modules, it will ask for the keys, etc when you try to play a game with any module you own. None of this should be necessary if you keys are working fine, and you haven't changed any of you hardware or OS. The deactivate worked fine last time I did it for all my modules, I then setup a new HDD again and did a fresh install of windows and dcs onto it and activated all modules again without drama. Obviously other peoples success may vary from mine, I do agree it is overly complicated and finicky. Regards, Ian
  9. +1 Bothers me also, but I expect it was a compromise of some sort, to get the columative HUD to work properly and the FOV. I am no expert, so I just have to except ed's decision on this one.
  10. Do what your comfortable with, but I have always done it the way I have described and had no problem at all. The built in module manager of the game, is only fairly new, and I have never had to use as yet so I can't comment on how it works or doesn't work. I have only lost activations, etc. when I forgot to de activate it, before changing HDD, memory, OP systems, and motherboards and cpu combos. Best of luck.
  11. To install user campaigns so they show in the Users Campaigns tab in game, install all of the campaign files to your saved games directory, similiar to this directory path ie: (no subdirectories allowed, any campaign files for one or multiple campaigns even must all reside in this one directory to show up, especially the *.cmp files) c:\Users\YourUsername\Saved Games\Dcs\Missions\Campaigns\en\ or To install under the campaign for the A-10c aircraft module, you place all the files as below. (change for you own game install drive and directory) ie: d:\Games\DCS World\Mods\aircraft\A-10C\Missions\EN\Campaigns\ Regards, Ian.
  12. Sorry your having such issues, I havent had to do this for a while, but an alternative to your methods, the old way, is. Try going into each aircraft modules DCS game directory and running the *_protect.exe and select deactive / activate with that. ie DCSW 1.2x (Aircraft): d:\Games\DCS World\Mods\aircraft\A-10c\bin\a10_protect.exe d:\Games\DCS World\Mods\aircraft\BF-109k-4\bin\Bf109K4_protect.exe d:\Games\DCS World\Mods\aircraft\C-101\c101_protect.exe d:\Games\DCS World\Mods\aircraft\F-86\bin\f86_protect.exe d:\Games\DCS World\Mods\aircraft\Flaming Cliffs\bin\fc3_protect.exe d:\Games\DCS World\Mods\aircraft\FW-190D9\bin\fw190d9_protect.exe d:\Games\DCS World\Mods\aircraft\Hawk\bin\hawk_protect.exe d:\Games\DCS World\Mods\aircraft\Ka-50\bin\ka50_protect.exe d:\Games\DCS World\Mods\aircraft\Mi-8MTV2\bin\mi8_protect.exe d:\Games\DCS World\Mods\aircraft\MiG-15bis\bin\mig15_protect.exe d:\Games\DCS World\Mods\aircraft\MIG-21bis\bin\pcnsl.exe d:\Games\DCS World\Mods\aircraft\P-51D\bin\p51_protect.exe d:\Games\DCS World\Mods\aircraft\Uh-1H\bin\uh1_protect.exe d:\Games\DCS World\Mods\tech\CombinedArms\bin\CombinedArms_protect.exe DCSW 2.x Beta (Terrain): d:\Games\DCS World 2 OpenAlpha\Mods\terrains\Nevada\nevada_protect.exe Kind regards, Ian.
  13. Check out this site for all your portforwarding help, has pictures to see what it should look like, have it showing the setups for blackshark and all DCS stuff. http://portforward.com/english/routers/port_forwarding/Netgear/WNDR3700/DCS_Black_Shark.htm Cheers, Ian.
  14. Me Personally, I disable or you can delete the Cap -a in the first waypoint and put a Cap statement after your waypoint with the HOLD/ORBIT statement, or put a Search and engage in zone, etc after the HOLD/ORBIT statement. This will do what you want, and give better control as to what the F-15s will attack, and they will only do it after the flight follows their flight plan and you unhold them from their orbit. Regards, Ian.
  15. I have been down this path, and have been modifing all the campaigns and missions that come with the DCS modules of the last few months, as I am sick of all the non functioning missions. I contacted WAGs at ED about doing as you are commenting on, and he said it was fine as long as you didn't try to sell the modified content, or claim it as your own work. I have already uploaded the fixed additions of the A-10c campaigns on the ed files section, and stated that it is indeed the original work of ED. http://www.digitalcombatsimulator.com/en/files/?arrFilter_pf[filetype]=&arrFilter_pf[gameversion]=&arrFilter_pf[filelang]=&arrFilter_pf[aircraft]=&arrFilter_CREATED_USER_NAME=maddog-ic&set_filter=Filter&set_filter=Y Kind Regards, Ian.
  16. More info for you here http://www.aef-hq.com.au/aef4/forumdisplay.php?262-Digital-Combat-Simulator
  17. Great news, I'm glad I could help, Steam downloads seem to get corrupted quite easily, I have a lot of my steam games go corrupt and that cache check has always fixed them.
  18. The F-16 is an on going bug, it shows the Lantirn pod in the incorrect mounting point, that hasn't been fixed as yet. The F-15c problem, not sure about that one, but If it is a steam install, I would run the cache verification on the install (may have a slighly corrupt file in DCS), or if available DCS's own repair tool. I believe some DCS modules now do a silient activation upon installation and running of that module, with no user interaction needed. I assume you have no extra MODS installed ???, just base game. Regards, Ian.
