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Rudel_chw

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Everything posted by Rudel_chw

  1. Honestly, I would have preferred the Kola Map, as having another desert map and on top of that no coast to place a carrier (even if far) are fairly big cons for me. I will wait until the last week of May, and if Kola has not appeared by then, then I will likely pre-purchase the whole Afghanistan map … I will also need to spend some $$$ in upgrading my 1 TB ssd, let’s hope my wife is distracted while I do these purchases
  2. yes, if you do realize that the MIZ loaded without some objects, you can then exit without saving …. But what happens if you don’t realize that those objects were dropped from the MIZ? .. you end up with a crippled mission that can be saved without noticing that it now is incomplete. for the time being, until ED decides to correct this ME behavior, I will be forced to always be extra careful when loading a mission that uses modded objects, always checking that the Mods are in effect loaded onto my DCS.
  3. Hi, thanks a lot for sharing ... seems like a great Mod, though I still have to try it more fully ... it seems to compliment the South Atlantic map nicely: Hopefully you will be able to share also the support ship Cheers! Eduardo
  4. Hi, Thanks a lot for adding more information about the Maps coordinates. I found the value of the Theatre attribute by looking into existing missions of the map i was interested in
  5. Probably we dont need it ... but is it worth losing the ability to run ST when diagnosing an issue, for just 600 MB of disk space saving ?
  6. RCtl + Num0 toggles the snapviews mode, from held to stay. The binding name is "Cockpit Panel View Toggle". However, it is not compatible with the headtracking hardware, like TrackIR, if you pause the headtracking software then the Snapview will held, like shown on this old video:
  7. Great resource, thanks a lot again
  8. Hello, First of all, thank you so much for sharing these documents, I've saved them and will try to OCR and translate once the DCS La-7 is out. Just one detail, the two books I quited are actually on the same link ... the Technical Description seems to be missing. Hopefully you can fix the link. Cheers, Eduardo
  9. moving the ship to Paulsboro in March 2024 prior to the move to drydock.
  10. Hi, seems to me that you are focusing on the Use case of trying to edit, or get info, from a mission that you got from someone else; while I'm focused on the Use case of a Mission developer, who is sometimes working on a new mission, while other times is maintaining an old mission of his. On my Use case, it is unacceptable that a tool like the Mission Editor can remove objects without being allowed expressly by the user. You mean on the case where you don't have the user Mod that the mission uses, on that rare case (at least rare for me, as I mostly edit my own missions and employ user mods from my Mods library) you can always edit the Mission and remove the required module sentence, like this: Honestly, not a big deal, takes less than a minute. Actually, he does need to know, if the mission is going to be used as designed. It only keeps you from access when trying to employ a Mission without having the user mods, which is not the most usual case, where you do have the user mods. Even if you don't have access to the User Mod anymore, editing the "required modules" list easily solves it. It is, particularly if you don't have a backup copy ... I was fortunate to have all my missions on a cloud drive with versioning, so I could recover from my mistake. I truly believe that maintaining a Mission is a much more frequent duty than trying to edit a mission for which you don't have the Mods it needs, and in that less frequent case there is the way of opening like I showed. Well, hopefully someone at ED will take a look and fix this, because as it is now I will have to be extra careful each time I open a MIZ, checking its list of required user Mods and then checking that I do have those enabled ... doing this every time I open a mission is honestly a bit frustrating. Best regards, Eduardo
  11. Sorry to disagree, but loading a Mission while discarding a large portion of its units and statics, is not helpful at all ... you end up with a broken mission. I'd rather have the ME refusing to load an incomplete mission, and I proceed then to enable the needed user mods. Actually it was a good solution that worked for many years and ensured that the mission you loaded was complete and just like it was when last saved. Not a pop-up, but the open Mission dialog shows which user mods it needs. At any given time I have enabled just the basic user mods, and I load extra Mods only when needed. That is why I may accidentally try to open a Mission without having its Mods enabled, but one quick run of the Mod manager fixes the issue ... what is problematic is how easily one can disrupt an existing Mission without even realizing it, and restoring the Mission is impossible if you don't have a backup. On the other hand, if I get a Mission which uses a Mod that I don't have, I can always edit its Required Mods section, which is something that seldom is needed.
