Jump to content

Relent

Members
  • Posts

    44
  • Joined

  • Last visited

  1. Thanks Grimes, I'll try to research what you've suggested. Relent
  2. I scanned through this thread and I think these trigger suggestions haven't been covered yet.... - PART OF GROUND COALITION IN ZONE (and OUT OF ZONE) - PART OF AIR COALITION IN ZONE (and OUT OF ZONE) We have PART OF COALITION IN ZONE (and OUT OF ZONE), but it can be a pain if an aircraft of that coalition flies through the zone and triggers something. It would be nice if the trigger would only fire if a ground unit from a particular coalition entered the zone. - NUMBER OF GROUND COALITION IN ZONE This might be helpful for determining if objectives were met. For example, if we put 50 static ground units (or moving units within a zone area), we could have a trigger when the number got to 0 so we'd know all units were destroyed. Otherwise, we have to check each group to see if it's dead, set a flag, etc, etc,. This would save time Thanks.
  3. +1
  4. OK, sort of figured it was a limitation - what about my suggestion for one more level of skill for the AI vehicles below the current lowest of "average"? Just to give the CA ground unit drivers a fighting chance if we want to use that level in our mission building? Thanks...
  5. Yep, same for me, this is the one thing that frustrates me to no end. When manning vehicles, unless you hide behind terrain (if available) or buildings, you are dead within ~5-10 seconds as soon as you are in line of sight to the enemy AI vehicles and in range - through forest/trees or not. It really affects play-ability, and mission set up. You have to constantly move out into the open, fire and then roll backwards to hide. If the AI-seeing-through-trees issue is not going to be resolved, can the AI have one more level called "stupid" so we have a chance in ground-to-ground combat? Because even at the lowest "average" skill I am usually dead within ~5-10 seconds from ace-cannon shots disguised as average AI :).
  6. I did remove the joystick axis mapping, first thing, this why I posted :). I would rather not unplug my joystick as I would then not be able to jump in a cockpit to fly unless I exited the mission (eg. when hosting). As for a dead zone, as soon as I remove the joystick axis mapping, I don't think I have the ability to adjust the axis settings (ie. fine tune axis). I could add a larger dead zone outside of the sim, but that would affect other sims or DCS aircraft which I don't want to do if I can help it. No one else has had this issue? Interesting if so. Thanks
  7. Does anyone on the dev team have any comments regarding this issue? Thanks...
  8. I have no axis mappings to my joystick, however, when I try to accelerate using "W" it won't work unless I have my joystick (MS FF 2) centered or even slightly pushed forward. It seems that CA is using my joystick position for the acceleration function in conjunction with the "W" key. Is there a way to truely have CA ignore the joystick so that the "W" and "S" keys can be used without interference/competition with the joystick y axis? Thanks...
  9. OK, I tested it out, and you're right Parias, the mouse does control the turret elevation and rotation by default. One more question... I want to invert the elevation control for the mouse, but since there's no way to edit the mouse Y axis, there's no "Invert" check box to check. Any ideas? Thanks..
  10. Hi all, I'm sure this has been asked before, but I haven't found anything definitive in the forum search. Where, exactly, are the keyboard/joystick/throttle/rudder pedal mappings stored in the DCS file structure? I had to uninstall/re-install DCS and all of the modules after upgrading my OS, and I hate having to re-enter all of the key mappings again. I thought the mappings were stored in: ...\Eagle Dynamics\DCS World\Mods\aircrafts\<aircraft or FC>\Input\<sim/game or aircraft>\joystick\*.lua but after updating the key/joystick/throttle/rudder pedal mappings for a few of the aircraft, the date/time stamp for files under this structure haven't change. This leads me to believe they are stored elsewhere. WHERE???????!!!!!!!! My back is going to give out sitting here clicking away. Can anyone give me a definitive answer on this? A big thanks in advance! Relent
  11. Hmm, handy, thanks...
  12. Hmm I'll have to check it out. I had to reinstall DCS so I'm going through and mapping all of the keys for all aircraft, etc. Needless to say it's taking me a while so I'll eventually test out CA. Thanks...
  13. Hi all, I'm trying to set up my CA controls (using DCS 1.22) and realized I can't assign the turret rotation and elevation to my mouse. When I look at the Options -> Controls -> Ground Unit -> Axis Commands, when I double click on either of the two rows mentioned above (turret) in the Mouse column, I can't do anything.... no dialog comes up, I can't select the "Add" button... what gives? Are we no longer allowed to use the mouse for rotating the turret or elevating it? Thanks. Relent
  14. I created a new bare bones mission and put all of the aircraft mentioned in as start from ramp and also start from runway and I was able to spawn OK. I'll have to figure out why my other mission had issues. Thanks...
×
×
  • Create New...