

Quip
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Everything posted by Quip
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VULCAN FORGE - A Realistic 10 Mission AV-8B Campaign on NTTR
Quip replied to Sedlo's topic in User Created Missions General
That's how you do it! Very very good campaign using the AV8 the way it's meant to, within the constraints of DCS. Absolutely terrific. Yes yes, robot voices are "meh" and you may want to add a pause between the spoken lines. Also I'd like NOT to have all caps. But those are minor gripes ins what's otherwise a job very well done! One more thing: make sure it's for Stable, not Open Beta. Stable is the supported version of the game. Respect and thank you! -
ME: Group and Unit name in Status bar I propose that the status bar in the ME should display the (last) selected Groups name rather than the mission name. This would help tremendously when editing and you're playing with triggers and more, where you don't have the group name visible. For this to be really practical, the Trigger pane should also remain open even when I click on a new group. Currently the pane closes, but that shouldn't really happen I think. Rather it should stay open until I select to close it (X or by selecting a different pane). See image for mock-up.
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Dixmude Campaign Mission 8 bugged - can't complete
Quip replied to snodipous's topic in SA-342M Gazelle
I'm also on Mission 8, but I have a question that will get rather important for this mission: How do you navigate past waypoint 9? In the missions where this has been needed so far I have just used the kneeboard and visual repairs. But how is it you're supposed to do it from the NADIR? -
I can explain: We have a "For fun only" mission in which aircraft using dumb weapons only are supposed to chase a human driven vehicle (using CA). To their help they have 2 spotter helicopters. The problem is that the vehicle is too easy to spot on anything but roads. So I want to find a way to remove the dust entirely (or reduce it a lot).
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Nice. Now I need to figure out if I can do this for an MP session too :) But thanks for pointing me in the right direction.
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That didn't really solve my problem. I didn't say "remove the smoke when there is none" ;) The smoke is generated on all "off-road" terrain, even granite, but not dirt roads, at speeds higher than 6 knots. I need to move faster than that :)
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Hey I have a very specific need, and I know it's frowned upon. But I would like to be able to remove the smoke that's generated by vehicles driving off-road. I know this isn't a function in the game itself. But does anyone know how to do this by editing any of the files in the game? Thanks!
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Well, no, because this needs to be like like rain: 1. how many rain drops per unit of time, 2. over what area and 3. what size rain drops. As it stands we haven't the first, we have the second and third.
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This NEEDS an "Intensity" value as well. As it stands the shelling is often a bit (that's an understatement), well, intense I guess is the word.
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Copy the folder Saved Games/DCS/Config/Input/
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Odd. I get it every time. Would a trk help? Not that I know that these missions create trk in the first place...
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+1 What's dumb is that "Signal Flare in Zone" is there already too.
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Things for you to watch: I do the full INS alignment. So I'm not "jumping the gun" by any means. Generally I'm some 30 to 60s late on the taxi time.
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mission 3 - Wpts and INS not matching
Quip replied to Julian Kraiz's topic in M-2000C Red Flag Campaign
I had similar problems but took the coords from the F10 map in deg sec,deci and it worked fine -
Thanks. I wasn't sure this was the way you wanted it, but yeah, you're right of course. Thanks, case closed.
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Maybe a bug, maybe a question. Not sure... So, I'm now on m04, and I've come across the following which I know is a difficult nut to crack from making my own missions. But in the mission, the "Campaign me" is supposed to have one radio on the flight with the "campaign wingmen" in my flight (Max etc), and one radio on the package (forgot the name). The issue here is that me, as a player, I have to issue orders to my AI wingmen. And they only reply on channel 01 (Green radio). The AI uses the freq set for the flight in the ME and never change from that. ("AI...") So I think I need to switch between those two the whole time. Or am I doing something wrong?
