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MadDog-IC

ED Beta Testers
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Everything posted by MadDog-IC

  1. Check out my fault finding here: http://forums.eagle.ru/showpost.php?p=2200921&postcount=24 or Others setting up server stuff here: http://forums.eagle.ru/showthread.php?t=127230 Regards, Ian.
  2. not much of an expert, but most high drag bombs need to be used in CCRP mode as their release point is way back under the cockpit, hence why you never get the solid line if trying to drop them in CCIP mode. I have same issue with CCIP mode when using the Mk82air bombs and probably applies to the CBU as well, as they use little parachutes as well (high drag). but from your angle and height I wouldn't have thought that would be the problem, but when you switched to guns, you probably cycled into CCRP mode as well. Regards, Ian.
  3. Aires Transmit system Trying to get setup to use Aires properly, but under my current setup I have an issue. I use VAC Voice Control and Voice activation in TS and Aires (Toggle between two different microphones and muting) which works fine when talking on TS Servers that only need voice activation to transmit, but on some TS servers (AEF Squadron) users are forced to use Push to Talk (PTT) to transmit. This was not a problem with just TS and VAC, as TS will work with both Voice Detection or PTT button, but with aires you can only use Voice Detection or PTT. Question is can this be changed in aires config to support Voice and a common PTT button to work the same as in TS itself, that by default it will use Voice activated transmit, but if forced to use PTT then use the common PTT transmit button. Regards, Ian.
  4. It seems to me that the RANGE info is incorrect for each aircraft, it is simply assigned as half of the assigned routes length. It gives no indication at what range the aircraft will hit bingo fuel and need to return or mid air refuel. I would assume that the range should be how far the aircraft can travel before it has bingo fuel and needs to fly back to base - (based on speed, overall weight, amount of fuel, fuel economy and estimated time on target,etc). As a minimum the RANGE info: ----------------------------------- Should have nothing to do with the actual route length and only show half of the total calculated range - based on Total weight, amount of fuel and average speed or something to that effect The RANGE info should increase when you add extra fuel tanks, use more economical average flight speeds, conversely it should decrease with higher average flight speeds and lighter fuel loading. This would make it far easier in Mission editor to estimate where Air Tankers need to be placed and how long a flight can travel, have engagement and return safely. In testing with AI and correcting the SU-27 campaign mission I got really sick of flights getting to target area and returning home just as the are about in range to take on the enemy assigned to them due to bingo fuel situations, both the Su-27 (Shame it can't mid air refuel) and particulary the Su-3x and other bomber / Sead flights. Kind Regards, Ian.
  5. Thanks for the refresh on the Black shark black pit, unfortunately I myself now like all my russian cockpits in blue. I still will give this new black one a look in, I think yours might offer some more nice features.:dunno: Kind Regards, Ian.
  6. Couldn't agree more with your comment above. I love DEVRIM's work also, The english cockpits are a god send when trying to learn a foreign aircraft, once you know the layout and what things are, You might go back to the russian version for authenticity. Devrim's sounds bundles are also amazing for immersion, it adds like 75% more fun to game. To Devrim, don't under estimate you impact on the DCS community, there would be a lot of us out there that use and appreciate all of your hard work, but just don't show it enough.:cheer3nc::thumbup::worthy::cheer3nc: Kind Regards, Ian.
  7. Yep that hang on mission end is a pain. Seems to be a clash with your "RADIO MOD" and the "server SLMOD". Have SLMOD installed, have ARIES RADIO MOD loaded, Load single player mission, play with radio frequencies and generally use Aries interface, Quit DCS = Lockup Have SLMOD disabled, Have ARIES RADIO MOD loaded, Load single player mission, play with radio frequencies and generally use Aries interface, Quit DCS = NO Lockup Limited testing, but it seems if you disable SLMOD, you can use ARIES RADIO MOD without DCS locking up after exiting the game. Hope this might be helpful Regards, Ian
  8. I think it has only just come out with dcsw 1.2.11. I haven't played them, just fixing them to be in a playable state. In the mission editor, to my mind things are really broken, or I am missing something ???? If AI flight is set to CAP or a SEAD duty and has a hold orbit placed in say second waypoint with a not proceed until flag is activated, they will scream to the very first enemy plane (CAP), or radar sam site (SEAD) no matter were it is on the map, can be 200km away and it will make a bee line for it, totally ignoring all waypoints and orbit holds, when it kills the plane or sam, it flys all the way back to its start position and then continues on the waypoint path, and holds at the orbit point. Will have to test in simple mission and report as bug, if I get the time. Regards, Ian.
