-
Posts
369 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Wood
-
DCS-SimpleSlotBlock - Multiplayer Slot Blocking Script
Wood replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Ok thanks for the quick reply on this. -
DCS-SimpleSlotBlock - Multiplayer Slot Blocking Script
Wood replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Hi All Ciribob, just a quick question on this. With respect to "Reserve Aircraft Slot". When I create a flight on a mission I normally create the flight with 2 or more aircraft. I've noticed that when reserving the slot on a particular flight of 2, only one aircraft will show as available and the number 2 slot is switched to an actual AI instead of client. Example: 2 flights of two aircraft prior to to the script. Group 1 Lusty 11 Lusty 12 Group 2 Lusty 21 Lusty 22 After adding the script. Group 1 Lusty 11 Group 2 Lusty 21 The wingman on each flights are now switched to AI instead of client. Is there a way to actually use the script for flights with multiple aircraft instead of just one? Thanks in advance. -
Hey thank sure for the reply. But I’m not sure this is the same as the issue I’m having so I’m unsure why this may be the issue. From what I’ve read on it I don’t see it. I can leave the server running for days with no issues with people leaving and joining anytime. The issue is when the mission is restarted through Slmod. It restarts with no issue but does not launch automatically. It reloads but only to the briefing screen. That’s it. Ive also tried loading another mission through the command and have seen the same results of only loading to the briefing screeen and no further. Thereby making me physically Sorry if I was unclear. Mark
-
Good Day everyone. Question? The question is about admin status and the ability of admins restarting mission through the chat window. I'm running Simod with 2.5 Openbeta and have found that members that are when admin restarts mission the mission will restart ok but will not go move past the briefing screen making it pointless in restarting the mission through simod via admin status. In order for the mission to actually restart I have to either physically be on the server machine or through teamviewer to select briefing and then fly in order to bring the mission up. :doh: It's most likely of me not understanding how it all works or something I don't have setup properly in the server itself. Am I missing something at all when it comes to missions been restart automatically anytime the server is restarted by an admin using -admin restart or -admin load. Thanks for your help in advance.
-
How long has the website been down for? Unable to fly multiplayer or update until fixed. :unsure:Was so looking forward to blowing off some steam today. :cry_2:
-
Thanks for the quick reply. I’ll look into doing it with mist. Still a little unfamiliar with it using the scripts but it needs to be done. Thanks again.
-
This may be a silly question but I can't seem to find the answer anywhere. 1. Currently on a New NTTR MP mission I'm doing I have several triggers assigned to certain tasks. Two of which are assigned to activating Live Fire Ranges. 1st is set at Leach Lake range that when entering into the assigned Zone gives the player the ability to activate the Air Defense there in the F10 menu. (Works Great):thumbup: 2nd on is set within Range 76 and gives the player the ability to activate 5 different SAM and AAA air defense units through the F10 menu. (Works Great):thumbup: 3rd is a Zone above the Belted Peak and India area that will allow the player to activate 8 different Adversaries again through the F10 option. This option also works well but for some reason only six option show on the selection through the F10 menu. :huh: 4th is trigger zone that will allow the player to call up a KC-130 for AR-231V on departure at the flex turnout again through the F10 menu option. (Works Great):thumbup: My question is referring to 3 is there a limit to how many options that can be made available on the F10 option? Another question that I can't seem to find the answer is. An object spawned in this way if left alone how long does it stay within the mission before deleting itself. Example. If a player calls up an adversary and gets shot down. The adversary will land at the nearest AB when bingo fuel. Once landed does anyone know how long they are in the session for? Thanks in advance.
-
Hey guy's Man didn't want to stir the pot hear. Everything is going good and I'm working through this from all the input here. I do thank everyone for their input as it is all valuable information. I'm not going to lie here but there forums need to be updated and pruned as there is information here that is so out dated and dead links. It makes it quiet difficult for a new comer to start learning. It's not that people don't search for things but when its all over the map it gets very frustrating. :helpsmilie::helpsmilie: I totally agree and again thanks for everyone's input. Learning Lau is something that is valuable and will eventually will happen but people need to learn the basics first.
