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Everything posted by Boomer20
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Thanks Miguel, its working now. Should of thought to look at the log earlier, I had entered my saved games path wrong with C:\Users\*my name*\ etc so when it looked for the file it was looking for a C:\Users\*my name*\C:\Users\*my name*\. Once I fixed that up it was working fine. I didn't see anything in the PDF about camp_init but I checked it and corrected the path from DCS.openbeta to DCS which will save me a headache later.
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Thanks Miguel, I tried again and it didn't change anything. So I tried a different campaign and it worked. Out of the 3 I've tried (Harrier over PG, TF-68 80's and TF-71) only TF-71 doesn't work and it uses the Scriptmod 20.37.01 (the one with the init file). Could it be related to that as the other two work fine. The reason it references to release is because I originally installed the release version on my PC and converted it to Open Beta later meaning all the install pathways are titled as DCS not DCS.openbeta.
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I'm really enjoying what I've played of these DCE campaigns however despite following the instructions I have been getting an error (see attached image) at the end of the mission and the debrief bat log never comes up. If I manually open the debrief bat I get the following error: C:\Program Files\Eagle Dynamics\DCS World\bin\luae.exe: ..\..\..\ScriptsMod\Debrief_Master.lua:43: attempt to call a nil value stack traceback: ..\..\..\ScriptsMod\Debrief_Master.lua:43: in main chunk [C]: ? First mission and Skip mission work fine, only debrief doesn't. I've seen errors like this earlier in this thread but the solutions they've had haven't worked for me. I am running open beta however I originally ran release and converted later so all my pathways are the same as a release install.
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How do i make Bombers (B52/B1B etc) fly in formation?
Boomer20 replied to PSYKOnz's topic in Mission Editor
Correct they can only be in a flight of one, be for each successive B-1 you add them to left/right/back positions in the box, group and wings to have them fly the formation. Just gotta watch some of the positions as they overlap cause of their size. -
How do i make Bombers (B52/B1B etc) fly in formation?
Boomer20 replied to PSYKOnz's topic in Mission Editor
You can also use the WWII big formation/WW2 Carpet Bombing commands for the B-1B and B-52. I've made some massive formations of B-52s and its quite impressive to watch the destruction slide show of 16 B-52s carrying 51 bombs each. -
Can confirm that this is fixed, removed the CAP default task in one of my missions and it stayed removed.
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SA-2 will not engage Air units
Boomer20 replied to Werewolf_fs's topic in Aircraft AI Bugs (Non-Combined Arms)
Sometimes my favourite part of them :D -
SA-2 will not engage Air units
Boomer20 replied to Werewolf_fs's topic in Aircraft AI Bugs (Non-Combined Arms)
Good find, I had been having problems with the SA-2 not engaging, it only seems to happen occasionally at really high altitude and close range. And this might be the cause. So to clarify the SA-2 system requires the Fan Song Track Radar and the P-19 Search Radar to work properly? -
Well that fixed it, one of the mods must have been conflicting with something with the flanker. I've had the mods for so long that I actually forgot that I had mods installed and the idea of removing them never crossed my mind.
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The last 2 times I've flown the Su-27 I have been shot down and once the wreckage hits the ground the game will crash, the little blue window that states DCS has stopped working and would you like to send a crash report comes up. Unfortunately I don't think my logs got sent. So I'm attaching it here. Only have experienced it in the Su-27 no other aircraft. dcs.log-20190627-075849.zip dcs.log-20190630-005214.zip
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All modules can be used on any map. Personally I really enjoy low level flying the F15 around Normandy, the sense of speed gets the adrenaline pumping and I don't even use VR.
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Since latest Open Beta update the skin for the F86 has a small bug, as you can see in the image the USA markings of the default skin show up.