  9. Few issues with that mission I saw -------------------------------------- Su-25's don't have enough fuel Su-25's don't stay in the orbit before you call them in Su-25's don't follow waypoints properly Su-25's dumping ordinance if come under fire. Su-25's never attacked the assigned targets. Anyhow, mission corrected and attached. Regards, Ian Su-27 Camp 2.5.miz
  10. Mission is flawed and fix is here - Major problem with missions these days, if AI aircraft are even slightly attacked they will dump all their ordinance for better manuverability. Also the SEAD and STRIKE aircraft are suppost to wait at a waypoint before BESLAN and only continue mission once you call them on the F10 Radio (Sets Flag 1= true), Problem is there is also a Trigger that will set (Flag=1) when any blue force enters any of the 6 CAP zones, so as soon as your flight, the bomber flight, SEAD flight or STRIKE flight enter one of these zones, it orders the push (same as F10 radio call). So they all steam into the frey and get attacked or killed way before you might have called the strike in normally. Fixed mission here http://forums.eagle.ru/showpost.php?p=2232559&postcount=4
  11. By any chance do you use the AIRIES Radio addon. I have had no crashes on exit from DCS until recently, when I installed the AIRIES radio addon for realistic radio comms, I have tried several things to find a work around but it still continues to crash just about everytime I exit DCS. DCS has also started to crash out of whilst playing missions, one was the Asset Extraction 1.24 mission and another whilst playing with squadron online. No solution as yet, I suspect it may have somthing to do with either, the Teamspeak overlay / hotkey (keyboard / mouse) settings which aires requires to be set to (default / directinput), I can't run at default because of other issues with SST for saitek joystick, it could also be related to MSI afterburner FPS overlay and Aires. thought I would mention it. Cheers, Ian.
  12. Having a look in the mission you mention, mission 6 I believe. FLAWS Timings and trigger logic I also think that the enemy fight CAP groups detect and engage fighters outside of their assigned target radius. Strike and sead packages are engaged by enemy fighters even before you can take off from the runway. The sead packages and strike packages will dump all of their missiles and bombs if engaged by enemy planes and or Sam sites, so even if they survive they have no armament to finish the mission , ie bombs to bomb the runway to finish mission. Changed Mission No strike or Sead packages sent up until Player is on station at Fence in at Wp3 (Gives you a little time to take out Enemy Response team) Player stays on station until SEAD and STRIKE meet up at WP3 Once all flights in area near WP3, send radio command Do mission as advertized, Strike package will bomb runway so long everything is dead around airfield and they have not been attacked. Attached is edited mission. Regards, Ian.
  13. I must add, I recently come across your old tutorials and really enjoyed them, and yes I think you might be a legend:worthy::worthy::worthy: Shame we couldn't have them in high resolution. Appreciate all that you have done, and that it is to much to ask to do the same again. Kind Regards, Ian.
