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  1. 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!
  2. 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.
  3. 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.
  4. 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?
  5. 30+ minutes to load??? There has got to be something else going on with your system that is crazy. Even 5 minutes is a long time. I'm not saying it's instantaneous on my system, but it's never occurred to me to measure it either.
  6. I didn't think to test that! I had the target vehicle set to drive around in a loop and ROE weapons hold.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. I've always started with step 6 that still works fine. Drop down from the 'edit' menu isn't working it seems.
  12. It would be nice if these were on their own layer rather than the "buildings" layer so they could be toggled on/off independently.
  13. Previously I'd have done something like that with multiple clone zones combined with rnd flags to select individual zones but when playing my own missions I'd still always have a pretty good idea where the threats are since no matter what I know where the zones are! So I'd add more and more clone zones to expand the number of potential spawn points and that quickly becomes it's own pandoras box. Now it's super easy to really open things up with just a handful of nospawn zones. It's awesome!
  14. YES!!! I threw 3x the units at it and added some additional nospawn zones this is awesome! What are the "rules" so to speak?
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