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Everything posted by feefifofum
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Sorry, couldn't help myself...
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You will need: An M1025 HMMWV -OR- FARP Command Center for radio communications An M818 -OR- FARP Ammo Dump for ordnance A HEMMT Tanker -OR- FARP Fuel Storage for fuel A FARP Tent for repairs There is no need to mess with the supply chain stuff unless you are trying to create a complex system of limited ordnance between multiple bases.
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Assuming this is for single player, with mission built for a single aircraft set to "Player" and not a sandbox style op, you can use the COCKPIT ARGUMENT WITHIN RANGE condition to determine if the player has switched their battery switch off. You can find the arguments and values either using the model viewer or the clickabledata.lua file in /mods/aircraft/AIRCRAFTNAME/cockpit. They will vary from aircraft to aircraft. Combine this with a flag when your mission is accomplished and a check that the player is within a zone encompassing the airbase, and below a certain speed, and the combined factors should produce the desired effect.
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You didn't mention turning on the TACAN, just setting the channel and A/A mode. Just checking. TCN -> ON -> 13 -> ENT -> A/A -> Y
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Coalition ground forces must be present within the base perimeter, all OPFOR must be cleared. Blue only = blue Red only = red Red + blue = neutral
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The short answer is yes. The devs have stated in several interviews that an official dynamic campaign is planned. For the time being, check out Mbot's Dynamic Campaign Engine, which may have more of what you're looking for, or some of the excellent DLC campaigns out there...like The Georgian War :music_whistling:
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Very peculiar indeed. Thanks for sharing the resolution and enjoy the FC3 birds! :)
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ME Unit of Measure in UNITS SPEED LOWER THAN
feefifofum replied to Wrecking Crew's topic in Mission Editor Bugs
If set to imperial you type speed in kts, which is automatically coverted to and displayed as kmh -
Hey Sierra, we already tried that one, but as a matter of experimentation Chaser, try renaming the entire /saved games/DCS.whatever folder; this will generate a brand new set of controls from the defaults for all aircraft and rebuild some game folders. If it works with the default controls reset for all AC, and only the mouse and keyboard connected, you can try adding back in your control folders one at a time to see what's mucking up the works.
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You should not require any mods to place the Stennis or activate its TACAN or ILS. If you're experiencing issues, remove all user mods and re-add them one at a time until you find the culprit.
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The Bush is not in DCS by default, only the Stennis and the Carl Vinson are available k the vanilla version.
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Frontlines Georgia Campaign
feefifofum replied to Rudel_chw's topic in Combined Arms: Frontlines Georgia
The A-10s are not controllable in mission 1, only the two flights of Su-25s at Senaki and the 2 flights of Hinds. They are activated through the F10. Other radio menu. -
Hi NineLine, reporting a few issues I encountered playing the campaign and offering some solutions. General issues: May be worth having an editor go over the text. There are some spelling and grammar issues in the campaign description and briefings. It is not immediately clear what role players are taking. While it may be a bit immersion breaking, a designer's note in the initial situation text might help to help players understand why they are unable to directly control vehicles in some missions. I.E. "In this mission you will act as a tactical commander for multiple groups of units. Units will not be directly controllable, but must be commanded through the Combined Arms interface in the F10 map" I've seen several instances of players believing this to be a bug or a problem with the campaign rather than intended design. When not using supplemental documentation and viewing briefings directly through the ME, it is not clear you need to arm your air support through the mission planner until after you are no longer able to access the mission planner. Consider adding a note to the situation field, viewable before launching the mission, that will let players know to arm their support A/C. Mission 1: a) VOs overlapped on several occasions. Possible solution: increase a flag with every VO, with approximate values of the length of VOs; i.e. flag 5, 5 seconds, flag 10, 10 seconds, flag 15, 15 seconds etc. Include in each dialogue trigger TIME SINCE FLAG (5, 5) TIME SINCE FLAG (10, 10) TIME SINCE FLAG (15, 15) etc. b) After failing the mission due to losing control of Alpha, I was able to succeed upon retaking it. Received both "MISSION FAILED" and "MISSION SUCCESS" messages and campaign progressed. Possible solution: Set a flag on mission failure. Include a FLAG IS FALSE condition in the