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NoJoy

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Everything posted by NoJoy

  1. It did work by setting the condition to 'unit alive' for the flights. Thanks! Cheers
  2. So the idea of the whole mission is to have 3 battle corridors with its units set to late activation and bring them to life by choosing a different flight. I.e. I have Devil flight tasked with SEAD and whenever during the mission I choose this slot and take control, units in the i.e. west corridor should activate and begin their tasks. So forth with other flights and the other units in its' corridors. I tried different settings. What works are the 'Time is more' or 'Units in Zone' triggers, but they doesn't seem to fit here for me. I don't want to activate other units by just accidentally entering their trigger zones. So generally asking, according to the screenshot below, what did I do wrong here? Whats the best triggers and their settings for this scenario? And sorry to say but I'm one of these .lua and MIST etc nuts. Just above my head and time. So I'd really appreciate a solution with the options I have in the editor itself - if this is doable. Thanks champs and happy landings
  3. Can you upload ur mission as well? Do you have the "CAP" Task in the waypoint settings set from waypoint 0? If so delete the task at WP 0 and enable it at the waypoint you want to start it.
  4. And I got to mention the strong and enthusiastic DCS community. There are tons of guides and how-to videos just a click away on yt. I never struggled to find in-depth explanation videos and tutorials around. That said - cheers and thanks to my brrrrrrt brothers & sisters. And when the op says 200 hours... I must've 1000 or much more hours with just the Hog and still I find new procedures or knowledge here and there, you simply can't cover it all at once. Like it was said above, things change from time to time as the systems of the aircraft does too. If ED itself should give the tutorials and how-tos more love? Arguable from my point of view. Just count the community as a part of them, customer or not.
  5. that was it, go Navy!... no - fun aside You're right. I tried it with the FMU-139 and 'inst / .06' setting and got it levelled with one bomb. I'm sorry for bringing this up by just fiddeling with the wrong buttons and thank you for your time to check it out. BUT as it works now - I'm damn sure I found this behavior while using my standard settings which always was 'INST' and not 'DLY1' as I wasn't using fancy fuze options as I'm just not familiar with yet. Whatever it was - works now. Rest is left for the X-Files. Thanks again, solved, and out!
  6. Bombs were set to .06 delay which is max. For the Mudhen you only can set fuze settings for the center station and copy these to the other stations. No clue if this really works at the current status of the F-15. Anyways the Mudhen's bombs does their job. Both planes used the AF versions of the GBUs. Find the trk attached and just to be sure we're talking about the same Comm Center here's what I mean: f-15e_comm_center_kill.trk f-18c_comm_center_nokill.trk
  7. I just noticed that the GBU-31 Penetrator has different effects on targets when dropped from different planes. Dropping 4 GBUs on the Command Center from the Hornet they can't kill it while being dropped from the F-15 they kill the Command Center each time. I used both the USN and the USAF versions on the Hornet. Not sure if it's a weapons bug or a plane bug or a bug anyways but I find it strange; well knowing that the Command Center is quite hard to level. Maybe someone has insights - I can upload trks if so wished - should it be a bug... Thanks out
  8. Well, GS doesn't make too much sense as it takes wind speed into account. I'd set the mach number but the advanced waypoint task only allows knots. Here's what I found in the Mission Editor Wiki: Optional Parameters: All other variables are optional. ... speed: Speed in meters per second the AI will orbit at. If no speed is defined then the AI will orbit at 1.5 their stall speed. ... I think the wiki is outdated here as the speed in the speed box is set in knots. Anyways when I reduce the fuel to 50% and remove the drop tanks AI maintains the orbit altitude but with oscillating bank angle between 40% - 60%. So after all I think it's mainly due to the high bank angle. I will set a race-tack holding in my missions because an Eagle with 50% fuel doesn't have much time on station left. Oh and I think the speed in the waypoint options is TAS. When I set it to 440 it keeps a solid 260 IAS.
