

Priest
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This is only true if using a 1:1 tracking profile. If using a tracking profile that moves your in-game head more than your actual head the in-game HMD display will be offset from where you're looking and more so the further you are looking away from dead center. When not using a 1:1 profile it's only exactly where you are looking when looking straight ahead. This is more noticeable on wider screen displays. This has been brought up a few times over the years.
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F10 key: Back key after viewing Map
Priest replied to Hikaruncat's topic in Utility/Program Mods for DCS World
I used VoiceAttack to create an F10 map toggle mapped to a single button on my throttle. It just alternates between button presses of F1 and F10 on each press. Sometimes I have to press it twice when I first start a mission but otherwise it works mostly perfect. I added some state switches in case I press the actual F1 or F10 keys to change view instead of the HOTAS button at any point. The only flaw is if you use F1 or F10 to activate a radio or command menu option it doesn't know it wasn't a view command so the toggle gets out of sync. Pressing it twice resolves it. So three commands in all to make it work. I love it! VoiceAttack is awesome by the way! -
Just this week put a brand-new PC together, fresh install of DCS, and for the life of me I cannot get this to work anymore. Anyone know if this still works? Command menu all the way over on the right edge of my widescreen display is driving me nuts!
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I have to believe ED has already put some thought into a future Iran expansion map given the extent of terrain already modelled to the east.
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CCRP doesn't work with APKWS, unlike all other rockets
Priest replied to Hulkbust44's topic in Bugs and Problems
I just figured it out! After manually changing the rocket type on station 8 to M-151 (these are really M-282L) there was no profile for the "M-151" so I created that manually through the profile page and everything green! @Yurgon and yes to answer your question M-282L loaded at mission start on stations 4, 8, and 2 per mission editor loadout, then DSMS-INV page, select station 8 (in this case) and cycle to a different rocket type, save, and I'd get the screen shot above. The missing piece was the profile select station 8 (in this case again) then select PROF, then enter name for profile via scratchpad, select OSB with NEW[] next to it on left, then SAVE, and done. -
CCRP doesn't work with APKWS, unlike all other rockets
Priest replied to Hulkbust44's topic in Bugs and Problems
I've been messing around with CCRP rockets recently and right unfortunately CCRP doesn't work with APKWS. Thinking I was clever I had the idea to manually load it as a standard rocket type but when I do that DSMS shows the station in RED indicating a stores mismatch. So I'm curious how are you loading APKWS as a non-APKWS rocket type without the DSMS error? -
I didn't think to test that! I had the target vehicle set to drive around in a loop and ROE weapons hold.
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Can Triggered Actions be stacked with "AI Task Push"?
Priest replied to LiveseyMD's topic in Mission Editor
Check out the DCS user manual pages 225-226 offer a pretty good explanation of how DCS handles multiple tasks. The example given should be helpful.- 1 reply
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Could lay down some static objects to give the tank a little boost. "M92 Pile of Woods" under structures works ok-ish it gets the M-60 just high enough to fire over the lower points of the berm.
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DML - Mission Creation Toolbox [no Lua required]
Priest replied to cfrag's topic in Scripting Tips, Tricks & Issues
Perfection! Now we can even put our source zones for the clone zones in or near the randomized clone zone. That was actually the first "issue" I ran into but saw it as an acceptable inconvenience since obviously the source zones could be placed anywhere on the map and out of the way. It was the actual clone zones in or near the randomized area that seemed to create an unintended functional conflict. This is perfect now. -
DML - Mission Creation Toolbox [no Lua required]
Priest replied to cfrag's topic in Scripting Tips, Tricks & Issues
Alright been playing with this for a week may I suggest a (hopefully) small tweak! When searching for the nearest clone zone to attach a noSpawn zone to, ignore clone zones that don't have the rndLoc attribute active. This way you can still have smaller, more traditional clone zones inside a large area clone zone without the risk of noSpawns attaching to an unintended zone or failing to attach due to being outside of the nearest zone found. Here's a screenshot of what I was trying to do. In this example noSpawn zones 5, 6, 13, 34, 37 (in purple) on the left side of the green spawn area try to attach to the cloner HIND-1 (blue) and noSpawn-3 buried at the six o'clock position tries to attach to cloner HIND-3. Since the noSpawn zones are completely outside the nearest zones found they are ignored/rejected. The AAA SPAWN AREA cloner uses rndLoc, the cloners HIND-1 through HIND-6 on the pads do not use rndLoc. An unintended side-effect of being able to create a huge spawn area for sure! My thinking was if noSpawns only work if rndLoc is active, no reason to attach to zones where rndLoc is not active. Maybe more complicated, but another way to do it would be to (optionally) allow the positive linking of noSpawns to a specific cloner by direct reference to a specific zone name in the noSpawn attribute field. Then could still use rndLoc in other zones as needed. ps..If you can't tell I hate trees, but not so much that I want to cut them all down this works perfectly even with all those zones and tons of units! null null -
I've always started with step 6 that still works fine. Drop down from the 'edit' menu isn't working it seems.