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feefifofum

DLC Campaign Creators
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Everything posted by feefifofum

  1. Hi cowboy, Missions 1 & 2 should be great candidates for your group. You'd probably enjoy Operation Wax Wings as well. Unfortunately NSR3 is still not a viable candidate due to tree removal not synching in multiplayer. There are some IR threats in NSR 1 but nothing too hairy if you keep your eyes open and your flares ready.
  2. Yes, but unfortunately almost all additional ships were wiped from the forum last week.
  3. Not when uncontrolled, because they won't execute their advanced waypoint actions until activated.
  4. You're correct Yoda, I was thinking of the Normandy. The Perry will fire its guns at targets on land within LOS but does not carry cruise missiles.
  5. TIME SINCE FLAG using whatever flag you use for the radio message.
  6. What they're doing is turning left then coming back right so they wind up on the flight path line from A->B, as opposed to being slightly offset as they would be with a single turn. This behavior cannot be avoided, you'll just have to wait for the AI to settle down. Maybe this sweet MS paint illustration will be more clear.
  7. Unfortunately, the ship package required for the modded version has been removed from ED's site. Until such time as it is restored, if it is restored, please download the "NOMODS" version of the mission. :thumbup:
  8. Yes, positional audio is fully supported in DCS. I'd recommend a 5.1 system (Left, Center, Right, Rear Left, Rear Right, Subwoofer) A seat-mounted speaker such as the Buttkicker operating on subwoofer channel is also a great addition to the immersion factor. Things that go bump will really bump you. :)
  9. Adding a Dog Ear radar (Sborka in the ME) to the group should help coordinate their fire.
  10. Once their alarm state is switched to red, they will hold position until it resets to green which is I believe 10 minutes by default after the area around them is clear. As a workaround, try checking if all red forces in the area are dead (ALL OF COALITION OUT OF ZONE) and then using triggered actions and AI TASK PUSH to set their alarm state to green, then back to auto a couple of seconds later. This should get them moving.
  11. They are attempting to fly directly along the flight path line at the time they were pushed to the waypoint rather than just turning towards the waypoint. This will lead to some initial oscillations before they settle down.
  12. Use the "fire at point" advanced waypoint action (or triggered action) and select cruise missiles as the weapon type, and you're good to go.
  13. Here you go ;)
  14. Not using the native ME interface, but a short bit of .lua will do the trick if you know the shooter's name. If you're unfamiliar, look back a few pages where a Sparrow shot event handler was. being discussed a few months ago. You should be able to trim out the unnecessary code and get what you need.
  15. There are a few missing items from those missile tables unfortunately. If the units are not dynamically spawned, an event handler that toggles a flag on a shot event with the SA-2 as its initiator should do the trick.
  16. Yea, ALL still shows all objects from both coalitions. Hidden objects will simply appear opaque. My personal preference is the FOG OF WAR option...this shows only hostile units that have been detected by friendlies.
  17. It was never updated; used to be planes would only spawn directly on the catapult like we see in the Kuznetsov. If I were to speculate there is probably some interaction between the new carrier code and the Carl Vinson that blocks ramp starts due to all the static objects lining the elevators. :dunno: In any case, use CVN-74 and you should be good to go!
  18. Not at this time. You can force sim avionics/radio/flight model, disable crash recovery, and restrict external views but no dice on disabling the auto start.
  19. milkojohns- As I explained, there is a lot more to properly altering a campaign such as TGW for the Hornet than just simply swapping the airframes and hitting save on the master copy. It's just not feasible and once the Hornet is a little closer to complete I expect you'll see those gaps start to fill. Right now, so much is in flux that any efforts to design a dedicated campaign would likely require a significant amount of revisiting. Shrike - you can't save the missions, just open the original file, change the airframe, the launch directly from the ME by clicking the green check mark on the left toolbar.
  20. As I said, there is an existing script where they will shut down and relocate when fired on. Dig around in this forum and you should find it. It was posted a few months ago.
  21. Use the Stennis, not the Carl Vinson.
  22. See how this works for you. https://forums.eagle.ru/showthread.php?t=118175 Zelgadis has also designed a similar script if memory serves where they will shut off and relocate.
  23. As Draconus suggested, check the "missions and campaigns" forum or the ED user files section for a ton of great community-generated content for the new maps. Through the Inferno specifically should keep you entertained for quite some time, as well as Reflected's op. He has recently released some official content for the sim, and his free community missions have always been of exceptional quality. You can also swap out the F-15 for any of the other jets in A-A ops by opening them in the mission editor. Unless something requires you to punch in coordinates in flight, you should easily be able to enjoy those in the F-15. As for training, your best bet is to check out some of the YouTube content. Pac-Man has done a pretty thorough series on the systems which you can find
  24. You should be good to go with only a couple hundred. The main thing you need to worry about with respect to stutters is loading a new model into the .miz that hasn't previously been there. I.E. if no MiG-29s are present except a late-activated unit; when this unit is activated you'll see the trademark stutter as the model loads into the sim for the first time. You can circumvent this issue by placing a static object or uncontrolled group somewhere outside of the mission boundaries; this will load the model into memory at mission start and mitigate the stutter when other groups of the same type are activated. :thumbup:
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