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Everything posted by Wizard1393
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Fair enough Ragnar. I guess you have a you reasons as for why not use a public bugtracker. Always nice to hear that you're keeping an eye on things in all the noise on this forum. Spot on with "the void" feeling lol Keep up the good work!
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Yeah you're not alone on that one bro :santa:
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Ah ok so buried in the comments of that post, Wags (I assume) stated: "Sometime prior to less than two months from now." Still better than "Two months from now." :thumbup::pilotfly:
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This. While I agree that the threshold for posting in a forum everyone already have access to is way lower than on a bug tracker site, it would still be great with a public (read-only mind you) bug tracker, even if you couldn't post on it, just to be able to review it and see if "your" bug is "confirmed".
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Weirdly cropped pages in the Viggen kneeboard I almost always get KB pages looking like this. Does anyone else? Is this problem with the DCE and Viggen KB generation, or is this strictly a Viggen issue?
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Isn't 500ft kind of like a "hard deck" for the AI? Even though you can set lower wpts... It seems to have been as long as I can remember. If you set wpts to 300 or 500ft, does it follow that?
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No, it was posted that "we are just weeks away"... Could mean 2 months sure, but they chose to use the word "weeks" not "months" :)
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Hi, Always thought the bugtracker used for the MiG-21 by LN was a great idea. Easy to use and see if your bug perhaps was already submitted. Is HB going to have a bugtracker for the Viggen soon and also the upcoming modules?
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Missing livery and some texture errors.
Wizard1393 replied to statrekmike's topic in Bugs and Problems
+1 also noticed this. -
There was a fix for this. They apparantly changed some script path. Have a look at SLMod and Slotblock webpages, I think there are already explanations or new version to download. Its basically just that you have to create a dir "Hooks" inside folder "Scripts" and place the mod scripts there instead.
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It doesn't. The main gripe people have with this is the fact that this requirement is applied retroactively which was not informed about on purchase. I'm pretty sure people will still buy modules with this new system, but now they know about the requirement and can take an active choice whether it's acceptable or not, and therefor make an informed decision on whether or not to purchase.
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OK, I'll throw my 2 cents in the fray here aswell. Now I don't know how the "terms and conditions" for all paid content in DCS up until today is formulated. But if it states that the product may change at any time that might limit your ability to use the software without an internet connection (or additional costs in any way really) then there is no need for this argument, really. Then we all already agreed to it. However if the only requirement mentioned is the internet connection requirement once per computer/activation, then I see a freedom removed by ED that I didn't know about at time of purchase. Not cool. Now, for the sake of switching to this new system for modules I buy from now on with knowing that internet connection will be required briefly every 4 days would however be acceptable to me personally. I rarely go offline. Sure I won't like it, cause I will always prefer to be able to use the purchased software how and when I want under any circumstances. But acceptable yes, I would still purchase. A fair solution to me about previously purchased modules when internet connection was required only once per computer/activation, would be that those would only require "phone home" on update. Honestly though, however this plays out, I'll still be a continuing customer, but I'm going to be a less happy customer if freedoms are removed retroactively/unfairly.
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I for one hope that the scripting engine will get a well needed overlook/overhaul once 2.5 is released. It's oh so important to be able to use it, in its's entirety, reliably, which is simply not the case today. I was much into creating complex missions for a while with scripting, and while the missions turned out not too bad I always had to use more or less overly complex workarounds in the code because "this doesnt work" and "that doesnt work" or "that works in SP but not in MP for some reason". Made me give it up. I'll revisit the scripting engine sometime if I hear it's reliability has improved alot. What grinds my gears is that the scripting engine can do so much, it's all right there under your nose, but sadly so much is broken in different ways. TLDR - I feel ya man.
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There's Always ™ gonna be room for improvement. But here's my +1 with OP. Thanks for keeping up the good work ED staff. 2.5 isn't coming a day too soon :)
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** AJS-37 Changelog / Update Master List **
Wizard1393 replied to Cobra847's topic in DCS: AJS37 Viggen
Were there no updates to the Viggen with yesterdays 1.5.8 Open Beta? -
I think he's suggesting it should be taken up by ED and be integrated in DCS. :) ED you should employ this man to make the DCE an integral part of DCS! This is the thing that DCS is missing the most. A DCE.
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Awesome! Followup question. I'm currently playing the Nordic Battle Campaign based on your DCE. The Viggen AI isnt all that phenomenal yet so it takes some fiddling. So I noticed theres a script on the "Attack" waypoint after all "Attack Map Object" commands. It seems to store coordinates for the Attack Map Object task or something. What does it do, can it be omitted?
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Hey MBot, question about your brilliant DCE. All the "uncontrolled" airplanes that spawn on both sides at bases, are they actually from the "pool" so to speak? As in, is it actually affecting available aircraft for RED if I manage to destroy some 10 "uncontrolled" planes parked at a RED Base?
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AI pretty much always miss targets with SB71HD AI almost always misses (overshoot) target with SB71LD if current waypoint speed exceeds 500km/h Using Rockets and the "Bombing" task is very ineffective. I set 4 AI to do a "Bombing" task on a Tigr unit, defining -Rockets and expend ALL. Ran test 4 times and they managed to destroy the Tigr once. However unrealistic with the CAS role on the Viggen, setting it to CAS and having AI loadout only AKAN Gunpods they will fire 2 rounds (1 round per pod) per attack run. AI does not know how to use the BK-90 properly. They follow the gliding munition in and get blown out of the sky upon impact. The munition will not glide like when fired by human. It glides in a straight slope towards the target and detonates on impact. No submunitions dispensed. Tests done with Excellent AI and 0 wind. Seems like the AI targeting can use a lot of tweaking.
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Nordic Battle - Viggen DCE campaign
Wizard1393 replied to Cristofer's topic in User Created Missions General
I beg to differ, sort of. The DCE sets "Attack Map Object" targetpoints on every target building so the AI should actually drop bombs on targeted buildings and structures if you command them to "engage mission and rejoin". -
Please some mod, sticky this post!
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- mbot
- dynamic campaign
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I'm guessing that's not a problem really. I don't think DCE Campaigns do anything with actual "score". It's more about checking what actual units was destroyed. So if a BK-90 destroys a complete target group, you will have accomplished the mission even though you won't be credited the kills personally.
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*** Official Caucasus mini-campaign for DCS:Viggen (BETA) ***
Wizard1393 replied to RagnarDa's topic in DCS: AJS37 Viggen
Any update on this? Ragnar stated "very soon" in February too... Currently enjoying the Nordic Battle DCE campaign whilst waiting for the 2 official campaigns. -
Tried 3 training missions and none are working :-(
Wizard1393 replied to Jamesp1's topic in Missions and Campaigns
Training missions need to be updated imho. Many seems not updated since Open Beta was released and are not accurate anymore.