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450Devil

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Everything posted by 450Devil

  1. I think I have found the issue. I have Voice Attack with the VIACOM PRO plugin. I ran the test mission with VA turned on and the message was displayed. So the culprit is not DCS but rather VA. Thanks for the support Flappie.
  2. Thanks Flappie. Attached is a simple mission with one zone that the S-3B flies through to trigger the Message to All. I have put the trigger zone between two waypoints so I can monitor the S-3B's progress from its "passing waypoint" calls. I have also put a sound file (Spike.ogg) in the Trigger Actions. I hear the sound file but no message appears on screen. Message to Coaliton test.miz
  3. I have built several missions that include Trigger Actions to display a Message but now I find that this is no longer occurring when I run the missions. Has anyone else experienced this issue?
  4. Hi Habu_69 I looked at MOOSE's AI Balancing but that appears to only apply to the one side. That is if there are four red aircraft client slots and one client slot is selected by a player then the other three slots are occupied by AI - until such time as another player selects a slot when one of the AI then RTBs resulting in two red players and two red AI etc. According to the lua file the Spawned AI script and the Patrol AI script do the following: Spawned AI 1. If no player is logging into the red slots, 2 red AI planes should be alive. -- 2. If a player joins one red slot, one red AI plane should return to the nearest home base. -- 3. If two players join the red slots, no AI plane should be spawned, and all airborne AI planes should return to the nearest home base. Patrol AI 1. If no player is logging into the red slots, 2 red AI planes should be alive. -- 2. If a player joins one red slot, one red AI plane should return to the nearest home base. -- 3. If two players join the red slots, no AI plane should be spawned, and all airborne AI planes should return to the nearest home base. -- 4. Spawned AI should take-off from the airbase, and start patrolling the area around Anapa. -- 5. When the AI is out-of-fuel, it should report it is returning to the home base, and land at Anapa. Whereas what I am seeking is for a red AI to spawn in whenever a Blue slot is selected by a client thus balancing the number of red and blue aircraft on the two sides in relation to the number of players who select a blue slot. I might fiddle with the Patrol AI script to see if it can be adapted to meet my need. Cheers and thanks for your reply.
  5. I am building a MP mission - PVE - where I would like to balance the number of player and opposing AI aircraft. The mission consists of a Strike Package of four Blue AI ground attack aircraft which are escorted by up to four player manned Blue fighter aircraft. The opposition consists of up to four Red fighter interceptor aircraft. What I want to achieve is that when a player spawns in one of the Blue escort fighters this triggers an AI fighter interceptor to also spawn in. At the moment I have only been able to achieve this by having each Red aircraft as a separate Group which is then GROUP ACTIVATE'd by a player spawning in in a relevant Blue escort slot. Trigger goes something like this ONCE / UNIT ALIVE - Blue 1 / GROUP ACTIVATE - Red 1 where Blue 1 is a client aircraft slot and Red 1 is a Red AI aircraft While this works, it is not very elegant. Has anyone any suggestions how to make it more elegant / efficient?
  6. Desperately need the deck crew to have wands at night.
  7. Just tried the Instant Action Mission and despite the Tanker giving me a "clear contact" it did not deploy its refueling hose/basket.
  8. Up until now I have been successfully launching the F14 from the SC by either clicking on Salute in the Ground crew menu or by saying Salute using Voice Attack with the Viacom Plug-in. Haven't needed to use Shift-U. Just completed 4 launch and recoveries on the same server I flew earlier today - one launch from each catapult. No problems with using VA and speaking the command "Salute". Did not need to use Shift-U. Did not need to call up the Ground crew menu.
  9. I was in a MP server and my F14 would not launch. Track attached. Carrier Group Day 2-20200808-125848.trk
  10. It would be helpful if Viacom had a Bugs page on their website where players could notify any bugs they find and include logs, tracks etc. While this thread is good it also includes much discussion which makes it more difficult to separate the bugs from the narrative.
  11. Had a strange thing happen today when flying the F14. I have Hot Mic selected in Viacom Pro and when I said "Options" my cockpit disappeared and the Jester ring appeared (except there was no central Jester image and I could not manipulate the ring in any way). I pressed LALT and F1 and the cockpit reappeared. This happened a couple of times. Anyone had a similar occurrence and know how to fix it?
