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BTTW-DratsaB

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Everything posted by BTTW-DratsaB

  1. CA_DCSBMP2-Liberator Name: CA_DCSBMP2-Liberator Author: Dratsab Mission type: SP (or 2 Player Coop [not tested]) Controllable: 2 IFV BMP2 Description: As part of a group of three BMP2s, clear the town of Mingrel'skaya of all rebel resistance. Mission Info/Brief Thread: http://forums.eagle.ru/showthread.php?p=1922286#post1922286 CA_DCSBMP2-Liberator.miz
  2. That pretty interesting, thanks, Maybe if we get click able Frog pit we can set them our selves!
  3. Nice work, thanks! An su25A one would be cool, basically a cut down 25t one.
  4. It's the icon that looks like two little flags on the left hand menu.
  5. Yeah that's right. Basically if you start a mission with no roles specified, but with some vehicles set as "Player can Drive", you can just spectate the unit and then press Right Alt+J to take control of it. You don't need to have "Pilot can control vehicles" set either. About my probs...I got round some by the following: Waypoint/mist loop error:- just put heaps of waypoints :). Can't chose what vehicle/group I need to be spectated:- I found that if you make any unit "Hidden On Map" then they can't be spectated either. Lead vehicle not following path when human drives:- Make the lead vehicle not controllable, only the other 2 in the group are. Not perfect, but what can ya do? :) I release it in a day or two. It's probably crap, being my first mission and all, but I'll see what people think. I just hope people "get" what I'm trying to do :) Thanks again for the tips guys. Wanted to give ya Rep WC, but it wont let me.
  6. When A player takes control of a Lead unit in a group, Autopilot (C key) no longer works. The unit will no longer follow the preplanned waypoint path route set in the editor. When the player leaves the lead vehicle and takes control of another one in the group, the lead vehicle remains broken. The AI will just sit still in the Lead vehicle and not move any more. It works fine as long as a human does not take control of the Lead vehicle.
  7. Thanks guys, I'll check some of that. MIST works well and I have it set up so they are looping, but I have seen it give an error that may have had something to do with a unit being destroyed, at least it seemed that way, I need to test more. True that I could just do 30 waypoints (the mission is only about 40mins), that's the sort of stuff I was hoping would be suggested, so thanks! It seems really obvious I know but I hadn't thought of that :). It's a shame about the not being able to start a client in a vehicle. However, for vehicle control I have discovered that you actually don't need a Ground commander in the mission, you just have to set a vehicle as player controllable and the player can press RALT+J and take control. This would be ok except for the spectating problem, as you really need the game to be spectating the vehicle you want the player to control, other wise it's confusing (probably. You would need to explain it anyway, it's messy). Do you guys know any tricks as to what defines which vehicle/group is being spectated when the mission starts? I am very close to completing the mission. Technically everything I want it to do can be done except for some hiccups stopping me, like the spectating the correct unit problem and the recently discovered refusal of a player controlled vehicle to automatically follow a way point path. Maybe CA 1.5 will give me more of the abilities I require. Thanks again
  8. I am having a go at making my first DCS mission but I just keep running into brick walls. The mission is for Combined Arms, but I want the player to be in control of a ground vehicle. There are no Ground Commanders set, I dont want them to play RTS style, I just want them to drive any one of the vehicles in their "squadron". Firstly, I wanted to have some enemy AI units follow a looped waypoint patrol. I was very surprised to see that this is not possible as standard. I had to go and get the MIST script system and figure out how all that works. I'm still not 100% sure it's working, I have seen a couple of unexplained script errors. Secondly, as I say, I wanted to have the player be in control of a vehicle as part of a group, just like you would if your where playing an A10c mission or a Su25 etc. But you can't do this. There is no option to set a ground unit's "skill" as "Client" like you can with aircraft. This means I have to have some convoluted system where I give a message to the player at the start of the mission to tell them to take control. Another problem with this is that the player is not part of a coalition when the game starts so the briefing system does not work properly. Thirdly, the above would not be so bad if I could get the game to start the mission spectating the unit I intend the player to control. but I can't get this to work at all, the game starts the mission spectating every damn unit except the one I want the player to control! I have tried different tricks with the order of unit placement, but I cannot get it to work. Now, I have hit another brick wall. The group of ground vehicles I want the player to be a part of has a set number of waypoints to follow to the objective. I was instructing the player to take control of the vehicle and Press "C" to engage autopilot so that they would follow the path to the objective. Today I tried this and the vehicle stopped dead and refused to move, it would not follow the preset path. Only option was to drive manually. This was working for me up to now, is it possible the latest patch broke something? Anyone have any tips for me on any of these points before I give up? --------------- PS For Combined Arms this game badly needs the following very basic features: 1. Built in ability to set a looping waypoint path for AI units. 2. The ability to set a ground unit's Skill as Client, just as you can with playable Aircraft. So that a player starts in a vehicle. 3. When a Player is in control of a ground unit, add HUD direction information so that the player can follow a Waypoint course laid out in the editor. 4. Less buggy Autopilot waypoint/route following mode
  9. Pretty cool mod!
  10. I too would like a click able frog :)
  11. Yep it sucks, mine (2nd one) broke in the same. It only has to drop 1ft, just once, to break like that. I wouldn't mind if they only cost 10-15 quid, but Natural Point have a monopoly at the moment (at least until Rift or Kinect) so they charge way too much for it and don't seem to care how easily it breaks, or want to inovate for that matter (wireless Track Clip anyone?). They'd probably charge 50 euro for a wireless one anyway... I fixed my one with some of electrical tape :). Not perfect, but it's ok as long as your careful. I find the Hat clip useless for any "Clickable cockpit" DCS sims.
