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Mistermann

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Everything posted by Mistermann

  1. Completely understand you wanting to simulate an AI EA-6B. The first mission of Operation Hormuz does this in a novel and effective way. Basically establish a moving zone over your "EW" unit. Whenever the player(s) enter this moving bubble, make them invisible with an AI TASK PUSH command. Whenever they leave the bubble, turn off invisibility using AI TASK PUSH. You can download the mission here to see what Jenson did. This requires NO scripting outside the ME.
  2. Smart man! It had huge potential, didn't it? I'd postulate many refunded it when the opportunity arose. I certainly did. I think if people look at the situation objectively there's only one conclusion to draw; the SE is dead and gone. A real shame because it's the community that lost out. A Herc campaign? Love to see what you come up with Sedlo!
  3. Awesome. We have many hours in I2J in just the cayuse. Have fun.
  4. You could always just remove the mod dependency in I2J as I discussed a week or so ago in this very thread.
  5. @Reflected your advice worked! Thank you. Here's what I did. The "zone" for the radio transmission was linked to my player aircraft in the setup already. My Unit name was the same as the group name, so I added a "-1" to the unit name to make it unique, just in case that was the issue. The zone itself was tucked pretty far away over Iran and I assumed by linking the zone to the unit in the config, it automatically associated itself with the aircraft (like a moving zone). I dragged the zone directly over the aircraft (like Sedlo did in the video above) as your advice was to place it a mile from the aircraft. I thought this was odd, but figured "what the heck can it hurt". Moving the zone over the player's plane did the trick and all transmissions came through loud and clear (was already using a power setting of 10000 on the Radio Transmission trigger). A few additional questions: 1 - Does the "Overlord_Radio" zone travel with the player's plane for the entire mission? Does the zone mimic a moving zone once its placed no more than a mile from the link unit on the ME map? 2 - Where do I sign the petition to ED to fix this radio degradation? Its pretty bad. Overall, I knew I had to be doing something wrong in the setup. Thanks for the assist, Reflected!!
  6. Thanks! My zone is attached to the player so LOS and distance shouldn't be an issue. I may play around with the zone and move it off the player just in case there's some bug in there somewhere.
  7. I've had some folks contact me directly with thoughts - thank you. I am at a bit of a loss here, if I'm being honest. This works perfectly for some transmissions and not at all for others (like the video above). Strangely, the ones that are degraded are NOT always the same ones. The first transmission has yet to fail. Practicing what I preach, this is a MOD FREE mission and I have ZERO mods loaded in my DCS environment. Hopefully Sedlo or any other campaign creator using the RADIO TRANSMISSION approach can weigh in here on how they avoid the issue of degradation to the degree that I'm seeing. Candidly, if this is the base product, I don't know how anyone uses with any degree of confidence. I'm about to kick this idea to the curb and go back to SOUND TO *** triggers and accept the immersion loss. Tagging a couple more campaign creators that likely use the Radio Transmission approach. @baltic_dragon @Sandman Simulations @SorelRo Thanks all!
  8. It does. But I am definitely not thrilled with OnReTech developing. I purchased Siani the day it released. Super disappointed in that decision. OnReTech damaged their reputation with their poor support and communication post launch. Personally I am not purchasing and doubt I ever will.