mission success trigger. c) Some units did not play VOs on movement, only displayed text messages Possible solution: Not sure if not all units are voice acted or if DCS dropped your .ogg files. I have experienced the latter on occasion. If all lines should be voice acted, open the .miz and double check that your files play when you hit the play button. If they do not, rename the VO file and re-add it to the mission, or manually drag the file into the l10n directory. d) All enemy units visible in mission planner. Not sure if this is by design or not. e) Player is able to click and drag FARP location in mission planner. f) Wind direction causes A/C at Senaki to take off from RWY 27 despite being parked at the threshold of 09. Possible solution: relocate a/c parking Mission 2: I experienced a number of gameplay and comms issues with this one. a) RADAR screen not visible on Shilka. Not sure if this is a deliberate change or a bug in a recent patch. I see the icon indicating the RADAR is emitting but no display. I run a 2x1080P monitor setup with the main game on the "left" and MFD exports on the "right" as far as Windows and DCS are concerned. b) Helicopter group tasked to Spitter 3 was reported to be coming from heading 141 instead of heading 321 Possible solution: re-record VO :music_whistling: c) Similarly, the helicopter group tasked to Spitter 2 reported coming from 082 instead of 262 d) Same issue with the group of 4 helos tasked to Spitter 2; headings are inverted e) Next helicopter group is tasked to Spitter 1 in the VO, but is actually approaching Spitter 3 from the West f) Helicopters that were damaged and forced into a survivable emergency landing were not reported as dead, blocking mission progress until totally destroyed. Possible solution: include either a UNIT'S LIFE LESS THAN check that explodes the helos, or a UNIT'S ALTITUDE and UNIT'S SPEED LOWER THAN check to determine if helos are stationary and count them as destroyed. g) Helicopter groups that were damaged and bugged out were not reported as dead, blocking mission progress. A damaged Mi-24 made it all the way across the Inguri before I stopped watching him. I was unable to progress beyond this point in the mission as one helo auto'd in an unreachable location and this guy bugged out. In spite of sustaining no casualties and forcing all enemy helos to retreat, the mission was reported as a failure to hold off the enemy air assault. Possible solution: In addition to damage/altitude checks proposed above, consider adding a UNIT OUTSIDE ZONE trigger to detect if hostile helos bug out or, alternately, adding a red FARP somewhere in the city so they divert and land if damaged, triggering the altitude/speed check in a timely fashion. Will continue to post as I play more missions.
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I'd recommend PM'ing BigNewy or NineLine with a description of the issue, the steps you've taken so far, and a link to a copy of your DCS log file. They may have some other suggestions, or will be able to pass the problem up the chain to the developers. All I can say at this point is that this is highly unusual. :dunno: Sorry I couldn't help more.
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This would probably be better placed in the appropriate forum. For my .02, it's a fun exploration of what CA is currently capable of and will only improve as CA improves around it. Some missions have you controlling large number of units in a manner similar to an RTS, primarily operating in the F10 map and switching to external cameras for a view of the action, others involve taking direct control of different types of units. There are some issues with the campaign itself but I think it will be a solid experience once the kinks are hammered out. There's a good number of VOs to keep you informed of what's going on. Things can get a bit cluttered at times but for the most part it's very well executed, IF you enjoy playing Combined Arms in its current state and are willing to tolerate the lumps that come with it. AI pathing still leaves something to be desired, the interface can be clunky sometimes, there are still some nagging line-of-sight issues etc. but I think overall the campaign shows a fun new way to play DCS that a lot of people might not be aware of. The voice actor who does the NATO commander part is incredibly talented. :music_whistling:
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Predator Lasing targets. What am I doing wrong?
feefifofum replied to Alligin's topic in Mission Editor
Please show the details for the FAC - Engage Group action. -
Alright, this is getting weirder. If you have the standalone version of DCS: At this point, I'd recommend going into your DCS game folder (default c:/program files/Eagle Dynamics/DCS World OR DCS World OpenBeta/mods/aircraft/ and deleting the Flaming Cliffs folder. After deleting that folder, run the "Repair DCS World" or "Repair DCS World OpenBeta" shortcut you'll find in your start menu under Eagle Dynamics. If you did not create a start menu entry when installing DCS World, open a command prompt window in DCS World/bin and type "DCS_updater.exe repair" If you have a steam installation, remove the FC3 DLC using the Steam interface and reinstall it; see if this corrects the issue. As always, it is also recommended to remove any mods you may be running while testing.