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Current Asset Pack List (subject to change)
Boomer20 replied to NineLine's topic in DCS: WWII Assets Pack
The DCS: World War II Assets Pack will continue to grow with DCS: Combined Arms compatibility and free asset additions that includes: • SdKfz 234/2 "Puma" • Sd.Kfz. 251 • Sd.Kfz.2 Kettenkrad • Horch staff car • E-boat Schnellboot type S-130 • Uboat type 7 • German search lights • Barrage balloons • Avro Lancaster • Hawker Typhoon • C-47 • Ju-88 • Fw 190 A-6 and A-8 • Bf 109 G-6 • A-20 Havoc/Boston • B-24 • B-25 • B-26 The ones I've bolded have been released. I copied this from the original post of Ninelines, its the last section. Interesting, it looks like its made from the developer of the I-16, the props on the 88 and 87 look off though. -
Current Asset Pack List (subject to change)
Boomer20 replied to NineLine's topic in DCS: WWII Assets Pack
The list is the first post by nineline on the first page, it hasn't been updated in a long time though. However the post before yours from Silver_Dragon has a lot of the stuff that isn't in the OP. What trailer is that, I just watched the I-16 trailer and there's not stukas or Ju88s in it at all, just I-16s and Bf-109s. -
Its funny how public opinion changes over time, a few years ago I remember ED teasing screenshots of the WIP hornet and the masses (masses being mostly commenters on Facebook posts) wanted them to just release it in its incomplete state because they were just happy to be able to fly it bugs and lacking features and all. Now the module train is full steam and opinion has changed from wanting it as soon as possible to focusing one at a time, finishing what's been released etc. Does that mean if they were to slow down on new modules people would revert back to wanting heavily WIP because they have no new toys to play with? Just an observation about the current results of the poll.
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As an Aussie would love an F-111, day one buy for me (Just have to look at my profile picture I guess). Saw one fly at an airshow before they were retired and its a fantastic looking jet on the ground and in the air. Interdiction strike missions are a load of fun in DCS but I do agree that it needs to be fleshed out some more to be really good, at the very least more static object assets to blow up.
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Not to mention it would have to be an extremely gentle slope as even the stock FARPs slopes are too steep for the Harrier's landing gear.
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Thanks SUNTSAG, when I was eyeballing the external view, it looks so flat and when you check the altitude in the ME, it doesn't change at all. I guess the mesh must have some very slight elevation changes.
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Has anyone had any luck placing the mat down about 20nm west of Bandar Abbas around the outer villages. I'm trying to build a roadside FARP but best I can get the FARP mats are just hovering above the surface and unfortunately its still high enough to break the landing upon taxing on. Shame that you have to be place on the physical FARP to have ground crew active, if only there was an ability to make a zone around it.
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Appreciate the words ENO. While I know that MIST and Moose can be really helpful and can also alleviate functionalities lacking I've tried shying away from manual lua code scripting particularly for mission building as I've never been a fan of troubleshooting lua mistakes in the past. Well I have a feeling I will posting in this board a few more times, already know some more questions that will probably pop up if I don't find a solution. Its always good to have people like Exorcet and yourself around to pick the brains of and help others.
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Finally got around to trying this out this morning, I set up a quick test/proof of concept mission for myself and got the phase idea working, just for the test I had set flag value between 1 and 4 with each corresponding to the particular phase and 4 being no spawn. Once I cleaned up my oversights (the dangers of building a quick test mission and not being thorough) it worked exactly as expected. Now to implement it into a proper mission. Flag random value seems quite a powerful and handy tool. I'd like to say I'm quite capable with the mission editor, I don't make overly complex missions but that's more of a I don't want to spend forever in the editor. You guys have been quite clear and helpful and the joys of a sandbox editor is trial and error as well :) Thanks for the help.
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Thanks ENO I will give it a try.
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Thanks Strut, I look forward to your re-released versions when you finish them. And thanks Sushy for the link to your thread, initially the revised description.lua was showing up with a missing texture in those spots but it was a simple fix of change decal from false to true. So thanks for the help guys.
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Indeed, its almost like they make you want to part ways with that stuff in your wallet after you watch them :D :P