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Hey I too have a few ideas re: the F16's. ;) The bandits did shoot down my wingman. So I disagree you can disregard them. As you said, DCS is iffy when it comes to AI behavior. I reflew the mission (again) and I have more observation/additions. So at the start this time I noticed I got the message to taxi to parking too. I don't know if it was the first time, but that was followed by the message from approach as I got to the truck stop. See image btw This time my Wingman was yet again shot down by the bandits. 5. They did talk of RTB, but the 2nd Mirage flight never did anything about this. The Tornado's did RTB. I made sure (the previous flights too) to "retrace" when RTB, overflying WP4, 3, 7 (only skipping 6 which is Bullseye only) before getting to WP8/truck stop I don't know if there's supposed to be any chatter going home, but it was dead silent (this time too) 6 As I got to the truck stop I tried to contact approach, but as you said that won't work (but I didn't know that). But as I got closer, "Player" (me) contacted Tower at 5nm. I also got tower to tell me to taxi off the runway. But I never got anything from ground. It seems to me that Ground and Approach "get spent". This time I got 85% success, and I'll "pass" with that. But it's a bee-wee nagging to get 85% when I complete the mission killing 4 air units and doing what I should. May have to edit the log-file myself :D Again, if you like I can help. I'm pretty good at the ME :)
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In a separate thread Swiss Lipo has reported pretty much the same problem as I had, but I'm digging far deeper into the problem I think... I have reflown this mission several times because I've ran into problems most of the times. Mainly on my side. But the closest I got was as described above almost. Here's my experience in "stages" 1. Take-off/nav: no problems real problems but it's unclear which channel you should be on for the flight check in (on parking). Also, as I got to the Truck Stop WP (1) the mission displayed "Press space to request landing" as well as the expected "Press space to inform that you're turning to WP". The "landing" message is only up first but only a few seconds, so I think it's superseded by the "Depart" message as far as the logic in the mission goes, but that's a definitive bug. CRINGE-CHECK 2. Establish CAP: no problem. CHECK 3. Recon on ground group: Yeah, weeeell... So here's what I have to say on this part: IF you play it the way you have to to be able to do a visual ID, you or your wingman WILL die from the MANPAD. If you fly really high there's a possibility of survival, but I wouldn't ID anything IRL from 19000 ft. Also I'm told to use F10 menu to report spotting the ground vehicles (while looking out the canopy trying to avoid SAMs), but that was in fact automatic. But the mission said I did what I was asked to do, so CHECK 3b. Attack from the F16A: This takes way too long. And it's not clear if I'm supposed to stay in the area or return to CAP. I returned to CAP. CHECK 4. Attack on Helos: Works but see 4b. CHECK 4b. The Fighters: They get in zone and my flight starts lobbying in AMRAAMs with me in the zone. Also I had to treat this threat first before continuing with the Helos, and even doing so my wingman got shot down. After the fighters were dealt with I could resume the attack on the helos. SEMICHECK 5: "RTB" issued: All the flight started speaking of RTB'ing as there was a message about vul time completed. So the Tornado's did RTB, but not the other M2000 flight (that I could tell). Worse was what happened to me/my flight... NOT COOL 6. The rest: I never got any messages after this point. Wasn't able to contact anyone, not even Approach at Wp8 or the Tower or Ground anything. I landed and taxied to my parking and exited with 60% score. So imho, the mission needs a review. I can help if you want me to.
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OK, call me stupid: how do you do that? Also, just to clarify: this should be automatic imho, not require user interaction :)
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You are in fact entirely wrong. The system would mean that wingmen would wait for you (if on airport) or rejoin with you (if lost). So it would solve the problem. Right now, if your wingman disconnects, you've lost him for the rest of the mission. I don't see how that is ever preferable. If you're in separate flights, that other flight isn't supposed to wait for you, you're supposed to be on time. Again, some of you will know what I speak of.
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I am certain I'm not the first to ask this. But I'll post anyway. The game must move away from it's current format of dedicated Ai vs Client slots. Rather it must use a format where the mission has a number of airplanes. Then the humans can jump into any active airplane on the go and replace the AI. If the Client leaves the cockpit (broken net connection or just quits), he gets replaced by the AI. Some of you know what I'm talking about. :thumbup:
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Oh, you mean like in Su-27 Flanker 1.x? Yeah, that would have made a lot of that "sense" thing.
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It's a "standard", because I know it's not a standard. But the majority of the mods use right/up/on
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So this is quite irritating but not serious. The "Standard" in DCS is for left mouse click to switch Down or Off, and right click for Up or On. In JF17 it's reversed. Case in point: Right click om Master Arm makes it go Down to SIM, rather than Up to ARM. Would be nice to have this standardized :)