Jump to content

feefifofum

DLC Campaign Creators
  • Posts

    3544
  • Joined

  • Last visited

Everything posted by feefifofum

  1. I'm an aerospace engineer - test pilot - turned software engineer. Before that I hunted and killed the last Tyrannosaurus Rex with one of those plastic swords you put olives on (sorry, further details are classified.) I also blew Chuck Yeager before his first supersonic flight and cloned my own child from his DNA, which I secretly harvested, then consumed that child's stem cells in order to increase my own already considerable piloting skills. When I'm not flying F-36s for the Illuminati (sorry, further details are classified) I build wind tunnels for the secret government that CONTROLS the Illuminati and test the flexion of secret UFO metal by twisting it with my bare hands. By connecting an electrical lead directly to my impressive biceps using my own revision of a technique taught to me by Nikola Tesla during a time travel experiment (sorry, further details are classified) I am able to generate more accurate data by ten decimal places than any computer that has ever existed. SO I THINK IT'S SAFE TO SAY I KNOW WHAT I'M TALKING ABOUT. The wing physics seem pretty okay to me.
  2. The update ID for TEW3.0 is: BALTICDRAGON_A10C-ENEMY_WITHIN_3_campaign Update ID for Memory of the Hero is: MEMORY_OF_THE_HERO_campaign For future reference, this forum is for posting and discussing user-created campaigns and missions. If you have installation issues, your best bet is to either open a support ticket or post in the Installation Problems subforum
  3. First thing I noticed was a redundant CAP tasking at WP1. The "CAP" tasking is a blanket default behavior that will determine the units' behavior for every subsequent waypoint (you will see CAP-a-ref as the first action in the heirarchy.) If all you want them to do is shoot at any blue planes their sensors can detect along their flight path, no matter what, you don't need to do anything besides place the aircraft with its default tasking. That being said, the redundancy should not produce the effects you are seeing and indeed does not on my own PC. After taking off, with no alterations to the mission, the Sabre passed me, circled behind, then killed me as expected. I am flying these with the keyboard so I'm not really trying to fight the guy but he's definitely attacking. This means there is some funny business specific to you going on, assuming you have made no changes to the mission since taking that video. First thing I'd ask is to try again and confirm the same result with the exact mission file you just posted. It is enough to take off and fly straight and level, the jet should kill you inside of 3 minutes. If the problem is reproducible, the next thing I'd ask is if you were running any mods, especially anything having to do with either the I-16 or F-86F. If so, disable all mods, use a default livery, make your installation as vanilla as humanly possible. Does the problem still persist? If not add things back in, one at a time, until you find the culprit. If the problem persists with a totally vanilla installation, rename your /saved games/dcs.openbeta directory and allow the game to generate a new one. Does the problem persist? If not, copy the /config/input folder from your old saved games directory to the new one to restore your control bindings. If the problem persists, open a command prompt window in Eagle Dynamics/DCS World Openbeta/bin and run the following two commands: 1. This will remove any non-current or modified game files from the main directory DCS_updater.exe cleanup 2. This will restore any missing or altered game files from the ED servers DCS_updater.exe repair You can also find a shortcut for "Repair DCS World OpenBeta" in the start menu, if you allowed DCS to create an entry. If the problem persists with a cleaned/repaired DCS install, with a vanilla mission, with a regenerated /saved games directory, using only default game assets....then you've really got a live one and you're pretty much down to the full nuclear option, which is removing and reinstalling DCS. Failing THAT, I'm out of ideas and you'll have to find someone who really works for ED. If you're looking for a response from them, I'd recommend less snark and more usable data. The testing team needs four items to do their job: .miz, .trk, .log, and a brief description of the steps required to reproduce the issue.
  4. I don't think so...I haven't found any reliable workaround besides having clients exit and re-enter the server unfortunately. Thoroughly borks a couple of things I run with my group. I believe you can build waypoints directly through the SSE or with MiST/MOOSE but I haven't tried digging for that yet as almost all of the instances where this messes my world up also involve a coalition swap.
