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Priest

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Everything posted by Priest

  1. In A10-C switching to another frequency and back on the ARC-164 set makes it go away for me. Not sure about F-16 but worth a try.
  2. Is there a way to increase the MGRS grid precision on the F10 map? On the Syria map when zoomed in the grid is displayed at 10km precision for example grid square "AB12" while on Caucuses map when zoomed all the way the MGRS grid is displayed in 1km precision squares ex. grid "AB1234" Wondering if maybe there's an option buried in an lua file somewhere.
  3. Yup this was a huge update love it!
  4. After the latest DCS patch is anyone else having issues with F10 map view crashing DCS while running Expansion with stopGap enabled?
  5. I kept getting the F10 map crash when running cfrag's Expansion mission after installing DCS update. Never had any issues running the mission prior to the update. Switched to TTI Syria and no F10 map crash. Switched back to Expansion and disabled stopGap script from loading in mission editor and after that the F10 map no longer crashed the mission.
  6. I never knew this was a thing!
  7. I've really been enjoying this mission flying A-10C as main. If there is a suggestion box, I think the initial phase of the mission would benefit from some more substantial surface to air missile coverage out of Nalchik the rolands get overwhelmed pretty easily and until I could generate enough income to keep CAP flights up this phase of the mission was more difficult than it probably should be. I realize I could just change this in the editor, but that's cheating Question though! Is there a way to have the drone flights call out target coordinates as MGRS grid references rather than latitude and longitude? Thanks in advance.
  8. One group of SCUDs, four launchers. Four separate fire at point tasks, each with rounds to expend option set to 1. Result: One missile launched at each target Worked on first try!
  9. Is there a way to restrict a spawner with attackOwnedZone orders from attacking owned zones outside of certain distance from the spawer? Or only attack ownedZones within a certain distance of the spawner.
  10. Is there a way to use noRoadsAtAll for specific units or zones rather than just globally via CommanderConfig? I like to use noRoadsAtAll for infantry units to get them from zone to zone more directly but want vehicles to use the forceOffRoad method so to try to follow a road rather than move directly with noRoadsAtAll.
  11. I did try a few variations with different distances set for inbuiltup, up to 500m radius spawn zone (is 400m in screenshot) still seemed to happen from time to time. I play with it some more tonight. That long building in the middle does seems like a magnet! This is great stuff by the way! Just getting into it I’m learning as I go trying new stuff as I go, like the pulser is totally unnecessary here just experimenting.
  12. DML noob here! Am I using the inBuiltup attribute correctly here? I frequently (but not always) end up with units cloned in on top of buildings. Here my set up.
  13. Good catch! Wonder if DCS can handle time zones that aren't in 1 hour increments from UTC. Are there any other countries that observe something like this in real life?
  14. This is a visual issue anomaly that occurs when upscaling is enabled. I'm running a 2080TI and get the same result when any upscaling mode is used.
  15. Instead of using pushed AI tasks like “go to waypoint” and “hold” maybe try using the triggered actions “group resume” and “group hold/stop” instead? Not at my PC just an idea.
  16. Posted this in ME bugs section a week ago no feedback so I'll try here... There's a "formation interval" advanced waypoint option for ground units now I'm not sure when it was added but it must have been fairly recent. Nice! Except it's mostly broken? It works with offroad and onroad formation types. Use it with any other formation type though and the formation gets switched to an offroad type formation in mission once the option is activated at a waypoint regardless of formation settings in ME. I also can't figure out any way to turn "off" the formation interval option once it's been activated at a waypoint. Once the formation interval option is "on" the formation can't be switched back to anything other than an offroad type formation in mission regardless of formation settings used in ME. I've tried this with vehicles and infantry groups and several different variations of waypoint setup and same results. Anyone have better results?
  17. I don't think it's going to WP1 rather than WP0 that's making it work but maybe making sure the goto waypoint has a speed assigned to it? By default WP0 "speed" is zero, WP1 by default would have a speed. Success also seems to be sensitive to placement putting the "GOTO" waypoint at a good distance from the waypoint with the "GOTO TASK" seems to work better. It's still pretty quirky no matter what but can get it to work with some fiddling. Something is going on behind the scenes making it buggy, ED will have to answer what that is. BUT I can get a looping route to work pretty reliably with a lot of handholding so to speak. In the attached mission I added extra waypoints to slow the group down around turns, it looks good, but also lets units in the group re-group if they get too far apart. Also added a few hold points (30 second duration) along the route, again to let the units in the group re-group if they get too far apart. The extra waypoints seem to help keep the AI group on task pretty well, too few waypoints they start patrolling the city every now and then. Maybe they saw something haha. Loop route seems to run pretty reliably for at least two hours.* What I did notice when I added the hold points is on the first loop the AI group stops at the "hold" points, but then on successive cycles they start stopping short of the actual waypoint with the hold task on it. I noted where the hold points in the mission are with text boxes observable on F10 map. The AI group also slows down and speeds up outside of when they should based on waypoints set up around the turns starting on the second cycle. This suggests to me SOMETHING is breaking when the go to waypoint task is used. The waypoint route actually plotted is changing somehow that is not entirely clear. We can see this happening because tasks are being triggered when they shouldn't be based on where waypoints were actually placed. This would also maybe explain the weird offloading behavior when a simpler route with less babysitting is plotted out. The AI is running into phantom buildings or something? Maybe. *EDIT: The route seems to work reliably with the M113s at least... I changed the units to BTR-80s no other changes and re-ran the mission and the group went haywire pretty quick. ED help! Syria Route Loop Test.miz
  18. I'm having the same issue with this mission. Easy comms being switched back on by the update was definitely causing problems figured that one out, but I'm still get stuck at the part in the mission when Axeman calls in a gun run on the troops crossing the river.
  19. Less deadly manpads? YES PLEASE These are great!
  20. I searched and didn't see this reported, but there's a "formation interval" advanced waypoint option for ground units now I'm not sure when it was added but it must have been fairly recent. Nice! Except it's mostly broken? It works with offroad and onroad formation types. Use it with any other formation type though and the formation gets switched to an offroad type formation in mission once the option is activated at a waypoint regardless of formation settings in ME. I also can't figure out any way to turn "off" the formation interval option once it's been activated at a waypoint. Once the formation interval option is "on" the formation can't be switched back to anything other than an offroad type formation in mission regardless of formation settings used in ME. I've tried this with vehicles and infantry groups and several different variations of waypoint setup and same results. Anyone have better results?
  21. Syria has so many great on-map assets buildings and such. Would be awesome to have some static objects based on these same assets we can plop around as needed.
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  22. You can do some stuff with vehicles using triggers and flags that work "ok" but keep your vehicle groups really small if trying to do intricate movements especially if running a super-detailed map like Syria. Two-unit groups or even just single-unit "groups" if necessary. I think it helps to be really detailed with your waypoints when tight turns are necessary around buildings and such. Use three or four waypoints to really define the AI unit route around turns, don't leave it to the AI to sort out, and use those extra waypoints to slow down and speed back up going into and out of the turns. Keeps the AI mostly out of trouble, but is very tedious to set up. Infantry though is hopeless in its current state even if try to do troop movements completely by "hand" so to speak using single-unit groups with extremely detailed waypoints along the entire path no matter what they go haywire eventually and start clipping through buildings, vehicles, wandering off randomly, whatever. I've tried to make it work a hundred times probably and always end up giving up in frustration because it just doesn't work.
  23. Definitely should be pinned! Hasn't been updated in a few years so its missing some of the newer stuff, but it's super helpful at explaining how the core ME functions really work. Saves a lot of frustration!
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