  19. Since I have been correcting a lot of missions lately. the tacan in my version of Kashuri gap works fine, shows distance and bearing correctly and did a refuel test in single player with out a problem, still works in multiplay also. Tested with DCS 1.2.16 in mp and sp, also tested on 40Y channel with out issues. A lot of the problems are possible in the advanced waypoint settings for the tanker flight, they should read as follows, and even if they do read exactly like this, reselect the refueling task for the flight and setup the 40x frequency again in the tacan setting and make sure it has a callsign set. Tanker -a Activate TACAN (BRG, 40X, "TKR") -a Set Frequency (150) If Activate TACAN doesn't have a call sign set, ie Activate TACAN (BRG, 40X, "") -a or Activate TACAN (BRG, 40X, "") you will not hear the tacan beeps (a bug I assume), but the distance still displays fine. If other older missions are used they will read more like this and may cause the distance to not show to tanker and or not have the tacan beeps. Tanker Activate TACAN (BRG, 40X, "") Set Frequency (150) Regards, Ian. Khashuri Gap - fixed tanker.zip
  20. Sorry guys I was going from memory, and thought I had read this at sometime in my learning experience.:book: I have tried to find the source of my information and it would seem I was incorrect as I can't find anything on it now, and reading a few tacan manuals show that X or Y channels should indeed show bearing and range information.:doh: My Bad Regards, Ian.
  21. Short answer: If tacan is on a Y channel it will not show distance, if on a X channel it should, if not showing on X channel then must be bug.
  22. Just confirming. I have seen the same issue with the A-10c single player mission (Serpents Head), you have a group of vehicles that scatter from one point after you bomb their command bunker and they take various on road routes and then end up on the same route to their final destinations set to onroad, They all use a group stop / start action to get them going. Original mission and non of the vehicles ever actually make it to their final destination, as they go spazo at different parts of the journey and divert off road and into a pattern similiar to the dispersion under fire type (However they aren't under fire, and I placed a command to disable that reaction anyway). The problem seem to be the fact that: Either having more than one vehicle group traversing the same piece of road causes them to get their waypoints mixed up. That the Group start / Stop and Group AI ON / OFF command has some part to play in the error. I did manage to fix the command truck and a couple of the other vehicle groups from doing this faulty behaviour by adding new vehicle groups and a whole set of new waypoints programmed exactly the same as the original ones and then deleted the originals. But a group or two of the jeep groups still run off road and stop there. As for convoys running slow, I have noticed that also, you can have a abrams battle tank group at say 60kph (not sure they can travel that fast in real life or not, but editor allows it)at all on road waypoints and it will only travel at 40kph or slower and when it has to take a 90 degreee corner it will slow to 11kph. Regards, Ian.
  23. Have been correcting default missions that come with DCS, and yes most are bugged in some way or another. I have reprogrammed them and checked that all triggers, etc are working and mission does complete as expected. FC3 - Campaigns - First Project, still Work in progress (70% Complete) A-10c - Campaign - Georgian Hammer (100% completed and on Ed download page) A-10c - All Single Player Missions - Work in Progress (100% Complete) Su-25T - Campaign - Georgian Oil Wars (100% Complete and on ED download Page) Su-25T - All Single player Missions - Work in Progress (60% Complete) Ka-50 - Campaigns - Last to do (0% Complete) The issue you are describing is that the default behaviour for AI cas, cap and sead (CAS -a, CAP -a and SEAD -a) tasks that are set to be radioed into action is that they will magically go straight after any threat within approx 200-250km of them being activated in mission, they ignore all waypoints and the required HOLD statements at the necessary point at which they should wait for the radio call to proceed, once they kill these high threats, they will fly all the way back to their starting point and fly the way points and Hold point. The fix is to go into mission editor and change flights default Cas -a, Sead -a or Cap -a statements to disabled so it looks like Cas -a -x, Sead -a -x, Cap -a -x and this will make the flights follow the all the waypoints correctly and take notice of the HOLD statements so they will not advance until you radio them to do so, you may also have to program some advanced waypoint commands such as "Search in zone" commands to get them to search for targets and attack and remove any other CAS, SEAD or CAP commands on subsequent waypoints unless they are after the waypoint with the HOLD statement. Regards, Ian.
  24. Have a few missions were the real comms mode of the A-10c doesn't work for contacting ATC, Tanker, etc. Unsuccessful Test -------------------- Country of origin of A-10c aircraft set to (UK) Contact Kutasi ATC on frequency 134mhz am Press Correct Mic Switch for the appropriate radio No response from system telling of my request or getting a reply at all from ATC Successful Test ----------------- Same plane in same mission but with Country of origin of A-10c aircraft set to (USA) or (TURKEY) or (SPAIN), ETC Contact Kutasi ATC on frequency 134mhz am Press Correct Mic Switch for the appropriate radio I can here my transmission being transmitted and the ATC responds appropriately for engine startup, taxi to runway, request take off, etc Can we get this fixed asap ??? Regards, Ian
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