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Relent

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Everything posted by Relent

  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...
  15. Is there a bug in DCS Core whereby you cannot spawn an aircraft/helo at Gudauta airfield? I set up a mission with A10C/Ka-50/Su-25T aircraft (all "client") and when I attempted to spawn (i.e. hit "Fly") I was never put in the cockpit of any aircraft chosen. I updated the mission and removed the spawn points and put them at another airfield and have moved on, but it was unfortunate that Gudauta could not be used as an initial spawn point (I am able to land on it and rearm/refuel/repair, however, as I put fuel/supply/Humvee objects at the airfield).
  16. Unbound what? That's the question :). I don't see anything to bind the bino view except opening the view with a 'b'... Maybe CA does not yet support the Logitech Trackman Wheel mouse - can someone in QA verify this? And if it's not supported, can it be? I have no problems with this mouse when running A10C, BS2 or DCS (Su-25T), so I don't understand the issues with CA. Thanks...
  17. Is there a way to assign the axis controls for the bino (i.e. "b") view? When I get to the bino view, the only way I can move it up/down or left/right is with the numeric keypad - moving the mouse does nothing. Due to this, the bino view is worthless for me as hitting any of the numpad keys moves the crosshairs a significant amount, thus I can't precisely put the crosshairs near a target to use smoke, etc. This is similar to the issue I have with the mouse controlling the turret rotation/elevation, but at least with that I was able to use the "axis tune" screen to get the game to see some movement from the mouse, but it's still not working as it should. Thanks.
  18. OK, thanks Grimes, I wasn't sure - the thread mentions the AGM-84E, but the A version also has the problem, FYI. In any case, hopefully it'll be fixed in the next update.
  19. I made a mission that inadvertently exposed a bug with the AGM-84A and AGM-84E where when they "hit" the ship they actually fly right through it without exploding and continuing on (and continuing to try and hit the ship over and over again). I set up a quick test mission with F-18C and A10C aircraft using the AGM-88, AGM-84A, AGM-84E and AGM-65 missiles. The AGM-88 and AGM-65 worked fine, exploding when they hit their ship target; the AGM-84 variants didn't. I've attached a track. AGM84AE_Bug.trk
  20. Is that 60 minutes set in stone? If it was changed to 30 minutes or less without adding any other requirements it would be a bit better for gameplay IMO. That way you could send them out of harms way for a shorter period and be able to have them rejoin the fight somewhere much sooner..
  21. Thanks, I appreciate it guys - let me know if you need an explanation regarding any aspects of the mission. Relent
  22. Thanks!
  23. Grimes, since I can't seem to attach screen shots in private messages I'll do so here to explain what to look for in the track with two items. You can see this occurring within the first 10 minutes so you don't need to look at the track for very long. You'll just have to hit the F7 key a few times (quite a few!) to get to the RED units in question to observe their behavior, then you can check out the mission file to see what they SHOULD be doing. Basically the two items I'm showing are Recon Group 2 (4 vehicles), which are moving off-road near a bridge, when they should be on the road for most of their movement until the very end of their waypoints. The second is Recon Group 3 (4 vehicles), which is supposed to be static at a T in the road, and they have been commanded to move. As stated, in the ME there should be no RED ground commanders, just BLUE. The first image shows Recon Group 2 in the ME, showing the waypoints ON THE ROAD for the first 15 minutes of the mission until they get to their destination near Recon Group 3, when they go off-road slightly and stop. The second image shows Recon Group 2 doing some off-roading, clearly commanded by a RED human commander. The third image shows Recon Group 3 in the ME, showing that there are NO waypoints - i.e. they should be at the T in the road as static units. The fourth image shows Recon Group 3 moving north away from the T in the road, where they are supposed to be static for the entire mission (or until destroyed :) ). I hope this helps clarify part of what you should be looking for in the track/mission file I provided. Thanks! Relent
  24. I couldn't drop the GBU-38 as well last night, as I had ALN UNS under the weapon indicator in the DSMS... I had the target locked on TMS, was in CCRP mode, and was lined up on the target properly, with the range circle forming and the MAN REL cue coming up on the HUD, but no release. I guess I need to do some reading to figure out how to align the EGI so the ALN UNS is not displayed and RDY does display - any quick hints? Thanks. Relent
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