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Everything posted by feefifofum
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Why on Earth would you want to do that? In this sense "delayed" means your plane literally will not exist in the mission until X minutes have passed.
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Setting the time in the "time and weather" page sets both the mission start and start time for all AI aircraft simultaneously. There are several ways to delay AI take off. One is to adjust the start time at WP0, as you have done, which will cause the aircraft to spawn into the game world and execute its tasking at the in-game time shown. You can also check "late activation." This will cause the unit not to appear until some type of condition is met, as defined in the triggers menu. In this example trigger, a late activated group named s3 is activated after 300 seconds. 1 ONCE (start S-3, NO EVENT)[]TIME IS MORE (300)[]GROUP ACTIVATE (s3) Lastly, with WP0 set to "takeoff from ramp" vs. "takeoff from ground" a box will appear labeled "UNCONTROLLED" If you check this box the aircraft will spawn in at mission start but will not be occupied or start until issued a command. To command an uncontrolled unit to start, click the "triggered actions" tab with the group selected and then click ADD -> Perform Command -> fthe des\Start. The unit can now be activated using an AI TASK PUSH trigge when a predefined condition is met, at which point the unit will starts its engines and complete its programmed tasking.
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These are related to placing scenery items on a carrier deck. Not sure if it works with the smoke effects but if it does, you'd place the effect, check "link unit" and select a boat, then check "offset fixation and move the effect somewhere along the ship's hull. Provided it is indeed functional, you should now have a smoke effect that remains in the same position relative to a moving ship. Not particularly helpful for what Toto was asking but...
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Unfortunately not, but they shouldn't taxi until you request clearance or move yourself. Fuel management has historically been a big problem for those guys haha...
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1. You have to tell your tankers to be tankers. Do these by adding the "tanker" enroute task to WP0. This should be automatically added when you place a tanker aircraft, which means that you actively deleted or modified it yourself. Re-add it using the following steps. 2. You still didn't remove the items blocking carrier elevators and catapults. Aircraft that spawn at mission start will begin on the deck. Aircraft that spawn any time after mission start will begin on the elevators. I have moved the blocking aircraft farther away from the elevators and catapults and added the tanker tasking for both tanker aircraft. I did not test the late-activated tanker but it should work now. If it doesn't, remove all static objects from the front of the carrier deck. Eye candy doesn't do you any good if it keeps your mission from working. My general advice regarding mission building is to walk before you run. If you try to do complex scenery and taskings before you learn how the fundamentals work you're going to keep shooting yourself in the foot like this. Start simple, test, then add the next layer of complexity so you know what your point of failure is. +++TEST +++.miz
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1. Slew DMT/TGP to target 2. Confirm maverick displays "RDY" on stores page 3. Uncage maverick. Mav seeker should slave to DMT/TGP 4. Select maverick with sensor select on HOTAS (IRMV boxed on HUD) 5. Press FOV soft key on maverick MPCD to switch to narrow seeker FOV (zoomed in) 6. TDC action to lock maverick seeker 7. Profit!
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Not to hijack, but do you mind sharing some of your ops Baaz? I run with a fairly large group as well and anything I don't have to build myself is a huge win for me. :lol:
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I'll give it a look tomorrow. :thumbup:
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tracker ir 5 is driving me mad
feefifofum replied to chaser's topic in PC Hardware and Related Software
No issues with the hat clip here. -
Not seeing anything like that on my end, I just finished building a pretty complex op last Saturday.
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It appears that the static aircraft you have placed on the carrier deck are blocking all the available parking slots. Try removing them from the elevators and clearing any static objects from the carrier deck. As for the KC-135 not appearing in the comms menu, I'd need to see the Advanced Waypoint Actions at WP0 for that flight. Again, the path of least resistance would be to hit file -> save as, create another copy of the .miz, and delete all the crap on the carrier deck so that I can open the file. If you click the unit list on the left toolbar and then the column labeled "module" it will sort the list by objects that require mods. Delete all mod objects then post the .miz here.
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Just save a copy without all the crap on the carrier deck and post it here and I'll take a look.
