

LFCChameleon_Silk
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Everything posted by LFCChameleon_Silk
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@Justificus set difficulty to WW2 (should spawn from the WW2 planes) set difficulty to Korea (should spawn MiG-15s or F-86) set difficulty to Vietnam (should spawn trainers or MiG-21 / F4s set difficulty to Gulf War (should spawn Mig-21, Mirage, F-16 blk 50) set difficutly to modern (F-16 blk 52, F-15C, Su-27) not enough helos for early eras so only lower difficulty they are transports and unarmed. Its possible to spawn only ground forces with no air element and vice versa. heres an example: you want to go practice strafing runs in P-51D but don't want to get blown up, set difficulty to WW2, turn off IR and radar sams, turn off enemy CAS, turn off AAA, turn off helos, turn off allied SEAD. the result is a group of unarmed trucks and some infantry would be spawned. in set options the A2A parameter controls the amount of planes being spawned in the enemy group. finally there is a disturbing lack of readme for new players to look at :P chalk it up to just being to busy to write a good "how to" as I wrap up the core features of the miz/script I will attempt to clean up briefing and information as to how to use the task menus. @Relayer the JTAC thing would be very complex to setup, so adding JTAC would be very difficult. the main issue is the randomly selected group names and the LOS, I've never had good results with JTAC in DCS (well depends on the version of DCS) just generally never wanting to work properly. this would be a huge pain for little reward for little more then we already get from mission info.... I think generally it would be better to provide a fake JTAC via the mission info instead. its just a lot of work for possibly no gain, when there is other things needing to be done.... having said all this I will take a look at whether its even feasible to do.
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HellsBells have you had an issue where the server host is losing radio commands? when I host on server, I lose commands but all else have them... not sure whats happening there --- however offline it works fine with just me there.... really not a big issue since online someone else is there to do the radio comms but at same time would like to understand why this is occuring. (maybe a DCS SSE bug? where its somehow changing my group name because I am the host, really grasping for straws as to why) the LUA is reporting no errors and all seems well regardless, let me know if you too have observed this behavior about voice overs --- I would love to spruce it up with much better sound effects to be played especially when it comes to the task creation part.... a lot of that I consider cosmetic to a point, as long as the player is getting the info he needs and system is functional... adding sound bites is cool though, anytime I send a message to a player(s) I can cue a sound file to play the only downside is mission file size as is the mission is a hefty 3.4 megabytes and would swell very fast if adding more sounds. I think I will work to make the mission info a bit better. much of the messages being shown to the player are placeholder or semi-debugish to make sure I know where in the script a spawning issue has occurred. I will try and make a pass on polishing up some of these messages since I wont be making major changes to the spawning (I say that but you never know) things I am working on for future upcoming versions in sort of high priority to low priority * Make sure mission completes display a message without any type of bug occuring (maybe it get stuck on and you keep winning even though you only beat it once for example) * Fix up more of the airports with a mix of all aircraft in the game that can be player flown * Enemy border has SAMs parameter (make interceptions a bit cooler) * Fix up messages to player * Work in new sound bites * More scale with parameters(fill in the gaps 3 ship, 16 ship, extra sams)
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SSE reports no lua errors. its been run 1000's of times, sometimes purely to watch how the units interact where your saying its crashing before any script ever loads (5 and 10 seconds into mission) logical conclusion, the script hasn't even started so therefore can be ruled out. its not that your poisoning alone, its the other people who come here and say it doesn't work. its domino effect from people having unrelated issues, obviously unrelated issues should not shine a bad light on my mission........ this is my baby....... its the 5th prototype and been 11 months in development on this prototype alone..... the 1st of mine to be fully script based if the thing failed to load or had crippling bugs I wouldn't be streaming it daily or have VODs to show from within the mission. I'm sorry if I came off a bit harsh its just like someone telling you that your car doesn't start after you just started it. trust me the miz works, if your having issues its something else thats happening within DCS. these are all from OPFS (various versions over time)
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Once the final version is a little nearer, I am going to explain how the mission works a bit better inside the mission with some better photos... just consider it not high priority atm over the actual script work. #1 - F10 map should have zoom and movement and always will regardless of the mission file setting (map on allies only, all, fog of war etc) not sure why you wouldn't be able to do this. #2 - they can be changed on the fly but won't take effect until the next task creation. about #2, there is also small chance that next spawn will draw the same air to air or ground group (sometimes stealing SAMs or infantry etc) from a previous site, if you want to make it more challenging without risk of the thing you just spawned being teleported again to a new location then just change the difficulty up or down one. i.e 8 very hard planes spawned but you want 8 more but don't want a chance of the 8 new ones being the sames ones you just spawned (teleported again with no more being added despite wanting 8 more) you could set difficulty up or down 1 notch and summon 8 more planes and no matter what you'd have 16 since it can't reselect the one already in use. hopefully this makes sense its a bit hard to explain.