  14. Sorry, now docs to go with them, I don't use the mode rotary at all. Standard clutch settings in SST, so that you can load a profile on the fly. I use the pinky and mouse button switchs as a mode shifts. Pinky switch, is for less essentual / time critical functions. Mouse button on back of throttle body, is used for anything to do with lights, NVG, HUD, Maverick, etc. Combat and flight essentials on primary mode They are mostly work in progress as I dont fly FC3 aircraft much, just run up some quick profiles, trying to keep similiar functions on same controls for all aircraft were possible. I thought it is usefull for all x52 pro users as 90% of all aircraft keyboard controls are available for programming on any button (You will have to do some work - assign the keyboard commands to HOTAS buttons to your liking). I have programmed it for the way I think, others may not like that style, as I don't like the style of the other profiles others have posted. By doing the work yourself, you learn the setup better anyway, than just trying to use someone elses setup. Cheers, Ian
  15. 1) In DCS controls, wipe all configured buttons on joysticks and HOTAS controllers and only setup flight control axis's. 2) LOAD all SST profiles into the c:\Users\Public\Documents\SmartTechnology Profiles\ folder 3) Runs Saitek Profiler and choose profile for aircraft x52 pro SST profiles attached. Regards, Ian. DCS FC3 x52pro Profiles.zip
  16. Checking it out, might get some ideas on how to do things Thank you for bringing it to my attention Regards, Ian
  17. Sorry for very late reply, must have missed this some time back It is a reasonably simple script, that is why I can understand it ;-):thumbup: More work would be required on script to give it the capabliites you require, past my pay grade I am afraid.:cry: I would also prefer: Respawn Flight Group - When all planes have landed back at a base and have powered down, simulate a reload and go again, or simulate re-enforcements for a tired flight crew. (Looking for a way I might get that done with out using a trigger zone and to much code). I have started to look at LUA coding a bit more, have added a little bit to the script since, only very minor, but works better. Mission setup: AI Flight Groups - (Set Options - RTB on out of Ammo, RTB on Low Fuel) AI Flight Groups - Advanced waypoint commands (flag 999 to true) as a STOP condition on all CAP, CAS, Orbit commands and return to base. Mission Complete Trigger - (Flag 999 set true) Script: SCRIPT - Respawns AI Flight Group when they are all dead SCRIPT - Respawns AI Flight if Leader is NOT IN THE AIR - CRASHED, KILLED or has LANDED. (To be Disabled when I figure out how to check all flight members have landed) SCRIPT - Respawns AI Flight only when All of group have landed and powered down. (WIP) Disabled - RESPAWN on LOW FUEL SCRIPT - Will not RESPAWN any GROUPS once Flag 999 = 1 New LUA Predicate code for DRAGONS the DAM ---------------------------------------------------------------- -- Condition --> LUA PREDICATE: local groupName = 'A-10C #1.1 AI' -- MISSON EDITOR: FLIGHT GROUP NAME local lowFuelThreshold = 0.08 -- RTB when less then this amount of fuel (10%) env.setErrorMessageBoxEnabled(false) -- Message Box on error: FALSE=No Box, TRUE=Show Box -- *********** -- Add 1 to Group Name for new Flight Group when it respawns if barons_respawn_script and barons_respawn_script[groupName] then groupName = groupName .. barons_respawn_script[groupName] end -- Set Flag 999 to true in Mission when Mission is Completed and No more waves of AI Aircraft are needed flag_999 = trigger.misc.getUserFlag('999') -- If the Whole Flight Group is DEAD respawn replacements until Flag 999=1 local group = Group.getByName(groupName) if (not group and flag_999 == 0) then return true end -- If Flight Groups LEADER is DEAD or LANDED respawn replacements until Flag 999=1 group = group:getUnits()[1] if (not group and flag_999 == 0) or (Unit.inAir(group) == false and flag_999 == 0) then return true end --[[ -- If Groups Fuel is below Threshold send out a replacement Flight Group until Flag 999=1 if (group:getFuel() < lowFuelThreshold and flag_999 == 0) then return true end ]] Cheers, Ian.