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Has the tanker launched? This will not be available until the unit is active in the mission. You should find it in comms menu -> Tanker -> *callsign*
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tracker ir 5 is driving me mad
feefifofum replied to chaser's topic in PC Hardware and Related Software
Hit alt-enter to switch between windowed and fullscreen. Adjust your resolution to a value lower than your desktop display in order to make DCS take up less space on your screen. -
The time option at WP0 will adjust the start time of individual flights. If you change that in a flight where you have not checked "late activation" it will spawn the aircraft at the time you've selected. :lol: What issue with refueling? That is the only time you've mentioned it. First, I can't open your .miz so I can't see anything, second there is absolutely nothing F12-related that has anything to do with refueling...the F12 key will cycle an external view of visible/friendly static objects on the map or exit the radio menu.
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tracker ir 5 is driving me mad
feefifofum replied to chaser's topic in PC Hardware and Related Software
First: do not attempt to use other people's profiles. Everything is completely subjective to your environment, and your position relative to the camera and you'll find others' generally useless. Second: Understand what the axes you are controlling are relative to your movement in the real world. X = lateral whole head left/right movement relative to camera Y = vertical whole head up/down movement relative to camera Z = whole head movement towards/away relative to camera Pitch = look up/down movement relative to camera Roll = head leaning left/right relative to camera Yaw = look left/right movement relative to camera Third: understand additional factors will affect the camera, especially bright lights behind your own head. Lamps or bright, sunny windows in the FOV will confuse the sensor. In the "camera" tab of the software you will find a slider for "light filter threshold. Adjusting this will help a lot in sub-optimal conditions. If the software is "going crazy" as you put it, try adjusting this until it behaves. If you have to turn the slider up to the point where the software isn't responding to your actual head movement, you will need to make adjustments to your environment i.e. drawing shades, moving or turning off lamps. With an understanding of how the software works, you can begin tuning its response to produce the desired effect. I recommend leaving X, Y, Z, and roll at 1:1 and beginning with adjustments to pitch and yaw. In the "profiles" tab, first click the "+" symbol to create a new profile. Name it "chaser" or whatever you like. Check the box labeled "exclusive" so that this is the only profile used. Select the "yaw" axis from the drop-down axis menu. Observe the response of the unit to your head movement. You will want to click on the points on the axis graph and adjust them so that the software response is looking 180 degrees to the rear at a point where you can still comfortably see your entire screen. You may check or uncheck the "mirror" box to adjust the response while looking left vs. looking right individually or together. Repeat this process for the "pitch" axis. You'll want to be looking 90 degrees straight up and straight down while still comfortable being able to view your screen. Once you are satisfied with your initial settings, press the disk icon to save your profile and launch the simulator. Enter a cockpit of an aircraft where you can engage some type of reliable level-flight autopilot like the A-10C or Su-25T. Engage level flight autopilot and look around. If necessary, you can make adjustments to your axis response in the TrackIR software while the game is running. -
Hi Mouse. You can find the A-4 release thread HERE. There are some small unofficial hotfixes and features you can find HERE
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I don't have the mod objects in your mission, but based on what they are I have a second hypothesis...the AI does not do well with obstructions on the carrier deck and this is likely the root of any problems you're having with them spawning. Try removing all objects from the deck and see if your AI starts up.
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Click "go advanced" and you will see an option to attach files. My money is on you having accidentally delayed them 5 days or 5 hours vs. 5 minutes.
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When money is being charged, sure, you start to get into some sticky territory. That was not the case with any of the removed items, however, which are now numbering in the dozens. This was not the result of direct complaints from the owners of publicly available, free 3D models, or specific proof that an asset was in fact stolen but rather the absence of proof it wasn't. Respectfully, I think this guilty-until-proven-innocent approach is harmful to the molding community and a bit on the overzealous side.
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1. Because you have changed the start time of your individual flight, not the mission. Mission start time is changed in the briefing or weather menu in the ME depending on which version of DCS you are running. 2. I'd have to see your .miz
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Easy enough to avoid by adding a version number to the end of your script files. Will occasionally happen with audio as well.
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No, but you will see a performance hit with several hundred. Takes a lot of work to get there though..
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Difference between standalone map and MAC
feefifofum replied to Marujet's topic in DCS: Persian Gulf
@holton181 flight models will be identical to their ASM counterparts. There is an option for simple flight models just as there is in regular DCS, but the only things specifically being simplified are the avionics.