  12. Ok thanks, I'll try that.
  13. I am making a mission where the client can control any of 3 BMP2's. However, when the mission starts at the moment, the view is on third person of some static truck I have placed (for ambiance). I'd like to have the player actually be put into one of the BMP's (gunner's seat) at the mission start. Or at the very least have the game be spectating the BMP group at the mission start. Are any of these things possible? Thanks
  14. Ok topol-m, I have to ask, whats with the high heels ? :) Cool looking tank though :)
  15. Any more info on this? I too want to have my mouse inverted on the Y axis while using vehicle gunner views. I can't seem to be able to do it. I can't find a mouse.lua to do with ground units either, just one's for UH1,A10,Su25,Su25t. Can we get an official implemenation of a reverse Y axis option for Combined Arms please?
  16. I don't care how big it's, it looks fantastic. Great to hear release is not far off.
  17. Thanks For this!
  18. Su25 can't fire Kh-22 (can any player aircraft?). I don't think that's a laser guided missile either. That change is probably just a visual fix.
  19. Get ready to answer more of them the next time too. Developers can help themselves by trying to think like a customer. How about they give a message when you try to load the game when there is an update available that says: "updates are available, do you wish to update?" Or...have a button to launch the updater in the sim under the "news" pop up. This is how it went for me: 1.Read the forums and see update is out. 2.Launch DCS, nothing happens, game loads as normal. 3.Click the little news widget on the left of the screen, which also says update out. 4.Click on the link in the widget- takes me to the update change log. 5. Alt tab back to DCS and open the Modules section to look for an Update button...nothing. 6. Close the game and reload it a few times. 7. Look around the forums to see how its done. not exactly intuitive.
  20. I was wondering what these three markers indicate on the IAS gauge: I think they could be useful if I knew what they where. Manual doesn't seem to have them. They might be a new addition with the new cockpit? I guess it is min speed(1), max speed(3), cruise speed(2)?
  21. Yep, it doesn't matter a damn what GPU horse power you have, lights and lighting cost way too much FPS then they should for a modern game. My GTX9800 took an unreasonable FPS hit with them, as did my GTX295, as does my GTX670. So arguments about a 550 are moot. I think all ED focus should now be on getting us this EDGE engine/ Nevada terrain. No more modules/aircraft. Supposedly it's already on its 4th generation and already being used in commercial flight sims....so when do we get a look?
  22. The 10FPS loss with lights on or off is a problem with the graphics engine, it has been like this forever. The A10 cockpit flood light also costs a ton of FPS as well as nav lights. When we eventually get EDGE, hopefully it will be fixed. It is an annoying bug to have in this day. Such minor graphical effects shouldn't cause even a GFX card from 6 years ago to break a sweat.
  23. I would like victory trumpets when I have completed a mission successfully :D :yay:
  24. 4. One of the hardest things in the SU25, I find, is landing and knowing when the stall speed is. I have flown it enough now that I can just kind of "feel" it. Most other planes I would be relying on the Speed indicator on the HUD, but I don't find the Su25's Airspeed indicator to be much use for this. It is surprising just how slowly it can fly without dropping like a stone. I do tend to use the Speed break when I am about 20-10nm out from the runway to bleed off excess speed, but I would never leave it on for the whole landing, I am pretty sure it would stall. The main thing, for me, is to be ready with the power as it takes a few seconds to spool up and get you out of trouble, when you feel it start to "sag" too much in the air. The Angle Of Attack meter is useful to alert you to stalling. Maybe others will have some more, less Yoda like technique :D 5. For this one you will hear the Tower say: "Fly Heading: 335 for 20, QFE 29.8". They will also mention the runway number to land at. The 335 is basically the direction you fly to on the HSI, it is the direction in degrees. The 20 is is the distance you should fly, in this case 20 nautical miles. QFE 29.8: this is the barometric air pressure (/altitude) of the airfield you are going to land at. You would change your pressure setting on your barometric altimeter to match this. I'm not sure if our Su25 can do this, the A10c can. If you follow these instructions when you request inbound it will line you up at a nice distance from the end of the runway your want to land at. All you have to do then is turn towards the runway. You can use the Runway number at this point to figure out which way to turn on the HSI. EG runway 22 is 220 degrees on the HSI. Next thing you hear from the tower is "Cleared for visual, contact tower". This just means you are near enough to the airfield that you can begin actually landing. When you contact the tower it will be "Request landing". I too have heard this new message about Orbiting, but it only lasts for a second. Almost immediately afterwards I get the next message which is "Clear to land runway 22" etc. I would just ignore the "orbiting" thing. 6. Dunno how its done in real life, but you will just get used to it. As long as your are not going too fast the pitch up shouldn't be too violent and should be fairly predictable. Also, the flaps are in two stages so use the first setting, then once you have leveled out, extend them to their maximum. Also be sure not to deploy the full flaps when your are moving fast, they will break off! (as I recently found out :D) I'm sure there are errors in the above, but some other nice folk on here will fill in the blanks/ grievous errors.
  25. Nice! I love this effect. My problem with it before though, was the way it flickered on and off. Does it still do this?
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