-
Fortification units been substituted with Armour. Why?
Wood replied to Wood's topic in Mission Editor
Thanks for the Reply but already do have that. My bad should have indicated that. -
Thank you Sir so if I may ask. Starting within the Carrier control moving zone. How would I prevent a message from displaying until after I exit that zone and reenter it when it actually suppose to trigger the message? Would it be something like this? TYPE Mission Start CONDITIONS FLAG IS TRUE (2) UNIT INSIDE MOVING ZONE ACTIONS FLAG OFF (2) TYPE ONCE CONDITIONS FLAG IS FALSE (1) UNIT INSIDE MOVING ZONE ACTIONS FLAG ON (1) MESSAGE TO GROUP Just a quick not this seemed to not display the message during mission start while in zone
-
Hey everyone. Wow, in the past couple of weeks I've been digging into mission designing. Started developing a totally new NTTR range mission and placing targets according to Google earth. Within this short time I definitely see alot of incredible things with DCS and its entity and also its short comings. Needless to say its very frustrating after spending so much time creating and placing units accordingly testing and saving different versions of the mission. Im sure alot of you have seen this and wonder if its a problem that can be rectified. I've been using the units that have been so kindly shared from the 476 Range Targets 22OCT17. So thank you guys for this. However, this is what I'm seeing so far. In the last week I started redoing NTTR range mission from scratch. Each time I worked on it I would create a new Version and am up to V29. Everything up until that time was working good and within the Mission editor and testing SP I'm seeing units placed exactly to where and what I've placed. UNTIL... I post this to test in multiplayer. As soon as this happens every unit I placed using the 476th range targets is substituted with a default Armour unit. Very frustrating to say the least... **** Just to make sure both client and server have same addons, so that is not the issue.**** So if I may ask. Is this is an issue with MP or is this an issue with the Range targets. If someone can point me in the direction of other addon targets or provide me with other suggestions... It would definitely begin the cool down process of my blood boiling.. :smilewink: Thanks in advance
-
Hi guys Thanks for the replies. I’m very new to this so this is defiantly going to take some playing around with to make it work. Basically this is what I have set up so far. I have on trigger that is 60 nm in size that represents the carriers area control. Entering into that you will get a pop up message giving you BRC case recovery and Charlie time. The second trigger for the paddles contact is set to a size of 2500ft or so to represent the min and max abeam position where one needs to be in the pattern to trigger the paddles contact call. The third is set very small about 900ft and places astern at 3/4 of the boat for 3/4 mile call the ball. I’d really like to take this further but need to learn as much as I can first. I’ll try to set flag values and conditions as you guys indicated because for some reason as I mentioned earlier as soon as I’m the boat the paddles contact ogg starts playing and I’m not even in the zone.So I’m thinking that it is impossible to have a trigger at certain position around the boat. As soon as it is assigned to the unit it attaches itself at centre point. If that makes any sense. On another note it would be great if Paddle from VLSO would develope for DSC as well. So again thanks for the replies. I look forward to the challenge
-
Hello Can anyone tell me if moving triggers can be assigned to boats at a particular distance away from the boat or does it automatically attach to the unit? Example I've put a trigger behind the boat that will trigger a 3/4 mile Call the ball from the LSO. However as soon as I test it and am on the deck during start it begins to action the trigger. Thanks
-
Good day everyone Quick question, is this script still working in 2.5? the reason why I ask I for the life of me can't seem to get it to work using the script above which is on the first page of this thread. I'm using the latest mist_4_3_74 I have 3 tankers departing from Nellis at different times and are suppose to RTB at a particular WP. I've created a trigger zone over Nellis that when leaving the zone they will trigger the script as far as I'm understanding this. First I see a few things going on. The KC-130 tanker when beginning it's RTB does not even attempt to head back to home plate it lands at the closest airport. When it lands nothing happens. Very frustrating to say the least so I requesting any help on this... Please and thank you.. Wood
-
Hi All Looks like a great program but does this work with 2.5 at all? Just installed 7.5 version and it seems to be working. However, It says that it will created a ServerAdmins.lua inside Saved Games/DCS/Slmod. For some reason its not creating the ServerAdmins.lua as well when I type -admin add <XXX> to add an admin it will indicated that there is no registered user by that name. Any help would be appreciated so thanks in advance EDIT: Go figure as soon as I posted this I got it fixed. So disregard and thanks Wood
-
Thanks for the reply and the actual problem on that. The repair did nothing so I uninstalled the F5 and reinstalled. That seemed to fix the problem. Any idea why that would have happened?