  9. Ok the weight is too much. But still, 70% fuel has the same effect, speed will bleed off. Isn't the speed in the advanced waypoint tab IAS? Which should then be roughly 420ish TAS. Anyways, the bank angle in the orbit is too much, AI tries to maintain ~45°. I will do some more testing... Hear ya, thanks so far
  10. As title says the Eagle can't hold speed/altitude for an orbit at 32'000 ft. It bleeds off speed quickly. If I did something wrong just give me a knock knock...f-15c_cant_hold_orbit_32k.trk f-15c_cant_hold_orbit_32K.miz
  11. I had this bug myself for quite a while, the problem was colliding statics on the deck. So check carefully if static planes or tractors or anything else is slightly touching or blocking or colliding with each other. The most easy way would be to delete any statics on the boat and save the mission. Did the trick for me - with several missions. Cheers
  12. Thanks Champ! Really nice and no hurry. I'll try myself to get it working too. Wish you a very nice Xmas!
  13. @Glloq sorry mate I just missed your answer though I hadn't much time for DCS anyways. So here's the mission - I do have some triggers and sounds in it but I guess that's not a problem. Thanks a bunch for having a look, really really appreciated!!!! 2_2_Persian Gulf Sample Mission_aaa_test.miz
  14. hm, I downloaded a new moose.lua and the error pop-ups are gone but still no fireworks. I'll setup a mission from the scratch, let's see what happens then... Thanks so far
  15. Hey guys, I just startet to build more complex missions with triggers but never did a script. The script you did, to have that 'light-show' is just was I was looking for long time and tried myself quite some times - with no joy. So I tried to just set the triggers in a mission I built myself and inserted the lua files I found from Mist and Moose. But as soon as I start the mission i get these errors popping up: And here the trigger page from the ME: Maybe it's conflicting with a trigger I have in the mission or maybe I have the wrong .lua files stored in the wrong place but I just can't get it to work. I'd really aprreciate any help here... Thanks @Glloq for your cool script anyways - VERY COOL!!
  16. I'd really appreciate a 'Return to base' command for the CA UI when in F10 map. When AI Flights are done with their mission or simply go nuts doing stuff not commanded it would be nice to just send them home before crashing or running out of fuel. Sure this would be a fall back solution for bad edited missions but could help in many otherways. Thanks. Out.
  17. Thanks for the update ED! My frames are back up to where it were before - maybe even little better. With my older rig I'm back at 60 - 80ish from 10 - 15 with the august update. < I7 6700K@4500, 32GB@3200, NVME SSD, GTX1080>
  18. I do have huge performance drops but it only affects Syria and the Persian Gulf map. Caucasus and NTTR runs smooth as they're used to. Since the last update DCS 2.9.7.59263 Syria & the Gulf I have 5 - 15 FPS where I did have some 60 - 70. Seems like the Chinook and Apache have at least something to do with. When I delete them from the missions from these maps frames recover to 15 to 30ish. Though - unflyable frames. I know trk files are a must and I wouldn't mind to upload some but right now I don't have time as there would be 2 for each map and with and without the helos to see the difference. Maybe some later... sorry.
  19. Hey guys, quick question: After disembarking infantry from the transport e.g. CH-47, who do I get the 'guys on the ground' follow a route / waypoints? In the ME i only can give them waypoints from the spawn point but they won't follow the further route after disembarking. Thanks for insights and hints!
  20. Heads up! Reported in another thread.
  21. Hm, there is quite sure the need for some documentation and how to's. But really on my side as I stick to the 'standard fuses' like the kind we already had I don't have trouble to blow things off. I stick to the M904E Nose & M905 Tail fuse or the FMU-139 which are set from the scratch in the loadout menue. MFUZE N/T for dumb weapons and the EFUZE inst for the smart ones. Hence, there must be some bugs, a proper documentation (which is quite sure in the making by ED) would be helpful to at least sort out if things are broken or if it's just a user error.
  22. I had some crashes even without a crash log. What I did and helped so far was to do a slow repair within the launcher, and delete the fxo and metashaders2 files. Here: C:\Users\user\Saved Games\DCS.openbeta\fxo And here: C:\Users\user\Saved Games\DCS.openbeta\metashaders2
  23. I do confirm this! I do not find the option for the easy comms in the launcher so I'm not sure if this is connected with the launcher itself. Though since the update I do have to uncheck easy comms after each restart. I do have a track if so wished but it only shows that that comms are working in easy mode not that I do have to switch options prior to start. So the bug isn't considered in the mission but within the start of DCS.
  24. On the F10 map there's the coordinates in your preferrd format on the upper left corner. Just click on that and it cycles through the different formats. Long Lat, Long Lat dec, MGRS, etc
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