  12. Use the Export / Import buttons of the Controls screen, beware that this will only work if the names of each control are the same on both aircrafts (I don't remember if the III changed the name of some bindings)
  13. for some reason, Its only now that I see this thread, I’m currently a user of https://ttsfree.com but I will give this AI option a try, maybe I can use it on my future missions thanks a lot for bringing it to my attention
  14. Hello, I'm sure many will remember that there was a time when the Mission Editor refused to load any MIZ file that employed a User Mod that was not available at that moment. You had to exit DCS, enable the User Mod, re-start DCS, and only then the ME would open the MIZ file. However, today I came across an issue where I could open an existing MIZ file that employed a User Mod. The Open dialog did show that the Mission requires that User Mod, but I erroneously assumed that I had it loaded on my DCS (when in fact it was not), and then the ME happily opened the mission and silently deleted all the objects that were provided by that User Mod. If you don't notice (because the Mod objects are used on a different part of the map that the one currently being edited) and save the mission, then the Modded objects are lost and can't be recovered unless you have a backup copy of the MIZ file. It looks like this, here is a sample mission, opened when I do have the User Mod loaded on DCS: Now, if I don't have the Mod active, and try to open the same MIZ file again: I can see that a user Mod is required, of course, but if I press OK anyway, then the ME happily opens the MIZ file, and DELETES all the modded objects with no warning: ED, please, can you revert to the old behavior and have the ME just refuse to open the MIZ file, if the user mods are not available? ... and while you are at it, please do the same with the Static Templates: have the ME refuse to load any Static Templates unless all the user Mods it employs are available (this may require a change to the STM format, as currently it doesn't contain a list of required modules, like with the MIZ files). I don't mind if I have to re-generate my Static Templates ir order to add this safeguard. Thanks a lot, Eduardo
  15. I have to agree, but the Ignore facility of this forum is just the tool to avoid having to read those people .. I would have long retired as active member of this Forum if it were not for that tool. Believe it or not, I have currently 13 pages of users on the Ignore list One cant avoid wishing for a better internet, but for now ignoring toxic users is the only way I have found that works.
  16. What behaviour? ... if they dont want people anxious about a release date, you can always just tell no one about the new Mod, until it is almost finished, like the developer of the SK60 mod did.
  17. I understand that it is still in development, here is the developer’s Discord https://discord.gg/uyssAfKd6D meanwhile you can try their prior Mod: the Saab Sk60
  18. This is a RAR file, make sure to use a modern tool to uncompress it, as old ones will not be able to extract it fully.
  19. Ahh, for some reason I thought that you were referring to the Saab J-35 Draken, my mistake I will test your J35 anyway, just to check how it works on my DCS
  20. I didn't knew that there was a J-35 mod available, can you please post a link to it? ... I'd try it and report back if I encountered the same issue
  21. Yes, you can delete the module from the windows command prompt, while being located on the DCS Bin folder, with this command: DCS_Updater.exe uninstall AH-64D To open a command prompt window: There are a few ways to Open a Command Prompt, However, as some users have some Windows Features Disabled, Some Methods may not be available. The Common Command that works on all versions of Windows is: WindowsKey+R (WinKEY+R), In the Run Dialog box, type: "CMD" , Press OK You Should now Be Presented with the Microsoft Windows Command Prompt To move to the Bin folder: In your command Prompt Window, You should see the first command line as “<root>/Users/<username>” or “<root>/Documents And Settings/<username>” Type: CD\ Press Enter. The Prompt Should Change to C:\ (or <root>:\ if your windows/documents folder is located on another drive). *Note, If you installed DCS World onto a Different Drive, Type “x:” and press Enter, Where x = the Drive Letter you Installed DCS World Onto. Type: CD PROGRAM FILES\EAGLE DYNAMICS\DCS WORLD\BIN\ Press Enter The prompt should now change to the DCS World Command Directory, *Note If you installed your DCS World In another Folder, You must type the path to your \DCS World\Bin\ Folder
  22. +1 Couldn't agree more Great news, it would make me return to the Mosquito ... I just need an AI pilot to hold straight & level flight while I do navigation duties
  23. Do you own the MB-339 or the Gazelle modules? Those are not compatible with KB.
  24. Hi, Well, I checked this PTT issue and found that the Viggen actually has three PTT bindings for each radio: My training missions react only to the standard PTT of each radio. The VoIP binding of both radios are only for communication with other players on MP, it does not allow communication with ATC or AWACS. The third binding is like a mix of the other two, a short press behaves like the standard PTT, while a long one is for communication with other players on MP. Unfortunately, I can't yet detect on a trigger if the press is a short or a long one, so the only PTT that works on my training missions is the standard one. However, I will modify both Cold Start missions, to add a brief explanation about the different PTTs, before employing the PTT for the first time. Thanks again for this bug report. Eduardo Edit: Just wanted to report that I modified the PTT explanation on both Cold Start Missions, and updated the Mission Pack at User Files. Here is a short video of the testing, I used the spacebar a lot to quickly arrive at the changed section:
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