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Everything posted by ENO
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I definitely have no trouble testing it out. I'll post my findings. Thanks for taking a moment.
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http://forums.eagle.ru/showpost.php?p=2006579&postcount=73 Any chance any of you are running this ^
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Funny thing happened last night when one of the guys in the server said there were rows of vehicles approaching... I was in a red slot watching and there were no red vehicles there. He INSISTED there were red vehicles and I INSISTED there weren't. I finally relented and went over to look and sure enough one of the vehicle advances that was supposed to be there actually was... but nowhere on the map. I've been having issues with units that are "visible before start" and late activating showing up on the map or even just activating. Anyway, it happens hear after Nacht gets shot down by a strella probably near the end. I join a SU25T slot a couple times on red to see what's going on... Track attached. I have some photos as well- it shows the time but they're on another computer. I'll add after. https://drive.google.com/file/d/0B8MeQLQ7pOpjX1VDbklycmlMS1E/edit?usp=sharing
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4 31s... The whole point of my thread came from that announcement that the 31 v3 was being introduced and it fit in line with an experience I had where I was able to use 2 to destroy one or the other (I can't remember, it was during the stress tests for 127)... but it's been made quite clear to me that whatever the reason, it isn't modeled for the A-10C version of the weapon. No biggie either way- but it's good to get it cleared up in my mind.
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Well- just checked on the ammo bunkers too and it takes 4... so something is astray.
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You can put it wherever you want but you have to look in the thread mentioned above to see where X 0, Z 0 is located. You can then use the measuring tool to measure the EW distance and NS distance (keeping in mind I think you have to convert it to meters... which seems a bit ridiculous but I think that's how it works. You then measure the distance you want up and over from the 0 point mentioned in the other thread. Keeping in mind however that you'll need to place the cyclone in the vicinity so the weather can "react" around it.
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I think the reason you're having the issue now is that as soon as you click save next to the dynamic weather it saves over the file that you chose. What I think happened (if it's the same thing that happened to me) is you chose a file, then clicked "save" next to the folder which ended up saving the stock profile over the weather file that you had selected. So now every time you try to problem solve it, you're still just loading the stock profile. I had to go back, choose the download again from my downloads, move it back over- delete the other version- and go back through the process as described.
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During the stress test I'd made I had a couple of HQs that needed to be destroyed- at least I thought they were HQs but now I'm thinking they were ammo bunkers... Anyway- that was what lead me astray.
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I thought it was more like the Mav in which actual "load" and guidance systems were more modular- swap out something hard cased for the soft case and voila bunker buster. Swap out this package for that package and you have something that looks the same but is in fact very different. Okay well that clears that up. Thanks.
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SW-NE FRONT It sounds like you might have made the same mistake I did- for a long time. Go into ME, into weather... go down to where it says default weather and pull up your desired weather in the window. Then click the file folder looking thing that says "LOAD" when you hover your mouse over it. THEN save the mission... you'll see the weather pattern change when you "load" it. I think if you selected your pattern, then clicked save- it would have saved over your weather file with the default weather- I think the "load" step is the one you're missing. The shots above were taken from that pattern at various different parts of the map.
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So in the change log for the 127 release that 31 isn't even the one we can use? "Added new GBU-31(V)3 penetrating bomb."
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Crashes have been WAY down but then again I don't run anything like the 51st or 104th... I do still have a couple of nagging problems- One of them is watching infantry skidding around on its knees or just not moving at all. I know they're danger close when I try to get them to move and they stay still. Someone mentioned the idea of moving "real" infantry (that actually runs and moves around) in the db_countries to the "not real" (on knees all the time sliding around) infantry spots... I can't remember who had the good stuff anymore though :(
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I think it was when 127 came out that the 31 penetrators were adjusted. I remember testing them and it only took 2 to take out a comms center. (Okay- now I'm doubting myself... maybe it was an ammo dump...) I just went to destroy a CC in a mission tonight and it took 4 of them again... did these AWESOME weapons get pushed back to mediocrity? :cry:
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I've loaded version 5 beta but red survivors always seem to show up as blue. Country on red is Abkhazia- which I think is red by default so not sure where I'm going wrong?
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Thanks C0ff... hopefully that gets him going again.
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Seems to look okay spec wise... Done a repair yet OP?
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It's Friday again (soon). Anything new to sweeten the weekend?
ENO replied to blackbelter's topic in Chit-Chat
Yeah- definitely this. -
So on a fact finding mission I went into that file to line 131 and took a look at what it was. Mine looks like this starting at 131: return Factory.createClass({ construct = construct, setValue = setValue, setEnforceable = setEnforceable, setValues = setValues, checkbox = checkbox, radio = radio, slider = slider, combo = combo, low = low, medium = medium, high = high, staticName = staticName, checkboxName = checkboxName, radioName = radioName, sliderName = sliderName, comboName = comboName, Item = Item, Range = Range, }) Makes me wonder if you copy and paste that into yours if that would work... What does yours look like?
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If it were me, I might just leave the ground start units in and add the additional units- that way you don't have to mess with anything existing. Just copy (cntrl c) and paste (cntrl v) the aircraft you want to move to WP 3, delete those waypoints... and as said before change the new position to turning point instead of cold start... and now you have the best of both worlds
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Thought I'd heard something about a module manager problem from before... I'll need to go look around for it. If it were me, I'd probably try to do a clean install of 128 without any additional modules and see what happened. If you've been loading the ED files, it might be worth trying the steam files... It's a weird problem... for sure.
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Very strange... Be interested to get some input from someone more knowledgeable than me- Which modules do you have loaded?
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Does it affect MP starts as well as SP start?
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Hmmm- how did you do the udpate? As silly as it sounds- sometimes a restart helps.
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If it were me I would go to this file: \MissionEditor\modules\Options\DbOption.lua and rename it DbOption1.lua and then try another repair. At least that would be my first step. That will get the file rebuilt- I would also consider a "saved games / dcs folder" rename to dcs1 since there is also a mission editor entry there. If it doesn't work, you can delete the folder that is added during a repair / restart and we can return to the drawing board.