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Everything posted by Boshar67
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What is the official startup tutorial mission missing?
Boshar67 replied to Pajeezy's topic in DCS: A-10C Warthog
Take a look at the check list from the 476th VFW. It will give you what you are looking for. http://www.476vfightergroup.com/content.php It is in the downloads. -
Also, you don;t have to end the mission in parking. Just complete the goal requirements.
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Ending Mission Not sure whether or not you get credit for finishing mission in replay. I kind of doubt it. However, if you look at the campaign mission in the mission editor, as I mentioned earlier, it will tell you how the points are allocated. In the earlier missions, you basically start out with 50 points and get another 50 for accomplishing some task. If you end up with the original 50 you may end up doing the same mission, or doing another mission at the same level. The campaign will go back and select the next mission randomly. I thinke there are 3 or 4 missions at the level you are playing at now. Once you get over 50 points you go to the next level of the campaign. Again, would be a good thing to read up on how to create your own campaigns. It will make things clearer.
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Ending a Mission You are probably mission some of the objectives that give you points for the campaign mission. In campaigns, you must get above 50 campaign points for the mission to advance. Hitting some of the waypoints may provide you the points you are missing to get you above the 50. Read up on how to create a campaign and it will explain the point system and how you go back in the campaign (scoring less than 50 points), stay at the same level (scoring exactly 50 points), and advancing (scoring above 50 points). Lastly, you might go into mission editor, pull up the missions you are playing in the campaign, and look at the mission objectives. That will tell you exactly what must be accomplished to meet objective goals.
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I just want to reiterate the significant issue brought up in previous threads about the inconsistent ability of units being able to cross bridges due to log jamming or simply getting stuck on the rails of the bridge. This bug makes it virtually impossible to create a mission in the ME depicting ground units crossing into Georgia from Abkhazia, or vice versa. There is only 1 crossing point across the Inguiri River, and the river itself is too deep to allow for an amphibious crossing. As discussed in previous threads, the problem can pop up on any bridge on the map. I don't think I am alone in thinking that this is not a mere inconvenience, but a significant bug that affects the deployment of all ground forces in DCS World and associated modules, and warrants some immediate attention by Ed. ME design work arounds such as deactivating and reactivating units to the other side of the bridge is tedious and unrealistic at best. A fix to this issue would make a great simulation even better.
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Is there any way to have the dynamic weather regenerate each time a ME created mission is played, thus giving a randomization for the weather each time it is run? Thanks
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I have created a SP mission where my A-10 Player pilot ejects. On eject, a UH-1 is activated and flys to the ejected pilot's location and lands. I can walk the downed pilot to the UH-1. My objective is to jump into the huey and take over as pilot (alt J). I have been able to do this on a couple of trail runs, but on others I get a "Unable to enter vehicle, unit is dead" message. My pilot is obviously still alive, and in some trails where message occurs, his abandon A-10 is still in the air and has not crashed yet. The huey is on the ground and running, so it is not dead. Does anyone know why the message appears? Again, there have been some test flights where I have been able to take control of the huey, while other times (and more frequently) I get the message.
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I tried a different tack, without the results I am looking for. I set up an unactivated UH-1 and then bailed out over a trigger zone. My intent then, was to have the huey fly to the zone and land. Once landed, I would jump into huey as the pilot, simulating pickup. Tried a couple of ways to use the ejected pilot in zone to trigger activation. Did not work. I am not sure who holds the unit's identity once the ejection occurs; the aircraft, pilot, or neither. It appears that once the ejection occurs, the unit's identity for the purpose of activating a trigger goes away.
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Does anyone know how to spawn a pilot on the ground. I want to fly A-10 mission and if shot down, eject. Once on the ground I want to jump into UH-1 and essentially go pick myself up as a SAR mission. Idea is to preset several PZ's and allow sufficient time for down pilot to simulate walking to nearest PZ. This would be simulated by spawning pilot in PZ. Then pick up in UH-1 that I am now flying. Would be something like: Once (on eject)>altitude 0>set flag true; time since flag>group activate. Only I don't want to spawn an infantryman, but a pilot. Can this be done anyway, i.e. lua? Any ideas would be appreciated. This would be integrated into a much larger SP mission.
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Trying to install Tars into DCS world. I am getting an "access to the DCS World .../tars' path denied". Any ideas on the problem and how to rectifiy. Thanks
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I want to have the JTAC make the initiating call to my A-10 once he is on station. Something along the line that the JTAC has a target to hand off and wants to find out if an A-10 is available. This would be a triggered call. This rather than the A-10 making his initial call and the JTAC has no acquired targets yet. Anyway, that's my objective. I have seen references to "Radio Beacon/unit transmission" but it is apparently not available anymore. Is this true. It seems like it would be ideal for what I want to do, being able to set the unit, frequency, etc. If it is not available anymore, does anyone have an idea on how to optimize either the "transimit message" or "radio transmission" to do this? Also are .wav files or ogg files used for the message.
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I want to have the JTAC make the initiating call to my A-10 once he is on station. Something along the line that the JTAC has a target to hand off and wants to find out if an A-10 is available. This would be a triggered call. This rather than the A-10 making his initial call and the JTAC has no acquired targets yet. Anyway, that's my objective. I have seen references to "Radio Beacon/unit transmission" but it is apparently not available anymore. Is this true. It seems like it would be ideal for what I want to do, being able to set the unit, frequency, etc. If it is not available anymore, does anyone have an idea on how to optimize either the "transimit message" or "radio transmission" to do this? Also are .wav files or ogg files used for the message.
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In the mission editor, how do I add details, like the map, to the briefing. How do I take a picture of the map and then insert into briefing? Thanks
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Where is a good source for the complete symbology output for the A-10's ALR-69 RWR?
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Using Modman's installer, I get the following error message when running v 1.01 Black Shark, following installation of Blindspot's ME Mod: \blackshark\modules\me_traceback.lua:68:module 'minzip' not found no fileld package.reload['minzip'] no file '..\luaui5\minzip.lua' no file (this repeats listing serveral other no files) no file 'C:\Program files\eagle Dynamics\Ka-50\bin\stable\lua-minzip.dll' no file 'C:\Program files\Eagel dynamics\ka-50\bin\stable\minzip.dll Can anyone give me detailed steps on how to install Blindspot's me mod. Thanks in advance.
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When creating missions in Mission Editor, how do you add mission graphics to the map (i.e. Axis of Advance, phase lines, etc.)?
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Using Modman's installer, I get the following error message when running v 1.01 Black Shark, following installation of Blindspot's ME Mod: \blackshark\modules\me_traceback.lua:68:module 'minzip' not found no fileld package.reload['minzip'] no file '..\luaui5\minzip.lua' no file (this repeats listing serveral other no files) no file 'C:\Program files\eagle Dynamics\Ka-50\bin\stable\lua-minzip.dll' no file 'C:\Program files\Eagel dynamics\ka-50\bin\stable\minzip.dll Can anyone give me detailed steps on how to install Blindspot's me mod. Thanks in advance.