  12. Track file is now in my OneDrive here https://onedrive.live.com/?id=8F6E5791EF783678%21531&cid=8F6E5791EF783678 hope this helps sort this matter.
  13. Found the problem with the attachment - the forum's limit is 5 Mb and the attachment is 16 Mb. I see if I can edited it down to get within the forum limit.
  14. When returning to the CVN I called inbound and received a CASE 1 verbal read back but the comms menu displayed was CASE 2 / 3. I aborted inbound and tried again - same outcome. Also the TCN distance to CVN remained stuck on 38 nm and I suspect the TCN direction on the HSI was incorrect as its indicated position would have put it on land or near to lans when, in fact, the CVN was mid Gulf. Track attached - all occurs near the end of the track.
  15. I decided to test visibility distances at various times of day. I set up a F18 at 10,000 feet ASL flying towards a SC. What surprised me was that the SC gave out no radar signature on my EW display. Has radar not been implemented in the SC yet? ps. I also replaced the SC with a Tarawa and got a good EW paint.
  16. Just did a quick test. SC at 20 knots. Wind 40 knots on the beam. Outcome was SC had pitch but no roll. The sea generated by a 40 knot beam wind should induce a significant roll as well as a pitch on the SC.
  17. Tiburtius - I think you have nailed the issue. I had been using the TPG with AGM-65Es prior to the radar range issue emerging. Why the TPG should adversely impact the ability to change ranges on the radar is a question that needs fixing.
  18. Today in a MP server the Case 2/3 Comm menu came up on my screen when another player called inbound on the carrier. Screenshot attached. I had not called the carrier as I was outbound at the time.
  19. During a flight today on a MP server I was unable to change the radar range in either A2A or A2G modes. Fixed the issue when I landed and selected a new F18. Screenshot attached.
  20. Not a solution but just what I have observed in regard to this issue. https://forums.eagle.ru/showthread.php?t=278300 I would of put my post in this thread but I failed to see it.
  21. Hi Gripes - thanks for the reply even if it was not quite on subject. Like you I would normally use the AGM-65F for four vehicle targets but I was using the 65E to try and see if it would work correctly or if there was a bug. I had previously used the 65E to take out some speedboats which is not so reliable with the 65F due to the poor IR contrast with the surrounding water. I now suspect that the non ability for the second and subsequent 65Es to operate in auto like the first off the rail is a program logic bug.
  22. Scenario - there is a column of five BTRs proceeding along a road. My mission is to destroy four of the BTRs with AGM-65E mavericks. I have my FLIR on the right DDI and the MAV on the left DDI. Laser code is 1688 and inputted for all four LMAVs that I am carrying. I approach the targets on a course that is perpendicular to their direction of travel at 350 KIAS and Angels 15. Using the auto fire method I engage the leading BTR and reverse my course and extend 30 miles from the remaining BTRs. I then reverse course and fly towards the BTRs where I re-acquire (designate) a second BTR at a range of 11 miles. The setup for the second attack is exactly the same as for the first successful attack. However when I go SCS left to the MAV DDI the MAV laser sensor does not acquire the TPOD laser and to get it to do so I have to cage / uncage the LMAV. My concern is that the remaining LMAVs seem to acquire a latent memory that forces their laser sensor to the original position of the first fired LMAV and the only way to "reset" this is by caging and uncaging the selected LMAV. logically this should not happen as the weapons is designed to search for the laser is a set pattern and once it finds the laser to focus on that target point. Logically, the setup and use of each LMAV should be exactly the same each time.
  23. The TPOD FLIR seems to be stuck in zoom level 9 when used with AGM-65E. track attached. Carrier Group 2 V01c-20200608-205805.trk
  24. Not sure about sea mode but I managed to improve the radar return from ships by clicking on the data button and then increasing the gain (GN) to the maximum of 9.
  25. While in surface radar mode there are radar returns from ships but the returns are much less bright on the radar screen than they would be IRL. Carriers and large merchant ships should paint very bright as they are massive structures that return significant radar energy. Modern radars automatically filter out background clutter such as from sea waves and are designed to enhance radar returns from objects such as ships. The radar cross section of a carrier is massively huge compared to a aircraft yet A2A returns paint bright on the radar scope and A2G returns paint so dim that they are very hard to identify even at very short ranges.
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