  9. I am trying to up my mission making skills and change from a SOUND TO ALL approach to one where players have to tune to the proper radio channel. The video from @Sedlo below really inspired me to try this. For some reason, I simply can't get around what appears to be significant radio degradation with this approach. I am pretty sure I have this setup properly. I have a zone established and connected to my test plane: I also have Radio Transmission triggers established as below: There are a series of radio transmissions that happen when a Bogey is a certain distance from players (30mi, 25mi, 20mi, 15mi, 8mi). The 30 mile range is shown above. It should be noted that I couldn't get this to work with a Power setting of 100 as shown by Sedlo. I also had to remove clouds from the mission as the cloud layer appeared to impact the radio quality significantly. When testing the mission I get radio transmission that are clear and exactly what I expect. Others are mostly squelched almost completely. Can anyone suggest a way around this? I know Sedlo is a master at this and likely has an answer. I am tagging a few more campaign wizards to see if they might have an answer. I know ED just released the subtitle element of this trigger and figure you campaign guys would have encountered this already if it was a real issue. Question is ... what am I doing wrong? I am happy to upload the mission if anyone wants to see it. Its in a WIP state so it ain't pretty under the covers. Below is a video of what I am experiencing in game. Thanks to anyone for the assist here! @Reflected @Badger633 @ChillNG
  10. Just remove ALL mods and retest. That's what ED will tell you to do. Helpful or not, it rules out a major cause of DCS "issues". If you replicate in a clean environment it points more towards a base issue vs a mod conflict (which happens all the time).
  11. Thank you for your "passion and support", Devil.
  12. Okay, I've seen people do this on video over the years but, for the life of me can't remember, nor find this answer. I am pretty sure there's a setting in the Hornet that reduces the degree of bank the jet executes when changing between waypoints. This is especially important in MP where the flight lead is coupled up on CPL/AP/BALT and they come to a new waypoint heading. Anyone know how to do this? I seem to recall its buried in one of the HSI modes, but can't stumble my way to this answer. Thanks!!
  13. Thank you, @d0ppler!! Worked like a charm. Only nuance is the "type" name wasn't spelled correctly and DCS spawned in a Leo Tank at first. I placed a radar unit on the map and then checked the mission file (lua) and noticed it was in caps, not how it was represented in the ME UI. After fixing that, the code worked perfectly. I suspect it spawns on the rig because I gave it the coords of the helo pad.
  14. I'll give it a shot in the morning. Thank you, @d0ppler Question - what format is the x and y coordinate? Lat/Long? Those numeric values seem strange to me.
  15. Can't do it in the ME because the oil rig is at sea and ME won't allow placement. Is there a way to do this in lua? If so, can some kind soul post a working solution? Thanks!
  16. Most mod makers forbid redistributing their content. Out of respect to these talented people, the links to their work exists in the OP of this thread as well as the change log contained in the miz itself. ITJ2 (or whatever we call it) will do the same. I know this approach irritates a lot of community members. I encourage those bothered by this approach to download and create a master mod pack themselves.
  17. Yes. ED many times. They don't care about what we're doing in I2J. No response to inquiry IS a response. As for Currenthill, yes as well. He's quite busy with his modern ground assets. Tetet is the only asset developer to show interest in assisting with time period assets. We wrote I2J for our little group because there was nothing like what we wanted. We shared the mission with the community because I feel strongly that far too many mission makers refuse to share their creations with the community - especially MP missions. Last time I looked, this mission was downloaded less than 1500 times - that includes all different versions. I highly doubt 1500 potential customers drives ED to create any type of asset pack. Plus Tetet's comment above is also spot on.
  18. I agree with your criticism to other mission makers regarding mods. Which is exactly why I provided links. As for the Vietnam boats, there's an entire video showing how to acquire linked in the mods section. I invite you to look. @Devil 505felt strongly that a video was more appropriate because the installation was less than straightforward. Funny all these months later, my argument to him against the video was people wouldn't watch it. Not sure what more I can do to assist you. I've explained how to remove the mods and provided all the links in the first post.
  19. I invite you to read the very first post of this thread where I do exactly as you suggest.
  20. Exactly. IMO a complete waste of precious development resources. Whomever approved the use case needs a stern "talking to".
  21. @Tonker WHY do you feel WW2 map makes for a better base? Please provide some objective observations. Given the WW2 map requires a complete overhaul of scripts, I'm really not inclined to spend a hundred+ hours updating/rewriting/testing without a darn good reason. Also, I just don't get a jungle vibe from WW2 Marianas. It feels like going backwards if I'm being honest about it. IDK. If he did he's likely violating T&C of mod authors by hosting and redistributing.
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