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Moburma

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  1. I just... did! I think it's been established the crashes are bugs in the current F-14 openbeta code to do with PAL mode. I've had plenty of crashes due to it, and this campaign is particularly bad due to the number of low altitude aircraft (i.e. helicopters) you intercept, which Jester is useless at locking up for you so you end up using PAL a lot. It's a bit of a crap shoot if you get a crash after using PAL. Also if you're lucky and your wingmen get properly stuck in that naturally helps both in likeliness of mission completion but also reducing the number of enemies you need to lock! Smart use of AWACS is important too, you get three of them in these missions but you need to pay attention to which is actually going to be most relevant to where the objectives are as the others of course will be mostly useless. Getting the drop on incoming flights at range is also crucial to avoid needing PAL. Hopefully when we get the next beta update this will finally all be fixed. In the meantime I'm struggling with the next mission. The objective is not that tough, but it's all at night and night time trapping is the stuff of nightmares..
  2. This a really nice little campaign, had a lot of fun with it so far. Quite challenging and you're often on a real knife edge between victory and total devastation if you don't get those pesky Mirages dead to rights! However, I found quite a few bugs with the mission INA05_E.MIZ. Firstly, the briefing is wrong - it tells you the mission is to hunt down Iranian patrol boats and take them out, and advises a loadout including a targeting pod and LGBs. However, on actually starting the mission you find you have a purely AA loadout and there's not a patrol boat to be found. Instead it's a continuation of the previous mission where you have to protect a pair of Hueys from incoming air threats so they can ferry survivors from damaged shipping to safety on a nearby island. I also got a lot of text box messages with "dictkey_wptname_xxx" (where xxx is a set of numbers) while presumably hitting triggers. The mission actually works great and I completed it fine, just a bit messy!
  3. Hey Algerad, sorry for the long absence, I'm determined to get back into this! My new job is killing me (get home at like 8:30pm, need to sleep by 11..) but I will try and get back on. I recently bought the MI-8 expansion so hopefully that will be the necessary inspiration. I'm trying to remember where I was up to before, and I've been looking through your impressive work on the FIPs, I need to read up on your socket idea. Since I last posted I had a Huey lua that was working pretty well and I can't remember if I released it. Same with the A-10c, I think my last public release was an embarrassing mess but I fixed lots of dumb bugs since then. I don't think I'll have time tonight, but I'm determined to get something out soon!
  4. The rudder pedals are always going to be better than a twist grip, but frankly if you only fly the A-10c and P-51 you could easily get away without them. Especially the A-10 I hardly ever use them aside from taxiing. I personally wouldn't be able to justify the cost for those modules. The Huey on the other hand persuaded me to buy a set, it's extremely hard to take off and land controllably without them.
  5. Hey, I haven't checked in for a while, I've been taking a break from this. I'll definitely take a look at what you've been up to, however!
  6. I imagine one thing it could be used for is animations for embarking/disembarking troops in the new transport helicopter modules.
  7. Unfortunately it's laregely irrelevant what people on here want - the recent kerfuffle with FC3/the non DCS standard F-15 and Su-27 modules show that ED have reason to believe that there's a much bigger market for more arcadey sims than DCS level ones - or at least the sheer effort required for DCS level just isn't cost effective considering the size of the market. That really sucks as let's face it, DCS is now pretty the much the pinnacle of the military flight sim, but it seems people just aren't buying them. I can't help but point the finger somewhat at ED though. The aggressive slashing of the P-51's price in the recent sales (presumably because no one bought it at the original price) seem to vindicate the somewhat prevalent community reaction of "why on earth did they make this?" It's a really cool module, but there's so little to actually do with it in the current sim. I think their aim to work in all eras of air combat is a laudable one, but they need to consolidate what they've got already before spreading themselves thin in this way. And that generally means modern-ish era fighters. EDGE could alleviate this in a big way - I could see a third party producing a WW2 pacific theater map and a proper P-51 campaign and ED just have to sit back and let the money roll in. But at the moment, who wants to fly WW2 planes around a modern day Georgia?
  8. Wow, I just went back to my A-10 exporter and spotted instantly why I had the problems with the altitude and airspeed indicators. An incredibly dumb and obvious error on my part that stumped me for weeks yet took about 5 seconds to fix when I finally noticed it... I haven't managed to get the same success with the A-10 exporter stability yet, but my code is terrible and I need to go through it with a fine tooth comb to get rid of all the dumb things like above that I left in.
  9. algerad3, you are a genius! The Ka-50 exporter works perfectly now. I only ran it for about a minute, but I was able to spin the dial around without any crashes at all. The only problem was as you said it would count too many inputs and it seemed to not be possible to turn the dial in less than 2 increments. This was with the latest 64 bit dll chrillith posted. I feel bad now that he spend all this time fixing it and it was our fault all along :music_whistling: I need to get it working with my A-10 exporter, but it's not working yet, it just crashes MFD. Then again my A-10 exporter is a disaster area at the moment, there are loads of leftovers from various experiments I tried that I forgot to remove, so they are likely causing the problems.
  10. I've only got the X-52 Pro, I don't have a FIP. I think Algerad3 has both.
  11. Updated version works again now. Unfortunately it only seems as stable as the original old version - dials work fine but eventually will crash the game if you keep turning them. I think I probably agree with Algerad3 that it's probably less likely your dll that's causing the crashes as much as how we are trying to use it in the game. I tried to write a basic polling script myself to only call the callback to check if the dials had changed once every few frames, but I didn't get it working right. It'll be interesting to see if Algerad3's other project gets it going.
  12. Thanks. this dll doesn't seem to work at all though. Nothing is displayed on the MFD and I get this error in the DCS.log file: 00019.355 ALERT EDCORE: Can't execute Lua file C:\Users\Andrew\Saved Games\DCS\Scripts\Export.lua - attempt to index a string value Once you quit from a game session back to the main menu it also crashes DCS world pretty hard.
  13. Cool, unfortuately I can't test it as DCS World will only run with 64 bit dlls. Is it possible to compile a 64 bit version?
  14. Well, sorry to be the bearer of bad news, but this version seems to crash a LOT more. Using my A-10c exporter it crashes literally EVERY time I touch the right rotary, whether it be moving the dial or pushing in the button. I've also had a lot of crashes just turning the left dial, which was very rare before (did occasionally happen though). I'll try it with the Ka-50 exporter. Thanks for the effort, though.
  15. I happened to load up just as this came out and I noticed a real difference in maintaining straight and level flight in the Huey now. The constant oscillating left and right that would eventually happen before is a lot more toned down now. Hovering is still hard as hell!
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