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if its causing your DCS to crash, then something is wrong with your DCS! its not related to the miz. I'm sorry but its been tested on multiple rigs using the current version of DCS world and is fully functional.... while your experience may differ from the norm lets be careful not to poison my thread with it doesn't work when that is simply not the truth at all (like 3 people can't run a downloaded miz? really.......) its simply another mission file you load and play and has been debugged. for technical issues related to your game installation there is dedicated support section on the forums here. it can take some time to load, have some patience..... expect 1-3 minute load if your PC chugs. there is no fix I can give you for DCS has stopped responding other then let it load and be patient. you can understand how annoying it is to have people try to claim it doesn't work when it does and its user error or a bad dcs install, lets put this in perspective: the miz and the script is 11 months old, would I work on something that doesn't work for 11 months? ok now that that has been said! I'm not trying to say not to mention bugs you encounter or problems with the mission however I fully believe any issue with running the thing (before any external script ever fires) is a lack of RAM and/or faulty DCS install. It is no joke when I say I plan to have more slots flyable then any other miz file out there and that will come with a hefty loading price.
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thanks for trying it out guys, I will continue to update and add new features while trying to not break anything. the only reason I haven't uploaded to the mission file sites is because of it still being in development, its a big hassle when I keep making micro updates to reupload it everywhere but after playing 0.72C a bit I think its stable enough to be up there.
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unrelated to my miz file, you probably have to reset your config files. just thought about this some more, it may also be related to a problematic activation or a borked activation and where the miz has almost every plane you can fly it may be giving you a hard time for that. thats the best I got for that issue.
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a few questions. after creating convoy would mission info -> last convoy display bulls info? if it was then there was indeed a convoy spawned as it wouldn't have bulls info if it failed to spawn. just be aware if the map is set to allies only you will not visually see the spawned enemy on the map.... this actually got me screwed up a few days ago while testing new features thinking things weren't spawning when they were. please report any other issues you may have or provide any more information on this one.
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[ME-MOD] Coalition Modification and Information
LFCChameleon_Silk replied to Grimes's topic in User Created Missions General
oh wow, this is terrific. -
Download the lastest version from: https://github.com/chameleonsilk/Operation-Flagship-Scripts/releases Manual here: https://github.com/chameleonsilk/Operation-Flagship-Scripts/releases/download/0.78B/manual.pdf Supports every aircraft and has 200+ flyable slots at Anapa, Kutaisi, Gudauata, Tbilisi, Maykop. You can generate random tasks for you and your squadron to take on, please read the manual to understand how to configure the mission. If a squadron wishes to run this on an open server but do not want the general population to randomly start creating tasks, open the mission in the editor and then set the trigger 666 to 1 to lock the radio menu to only the ADMIN AIRCRAFT and whatever other group names are contained in that list.
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yes I agree, a quick view of a tacview shows that the sabres love using all energy up and then flying very slow. the MiG-15 on the other hand can build energy even after losing everything! the next part is only speculation of course: I think one of the core reasons isn't just that the AI is flying to slow but simply that the F-86 we have bleeds off energy to fast, so fast that the AI using normal flying behaviors can kill all its energy and get into a rut where it can't build any usable energy up... rather then stop trying to fly normally it continues to fly agressively and kills all its energy off in the process. the MiG-15 on the other hand is a rocket ship, clearly something is not right with either the MiG-15 or the F-86..... I love these modules but I think if this was what korean conflict was that there would be no mention of MiG-15's being equal machines but rather super dominant ones.