  18. Re: your video card issues, have a look at my posts here http://forums.eagle.ru/showthread.php?p=2222341#post2222341
  19. Update on my previous post. By lowering your MHZ or voltage, you are lowering the Wattage requirements from you PSU, which may be the case of the problem. My best guess (theory) is that the video driver is trying to boost the clock MHZ higher than the default 3d mode is actually programmed for (maybe too high at a spurious rate - my highest boost clock speed is set at 1071 for a factory overclock, but I have caught it going higher than that, bios has the boost table at 1389mhz as its highest boost clock possible). So my own problem seemed that the low end was under volted, and the upper end was over speeded, Changed the boost table highest 1389mhz to 1071mhz and made video card rock solid. or Your Power settings for a gtx-780 (example) are set to a certain maximum Wattage (225-300w, 250w std) max, if you try to exceed that wattage by running the GPU faster, one of Two things will happen the driver will throttle down the GPU to reduce the wattage load or the power supply will fail in some way, not being able to deliver that wattage (video display corruption, reboot, blank screen problem). So the limits your seeing are that you can't draw anymore more wattage / power, as PSU is not able to supply it, so the driver is keeping it within operating limits. So in summary: Have a 600w minimum PSU - that has the extra 2 x (2x4pin) Pci-e power connectors, and not the 2 x (2x3 pin) - this is what limits your wattage available. M/b with PCI-x 3.0 Slot Nvidia Drivers can vary - some work better than others Side note I run a 620w corsair psu, with only 2x3pin Pci-e connectors with 2x4pin adapters, so I am limited to (75+75+75w=225watts), as the card needs 250watts, I should expect it to be throttled or have issues. I have tried the GPU with a seperate 620w psu with 2x4pin pci-e connects just running the GPU card (75w+150w+150w=375w) but card still played up the same as before I reprogrammed it, so was at factory defaults. PCI-x Power specs http://www.pcisig.com/developers/main/training_material...
  20. Have a read of my Fault diagnose reply in a similiar forum http://forums.eagle.ru/showpost.php?p=2200921&postcount=24 Regards, Ian
  21. real quick answer. In the mission editor for the aircraft group you don't want to start when mission is started, either: Tick the box called LATE ACTIVATION or Change the groups start day at the end of the time fields to a day higher than actual mission day. Time might look like 8:0:0/1 you want to change the figure after the / Now the group will not startup at mission start, You will now need a trigger set up to ACTIVE GROUP when needed. Cheers, Ian.
  22. Very general help, as I don't do it often. Open the missions .miz file with a zip viewer, and you should see several directories listed, there will be one for the CDU and quite a few other aircraft systems like radios, etc. Open the CDU directory and then open the .lua file within with notepad ++ or other editor and find the setting you need to change, change it and then save. Cheers, Ian
  23. I find BUNYAP's "A-10c on the range" videos very helpful for explaining different stuff, he goes more indepth than most videos and has a nice style. Suggest you give them a go, start with the CCRP and CCIP videos Cheers, Ian
  24. Sounds like you have not set utility vehicles at your farp. - Farp / airfield can't be neutral or enemy, must be in control by your faction. - You will need one of the utility vehicles listed from each resource class below for each type of service you wish to have at your farp, and they must be placed within a 90 meters radius of farp. - [RUSSIAN_FARP] = { groundCrew = { [RESOURCE_AMMO] = { "URAL_4320_B", "SetkaKP" }, [RESOURCE_FUEL] = { "URAL_ATZ-10", "ATZ-10", "ATZ-60", "GSM Rus"}, [RESOURCE_ELEC_POWER] = {"Zil_APA-80", "URAL-APA" }, ATC = { [RESOURCE_ATC] = { "Zil_SKP-11", "KP_UG" }}, FARP = { [RESOURCE_NIGHT_ILLUMINATION] = { "Zil_SKP-11" }} [WESTERN_FARP] = { groundCrew = { [RESOURCE_AMMO] = { "M-818" }, [RESOURCE_FUEL] = { "HEMTT", "GSM Rus" }, [RESOURCE_ELEC_POWER] = { "M-818" }}, ATC = { [RESOURCE_ATC] = { "HMMWV_M1025", "KP_UG" }}, FARP = { [RESOURCE_NIGHT_ILLUMINATION] = { "HMMWV_M1025" } When farp, airbase setup properly, you only have to open your cockpit door on landing to talk to ground crew (you can go through the intercom via switching the radio position if you want) Rearm, refuel - Don't need to shut down or stop engines (just leave her idling). Repair - You do need to stop the engines / rotor blades (I just cut the fuel flow via the two red levers next to your left hand and turn off the fuel pumps on the right panel(, when repaired you have to enable the APU , turn on fuel cut off valve and Fuel pump for left engine, set engine selecter for starter, ignite left Motor and watch left engine rpm until it reaches approx 40-50 and then repeat for the Right engine, once both engines above 40-50 turn off APU. Cheers, Ian.
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