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Just tried and had no issues controlling NWS with the mouse and keyboard on the ground. If you switch to an external view, do you see the rudders and nose gear animate? Have you tried binding the rudders to another key to see if that works?
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Derp. My reading skills are apparently on the low end of the spectrum today. :lol: Let me see if I have issues with keyboard steering in the A-10A, I use rudder pedals myself.
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Those fields highlighted in red indicate a conflict; usually stemming from copying profiles but in your case possibly due to an invalid modifier. Controls showing conflicts like this will not function; do your rudder controls also have a red highlight?
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Attach a screenshot of your axis commands window for the A-10A. Specifically please show the pitch and roll axes and the columns for all controllers attached to the system. The biggest problem people typically experience is that all axes are automatically bound to all controllers connected to the system. This very frequently leads to duplicate bindings on primary control axes that cancel each other out or cause hilarious situations like toebrakes controlling ailerons. EDIT: Also - while controls across FC3 aircraft and the Su-25T share many common elements, it is strongly advised not to copy the profiles directly from one aircraft to the other. This has been known to cause issues. DOUBLE EDIT: I also see now that you are specifcally referring to ground handling which I overlooked the first time. Many of the aircraft have a nosewheel steering switch that must be enabled for taxi (and disabled for takeoff/landing if you want to avoid a catastrophe.) I know for a fact the Su-27, Su-33 have NWS which must be manually enabled. The F-15C and MiG-29 have a low-gain/hi-gain steering option, triggered by a button in the F-15 and tied to the flaps in the MiG-29. I can't remember 100% off the top of my head if the A-10A is one of the aircraft that requires enabling NWS but I'm reasonably confident it is, as this is the case with the A-10C.
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This sounds very much like a problem with your control setup. There are no issues with steering any aircraft on my PC.
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It will take the artillery a couple of minutes to get on target. Delaying your own start means you sit in spectators for 2 minutes prior to being able to get into the pit. The path of least resistance would probably be to use the "SHELLING ZONE" trigger for a time until the actual arty gets on target. Though if it is the same as the last time I used this, it may make the arty seem a bit anemic afterwards :lol:
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Failing to make a proper Mission Editor respawn system
feefifofum replied to Mith86Arg's topic in Mission Editor
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Failing to make a proper Mission Editor respawn system
feefifofum replied to Mith86Arg's topic in Mission Editor
Rudel has it. I'm not looking at your .miz at the moment, but it sounds like you are setting a flag to a random value using a radio item, which triggers a group to spawn? So you'll need to do a couple things - First, whenever you activate your radio item, reset the flag to OFF as part of the next trigger or it will work only once as you've experienced. Second, each group can only be activated once, so include a check to see if the flag has already been set to that value and if it has, re-randomize the value so an unused group is selected. Third, once the random flag's value has activated the group, you must also reset THAT flag because if the same number is rolled twice it will not activate a switched condition. Should look something like this; First we add the radio command- RADIO ITEM ADD (Generate enemy vehicle group, 1) Then we add a condition to check when the radio item has been activated 3 SWITCHED CONDITION (Radio activated, NO EVENT) -- FLAG IS TRUE (1) -- SET FLAG RANDOM VALUE (100, 1, 10) FLAG OFF (1) Then we do the group spawns, with a check if it has already been activated 3 SWITCHED CONDITION (Spawn ground group 1, NO EVENT) -- FLAG EQUALS (100, 1) FLAG IS FALSE (101) -- MESSAGE TO ALL ('Enemy vehicle group detected at X') GROUP ACTIVATE (ground group 1) FLAG ON (101) If group 1 has already been activated (which we can tell because we set flag 101 to true when that happened) we re-roll the value. Remember to turn the spawn flag back off before re-rolling because if the same value is generated twice, it isn't considered a "switch" to that value. SWITCHED CONDITION (re-roll if group 1 active) -- FLAG EQUALS (100, 1) FLAG IS TRUE (101) -- FLAG OFF (100) SET FLAG RANDOM VALUE (100, 1, 10)