Jump to content

Apache600

DLC Campaign Creators
  • Posts

    835
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Apache600

  1. A single update made. (thank you @Minskyfor letting me know about this) Persian Gulf Variable v1.8 - Fixed Script problem that caused CTD every time a guided munition hit a target. And my apologies for not having made updates to the rest of the missions (adding newly released aircraft and so on). I've been rather busy with many other on going projects for DCS. To give a few examples ... The Channel Variable is 99.999% complete. I've been very happy with all the recent tests. And I've also been going full speed ahead for the last few months on the newest campaign. Just completed preliminary testing on mission 22. I have 27 missions slated for the campaign, and there's still A LOT to do. But it's coming along. Brush up your skills on the Harrier
  2. @Blackbird7 I'll take a look, but the trigger should just linked to the helicopters dying ... not how they die. I'll check it out.
  3. Awesome Great to hear!
  4. Alright, update for ya @Minsky Removing all triggers that have to do with MIST or LUA scripts (the triggers with building destruction or AWAC / Tanker spawning) and the problem is fixed. Not sure yet which trigger it is that's causing the issue, but after removing a bunch of them, it cleared the problem. I'm out at work now, and don't have much time to diagnosis further, but at least it looks like a fix is possible and shouldn't be too hard to hunt down.
  5. Thanks for doing some leg work there Minsky. This one sounds like a pesky bug. Gonna see what I can find.
  6. really weird. I do have Mist running, but that should be it. I think I have it spawning in the Air-Air Tankers. Any chance you would be interested in deleting the trigger (should be one of the first few triggers in the list) and see if the problem still happens?
  7. @Minsky That certainly is odd! Does this issue happen on other missions in Persian Gulf Variable 1.7, or just Oil Money? I'll see if I can't take a look at this and see if there's anything funny going on
  8. awesome, glad you narrowed down the issue. Hope it's working for you now.
  9. F10 radio menu. Gotta press " \ " or whatever button you use to bring up the Comm Menu. It's the same button you use to tell the ground crew to re-arm/re-fuel, or to talk to Tower.
  10. Awesome, glad to hear it's fixed. If you've completed the next mission(s), you can always use that F10 radio menu "Auto Success" (available only in the first 30 seconds) to skip to the next, which it seems you may already know about ... if you were able to skip ahead before.
  11. Would ya look at that! Thanks Bog9y
  12. ... I didn't think you could manipulate the water load. Thought it always started at 100%
  13. Looked through the mission, everything "should" be working fine with the triggers ... very odd. I will add a fail safe though, just incase things don't happen accordingly ( if the AI decides to wander off ... which it sometimes likes too)
  14. Found an issue between the gross weight given in the ME, and the gross weight the jet thinks it is in the game. (though it seems the numbers will match if I have bombs on the wings, even in this scenario) 2x Aim-9M plus 2x Empty 300gal drop tanks, fuel low at 17%, 1318 lbs. Difference is more than the weight of the stores. Picture of MFD was taken 2 seconds after missions start. (hot start on ground) - Apache600
  15. Howdy there, If you bind a key to turn Comm 1 or 2 preset selector left or right (to change radio channels) which is titled in the controls as [UHF Radio 1 (or 2) Preset Channel Increase (or Decrease] ... as opposed to putting your mouse over it and using the middle scroll roller to change it, then the trigger function [X: Cockpit Argument in Range] (I'm using: argument 300 for comm 1, min = 0.01, max = 0.02) is not recognized. The Key Bind DOES actually switch the frequencies. So you can go from M to 1 to 2 etc. However, if you look closely, when you using the key bind, the graphic of the selector knob does not rotate (as it would if you used your mouse scroll wheel). This, I believe, is why the [X: Cockpit Argument] does not work, because it's not actually turning the "physical" knob on the UFC. - Apache600