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Infantry - bugs and lack of it
LFCChameleon_Silk replied to cobragva's topic in Mission Editor Issues
I do consider it a bug considering my script can move other infantry fine, but try to move the Georgian infantry and they wont. really wish ED would fix this issue so that I can have USA on red side (so that MiG-21 on "blue" can get GCI [which was another bug not sure if its fixed now] while still having RPG infantry usable for the blue side. minor annoyance but how hard would it be to at least make the infantry the same functionality. as for authenticity just give me grunts to use on all nations so that I can make infantry play a bigger part of my missions. forgot I can use ukraine for RPGs tho *FACEPALM* -
Mission 3: End of Grad
LFCChameleon_Silk replied to kontiuka's topic in Su-27 The Ultimate Argument Campaign
the issue is that it tells you to RTB without saying to escort them anywhere in briefing or dialogue, so if you follow orders you fail the mission, you have to not RTB and wait for strike package to come and finish then be near them when they are about to land to get the trigger. I fully understand why they would want escort back its just the mission does not tell you that you are supposed to do that, it says for you to RTB prematurely only to tell you to RTB later as well. -
Mission 3: End of Grad
LFCChameleon_Silk replied to kontiuka's topic in Su-27 The Ultimate Argument Campaign
in later missions it is more clear that they want you to escort the aircraft all the way back, sounds like it was just a small (but yet annoying) oversight of the text. -
while I don't do snazzy AARs I do record all my missions, for those that do watch... enjoy! Complete Sortie 1 Flight Camera: http://www.twitch.tv/land_force/c/5943835 Furball Externals: http://www.twitch.tv/land_force/c/5944054 Complete Sortie 2 Flight Camera: http://www.twitch.tv/land_force/c/5946152 Complete Sortie 3 Flight Camera: http://www.twitch.tv/land_force/c/5954036 Furball Externals: http://www.twitch.tv/land_force/c/5954066 Complete Sortie 4 Flight Camera: http://www.twitch.tv/land_force/c/5963844 Complete Sortie 5 Flight Camera: http://www.twitch.tv/land_force/c/5967440 Furball Tacview: http://www.twitch.tv/land_force/c/5967463 Complete Sortie 6 Flight Camera: http://www.twitch.tv/land_force/c/5968278 Complete Sortie 7 Flight Camera: http://www.twitch.tv/land_force/c/5968766 Complete Sortie 8 Flight Camera: http://www.twitch.tv/land_force/c/5968777 Campaign is quite good definitely worth 10 bucks for the Su-27 pilots out there.
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DCS World 1.5 and 2 Discussion
LFCChameleon_Silk replied to Wags's topic in DCS World 1.x (read only)
I doubt the card needed will go up, it will just be able to use dx11 api features. -
Mission 3: End of Grad
LFCChameleon_Silk replied to kontiuka's topic in Su-27 The Ultimate Argument Campaign
Solution found: Escort them to beslan after getting the RTB message which leads to another trigger firing that says for you to then RTB to Mozdok, so the issue is with it not telling you to escort them back to Beslan. thanks for the Help BeachAV8R, cheers. -
Mission 3: End of Grad
LFCChameleon_Silk replied to kontiuka's topic in Su-27 The Ultimate Argument Campaign
I will run my track and take control when the su-25s are done bombing and escort em all the way back, but this will be 6th time doing this mission at this point I don't want to run the thing again lol keep in mind I am escorting them perfectly in and getting a message to RTB, which would imply that my sortie has been completed.... so even if this is the fix the wording most definetly needs to be changed to escort them back. -
Mission 3: End of Grad
LFCChameleon_Silk replied to kontiuka's topic in Su-27 The Ultimate Argument Campaign
ran it again, impossible to complete the su-25 flight gets in its own way and refuses to land. feel like making yakkity sax video however after flying this mission 4 times now its getting old very quickly, there has to be a fix for the score on this mission or an AI fix (just fix it so we can pass it please) 10 dollar campaign for 20 missions but I can't get past mission 3 because of AI issue, ok, so I do find it funny a bit... the campaign perhaps could have been tested a bit more (hey I'd have tested it for free and still bought the thing) :pilotfly: check it out, and play some yakkity sax on youtube same time: http://www.twitch.tv/land_force/c/5961505