  5. Create two groups of units, one blue and one red, and then deactivate them at mission start by trigger. Create two triggers: SWITCHED CONDITION (Blue takes base, NO EVENT) ALL OF COALITION OUT OF ZONE (Red, Airbase) DO SCRIPT (mist.respawnGroup 'Blue Base Units', true) Rinse and repeat for BLUFOR.
  6. If you were to..say, post your .miz, maybe someone could take a look and see what the problem might be? ;) If it is a problem specific to your machine, or your installation of DCS, someone might have some suggestions as to ways to repair it or locate the source of the issue once the obvious stuff is eliminated.
  7. ...and hey, what do you know, exact same results in an I-16. Looks like someone with something better to do wasted their time trying to reproduce a nonexistent bug! Sabre test I-16.trk
  8. The Sabre has no issue engaging its opponent. Here are the .miz and .trk files demonstrating this. Sabre test.miz Sabre test.trk
  9. Maybe it's not set to "CAP." Maybe it doesn't have any tasking at all in which case it is behaving exactly as you'd expect it to. Maybe the aircraft has an incorrect ROE or REACTION TO THREAT setting. Yeah, it'll show quite a bit about how the AI is programmed, most notably if YOU borked up somewhere, before someone with something better to do wastes their time trying to reproduce a potentially nonexistent bug. By providing literally no information you will receive a proportionate amount of help. I am not a member of the ED team, and I have nothing to do with anything besides the F-15 campaign I co-authored...I have no dog in this fight, just trying to help. Have a nice day.
  10. Post the .miz so we can see how the AI is programmed?
  11. This is particular to multiplayer, and further particular to late-activated ships. If a naval group isn't already moving when a client joins the server, the vessel(s) will appear invisible to clients unless viewed from a very specific angle, and will be completely unable to be destroyed by weapon fire. If the vessel is destroyed by some other means (such as a triggered explosion) it will warp to its original position to burn and sink. A new client may join the server, or an existing client may leave and re-enter, and the vessels will appear normally to those clients. I have reported this in a couple of other places. If you require a simpler track or mission file to demonstrate the issue let me know.
  12. Hi Rhino. I'd recommend looking into joining a group of like-minded folks and learning together. There is a huge spectrum of great people out there whether you're looking for a serious military environment with weekly commitments or a casual group who focus on action and fun factor over realism.
  13. I tested it as a continuous action and still saw nothing when joining a server as a client. I have VNC access to two DCS servers in addition to my own PC so am able to test server/client function pretty thoroughly. I'd be delighted if something has changed, I'll give it a look when able.
  14. Change the tasking from CAP to CAS or Ground Attack.
  15. ...hate to chime in with bad news again, but as of this time SCENERY OBJECT REMOVE does not sync with multiplayer clients, meaning only the host sees the trees removed.
  16. It does. When you start the jet it is in a standby mode. Press 1 and it will enter NAV and behave normally. 1 again will cycle to ILS approach fixes, 1 again to cycle to glideslope indication, then 1 again to get back to nav mode.
  17. Did you place four aircraft, or did you place a single aircraft then increase the group size to four?
  18. Easiest thing would be to post your .miz for someone to take a look at. A couple quick things to check- 1) Have you created a 4-ship group or 4 single-ship groups? 2) Have you set the same frequencies on all units' radios? 3) Are you using the correct radio when trying to talk to your wingmen?
  19. It means you're self-identifying as a browser of folders.
  20. No, slot blocking prevents a client from ever selecting an aircraft. CTLD will only explode your aircraft if you run out of "lives." What you're seeing here is typically an indication that something is obstructing the spawn point on the carrier; usually an AI or player that is taking off/has landed or a static object on the deck. If you're the only thing on the boat when this is happening then it sounds like you've found a bug.
  21. Post your .miz and I'll take a look. Too many factors to try to hash it out back and forth.
  22. Beautiful work as always. :thumbup:
  23. Hi Florence. The default behavior is: A score of less than 50 will cause you to regress to the previous campaign mission A score of exactly 50 will cause you to repeat the current mission A score of greater than 50 will cause the campaign to advance to the next mission
  24. Looks like you might get some play in settings.lua located in saved games/DCS.whatever/MissionEditor
×
×
  • Create New...