  16. Hey NineLine, I really appreciate you taking the time to look into this. Just a few days ago, I took a deeper look at it, looks like I had a static object (fuel tank or something) that was a little to close to the spawn point for the Sim to want to assign something to the parking spot. I moved the stuff about 5ft further back, and got the plane to spawn in the spot. Thanks again bud.
  17. Sorry guys, the update didn't make the Open Beta release today. I figured that it wouldn't have made it since I submitted it yesterday, but I still held onto a little hope.
  18. Alright, the mess has been "fixed". Revision submitted, hoping it makes the next OB. Unfortunately the fix had to come via a 'fail safe' that I had to add. Watching the A.I's Kh-25 missile, it would miss its targets, falling short of the enemy by 70 or so feet! The F-86 version works as intended though, so no fix needed there.
  19. Fixes submitted, thanks guys. Not sure if they'll make the beta that may come out tomorrow, but here's to hoping. The A.I. was taking off with a 4 meter/sec tailwind on Runway 04, i'm guessing it's the "preferred runway." The threshold used to be 2 m/s (if i remember correctly) in order to get them to switch to the runway for the headwind. I changed the wind to 5, and that did the trick.
  20. Hey guys, I really appreciate some of the research you're doing here. Attached is a picture of the waypoint actions this aircraft SHOULD be doing. He should be attacking the Vulcan first, then the Bradley. ... instead though, as your history has pointed out, he's attanullcking Unit #004 ... which is 10 miles away from where he should be looking at! The A.I. certainly has changed. I'll see if I can't get this thing resolved soon - Apache
  21. Odd. With all the patches and stuff that ED has done, this guy has always been faithful to his mission. I'll check it out, thanks!
  22. Oh man, I'm so sorry for this horrifically late response. Read it when you first posted, and thought I left a response ... I guess I didn't, sorry. Thanks so much for the review on this mission. It is definitely one of my favorites as well. When making it, I thought this mission was going to either be a hit or a dud. A hit for people who are already pilots and remember doing VFR flight planning, or a dud for those who want to go from A to B and do rocket runs with big fancy explosions (i guess you get a little of that just not the direct route). All in all, it came out to be a pretty fine balance of enough slop that people can do it without fretting to much, but enough precision that you still gotta keep on track with the flight plan Thanks again for the review! - Apahce600
  23. Caucasus Instrument Nav Lollapalooza Download Link: https://www.digitalcombatsimulator.com/en/files/3326749/ So ... you think you're a pilot, eh? Well then, welcome to the Caucasus Instrument Navigation Lollapalooza mission by Apache600. This mission was created for Navigation training only. The only enemy out there is mother nature ... and yourself. Trust your instruments (don't forget your pitot heat) and keep your scan going! Every platform in DCS is available in this mission, and each one’s individual flight plan can be found in the kneeboard. Default Weather for this mission is: Metric: Information Echo, time 1553 zulu. Weather, wind 040 at 3 m/s, 1 kilometer, Mist, Ceiling 300 overcast. Temperature 12, Dew Point 12, QNH 760 Imperial: Information Echo, time 1553 zulu. Weather, wind 040 at 6 knots, 3/4 mile, Mist, Ceiling 900 overcast. Temperature 12, Dew Point 12, Altimeter 29.92 1553Z 04006 3/4SM BR OVC009, 12/12 A29.92 Get from A to B following the flight plan for your specific aircraft. Simple as that! All flight plans are located in your kneeboard (R+Shift K, then Bracket Open to find the Flt Plans) Adhere to runways assigned to you by ATC for takeoff. When calling for approach though, refer to Flt Plan and associated notes instead of ATC guidance.
  24. When spawning in an aircraft at ramp spot #16 at Merville Calonne, it actually spawns in at slot #13
  25. Caught a pretty big mistake to the Krasnodar Variable. Here's a quick fix (plus TACAN beacons) Krasnodar Variable v2.4 - Swapped out a WWII Asset soldier that mistakenly made it into the mission - Added 3 TACAN Beacons, 1 to each of the 3 allied airports listed in the briefing pages
×
×
  • Create New...