-
F/A18E/F Super Hornets block 1 and BLock 2 E/F ( lot 26)
Wood replied to Kev2go's topic in DCS Core Wish List
+1000 YES Please -
This is not good. Flying the F-5 for a while now and all of a sudden I jump in the pit again only to see nothing. Has anyone seen this. No textures whatsoever. Seen all the threads on the no textures but can't resolve this issue. I have no issue whatsoever with any other aircraft. Any suggestions to recify this would be welcome and appreciated thanks. Wood
-
[REPORTED]In MP enemies does not appear in the MAP
Wood replied to Hornet81's topic in Multiplayer Bugs
I’ve tried this with this mission and no object are seen as a client. If I host a mission then the objects are seems without any issue but as soon as I join as a client then all objects are not visible. -
Sorry flycat2 At work and just saw this. anyways I updated the post to give and indication on flights times. Wood
-
Virtual Atlantic Fleet We at Virtual Carrier Wing three are proud to announce that we are moving our Flight Operations to DCS. As a result, VCW3 is now merged into Virtual Atlantic Fleet. We are currently making changes to incorporate DCS as our main platform. At this time we are currently looking for flight crews to fill key positions within the Fleet. If your interested, please visit us at http://www.virtualatlanticfleet.net As we grow our group within DCS World we will begin filling positions within VFA-131(F/A-18C and VMA-223 (AV-8B). Currently, some of our pilots are qualifying in the F-5E while they await the DCS Hornet release. Qualified pilots are encouraged to complete the BFM/ACM Training and apply to VC-13 to act as Navy aggressors. Changes include: • All new webpage • Incorporation all primary flight operations with DCS. • Virtual Atlantic Fleet will not only include Carrier Operations of CVN69 (CVW3) as part of Carrier Strike Group 10 but also incorporates USS Kearsarge (LHD 3) including VMA-223 “Bulldogs” AV-8B’s Atlantic Fleet Replacement Squadron VFA-106 Navy Adversary Squadron VC-13 “Saints” • Career opportunities of Full time or Reservist time requirements • Incorporation of dedicated JTAC operations in the near future. • Real-time CATCC operations during carrier operations. With all the changes that have been Implemented we are mostly excited by our new addition of VFA-106 the primary Fleet Replacement Squadron for the Atlantic Fleet. Completely redesigned F/A-18 training program following the NAVMC 3500 as close as we can get. To include Training modules with exams. Upon Successful completion, you will be sent to the boat for Carrier Qualifications Training Flights are based on individuals needs and time available. However, saying that we still try to fly on a daily basis usually from 1800 CST to 0000 CST. _________________________________________________ Active Training squadrons for Virtual Carrier Wing Three: VFA-106 "Fleet Replacement Squadron" Pilots can request TDY for advanced training through VFA-106. _________________________________________________ Active squadrons for Virtual Carrier Wing Three: VFA-32 "Fighting Swordsmen" (F-14) VFA-131 "Wildcats" (F-18C) VFA-105 "Gunslingers" (F-18C) VFA-86 "Sidewinders" (F-18C) VAQ-130 "Zappers" VAW-126 "Seahawks" HS-7 "Dusty Dogs" (to come in near future) ________________________________________________ Active squadrons for USS Kearsarge (LHD 3): VMAT-203 "Hawks" _________________________________________________ Navy Adversary Squadron (VC-13) VC-13 "Saints" _________________________________________________ Aircraft Flown: FIXED-WING • BOEING-MCDONNELL DOUGLESS DCS F/A-18C HORNET • BOEING VRS F/A-18E/F/ SUPER HORNET • DCS GRUMMAN F-14 TOMCAT • DCS AV-8B NIGHT ATTACK V/STOL • NORTHROP GRUMMAN E-2C/D HAWKEYE • NORTHROP DCS F5E TIGER II _________________________________________________ ROTARY-WING • SIKORSKY MH-60R/S SEAHAWK/KINGHTHAWK (to come) ______________________________________________________ COMMAND STAFF Captain Mark “Wood” Killen Air Wing Commander (CAG) VCW3 wood@virtualcarrierwing3.net Captain Jason "RollingRock" Pharis Commanding Officer VCW3 rollingrock@virtualcarrierwing3.net Lieutenant Commander Phil "Koozie" Strickland Deputy Air Wing Commander (DCAG) VCW3 koozie@virtualcarrierwing3.net _________________________________________________ Please feel free to contact me or anyone else on the site at any time for any question, we’ll be glad to help. [PUBLIC AFFAIRS Public Affairs Virtual Atlantic Fleet wood@virtualcarrierwing3.net or jakob@virtualcarrierwing3.net NAVY ATC Lieutenant Phil "Koozie" Strickland Commanding Officer VAF koozie@virtualcarrierwing3.net As it has been from the beginning, we are a Wing that does not care how big it grows but how strong we grow in members and within the community. Please bear with us as we transition into DCS World. We are looking for dedicated individuals that are willing to work hard and advance as a leader within our community. Are you ready to fly "Navy" ? * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
-
The F-15C with A/G-abilities in FC3
Wood replied to Jerec's topic in Utility/Program Mods for DCS World
Jerec Thanks for this but is there any chance you can place the paths here to locate these files. Still learning this sim and where to look. Thanks wood -
Hi All Not sure where to place this. A couple of questions. Does the carriers have Tacan and ILS information? I've noticed that launching or spawning on the carrier, you'll get WP or DME reading off the boat. It looks as if a localizer but no ILS info. If so, is it coded in the carrier itself or the aircraft that is assigned to it. ie: SU-33? Another, obstacle I'm coming across is catapults. I know the the Kunetsov is ramp and has no catapult but is there one for the Nimitz class? Or are people just creating a trigger simulating a catapult? Thanks in advance and I'm sure I'll have many more questions. Wood
-
Virtual Carrier Wing Three Hi Everyone Carrier Air Wing Three (CVW-3), known as the "Battle Axe", is a United States Navy aircraft carrier air wing based at Naval Air Station Oceana, Virginia. The air wing is attached to the aircraft carrier USS Harry S. Truman (CVN-75). Currently our standard install is FSX with the VRS Superhornet combined with VRS Tacpack. However, what we are seeing here is an incredible step forward with DCS and we have decided at this time to begin moving our naval operations in the direction of DCS. We are committed in staying true to the true operations of CVW3. Units · VFA-32 "Fighting Swordsmen (North American based pilots) · VMFA-312 "Checkerboards (North American based pilots) · VFA-37 "Ragin Bulls (North American based pilots) · VFA-105 "Gunslingers (Overseas based pilots) · VAQ-130 "Zapper"s · VAW-126 "Seahawk"s · HSM-74, the "Swamp Foxes" · VRC-40 Det I "Rawhides Our goal for Virtual Carrier Wing Three is to become a valued Virtual Wing within DCS community implementing Real Naval Operations with the current squadrons assigned to the USS Harry S Truman (CV75). Participation in co-operative missions with all branches of the military is what we are striving for. We realize there is no dedicated hornet at this time but will build on what what is available in the hornet to us until the release of a dedicated F/A-18. While at the same time staying current on the VRS superbug. It's a big step for our wing to move to a new platform BUT we like what we see and look forward to the challenge. So if your up for a challenge in naval operations as we move into DSC, just click our banner above and check us out. Look forward to Flying with you sometime. Cheers Wood