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Wizard1393

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Everything posted by Wizard1393

  1. I'll partake in this lottery aswell! Thank you!
  2. Great initiative! I'd be happy to relieve you of your F-86F! :)
  3. Oh yeah! Don't get me wrong! I get the idea and it's great if you want to mix and match and have easy access to several different cockpits at once. Personally I basically just use your English Cockpit mods and I'm a happy camper so I'm all set :) But yeah, I might have come off as a whiner, didn't mean to! I appreciate all people contributing to the community! I just didn't really understand the point at first. :doh:
  4. Ok got it. The SU-25A I have is FC3. It still works with "the old" way of replacing cockpit textures so I'm good!
  5. So, if I'm understanding correctly, the whole point of this mod is to make it possible to JUST mod certain texture files? Because imho it's still EASIER to just do it the "old" way and just placing an unpacked texture folder with the same name as the original zip, just next to the original zip. BTW Tried this way to modding the SU-25A textures. No joy. Old way still works. Did you mean with your comment above that this mod/way does not currently work with FC3 planes?
  6. What does this mean exactly?
  7. Ah great. If the need would ever come upon me. Thanks!
  8. Ah kewl. I'm golden then. Thanks fellas :)
  9. I'm ok with reinstalling once 1.5 final is released. Around mid 2017 right? :smilewink:
  10. As the title says, is it possible to have only the beta installed? Using non-steam version. The fact that the beta is so nice and beautiful makes me think I probably will not ever start up 1.2 again. I need to save disk space on my SSD. Can I safely uninstall DCS World 1.2?
  11. This goes for the SU-25A as well. EVERY repair goes bad.
  12. Is this not as intended?
  13. I definitely think scripts are going to need updating. Things change in the game / scripting engine and scripts will have to follow. But don't worry. Most individuals who even bother learning LUA and creating scripts in the first place will most definitely update them. Just give them some time. Also don't forget that we're in beta. People who created complex scripts might not bother updating them at least until 1.5 Final is released.
  14. I'm inclined to agree with this. Blackouts seem too fast and sudden sometimes.
  15. Oh great! Searched but didnt find another report except for this one. Thanks!
  16. Same here. Happened to me multiple times that it crashes while typing in chat. See logfiles attached. Track was too large, and .dmp file too. dcs.log.txt DCS.openbeta-20151011-204554.crash.txt
  17. Ah ok great! Thanks for checking it out Grimes! EDIT: Just sending the groupToPoint function through mist.schedulefunction within 10 seconds solves the problem.
  18. Since this sluggishness/unresponsiveness doesn't happen (at least for me) when accessing the controls from the main menu (sim not running), my best guess is that this bug occurs because the simulation doesn't stop listening to input even though you're in the controls dialog and that messes things up.
  19. Can confirm. Have this issue too. Not every time, strangely. But it seems like it's very often. It never does this if you edit controls straight from the main menu. But if you access controls from in-game, this happens frequently.
  20. It has happened to me multiple times that something goes wrong during save. It seems like it saves, but takes longer than usual. But then when you look at the file, it's significantly smaller. And it won't play if you start the mission. But maybe this is not the same issue. I know theres an issue if you have the .miz file open in the file explorer at the same time as you are saving it in the ME. But this was not the case when it happened to me.
  21. BUG (Broken functionality) REPORT MIST Instead of making a new thread, I'll just make a post about it in this existing thread. Grimes, should we use this thread specifically for bug reports/broken functionality regarding MIST and the Scripting Engine, or make new threads in the "Mission Editor Issues" subforum? Function mist.groupToPoint, does not seem to work properly. I'm trying to use it to move a ground group to a zone. It sends the group off in a static direction (not towards the zone) and it disregards the UseRoads variable. I've tried setting UseRoads to true and 1, false and 0. I've set the Formation to 'On Road'. Nothing makes them use road. And they spawn right next to one, some units, even directly on one. I've attached a freshly created test mission that replicates this every time. Just load the mission. After 5 seconds a group spawns in and sets off to the horizon like there's no tomorrow :) test.miz
  22. This is fine. But for the sake of clarity, the trigger action GROUP DEACTIVATE in my opinion should/could be renamed to GROUP TERMINATE or something similar. Using the word DEACTIVATE might have people thinking they can DEACTIVATE the group and then activate it again with GROUP ACTIVATE, seeing as that it's possible to activate a group set for late activation. I'm guessing this is a smaller issue, or even a non issue for most people creating simple missions in the ME. But when getting into advanced mission creating and scripting, you find yourself trying to understand these kind of inner workings, like what the difference is in the states of a group set for late activation and a group that has been deactivated. All improvements, small or big, are still improvements right?
  23. +1 for proper 3-way / 2-way toggles to be able to configure flaps and such like in the A-10C...
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