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Catweedle

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Everything posted by Catweedle

  1. Ye, I also smell some DCS oddity with the Kung. Now it didn't show any Kung-Fu-FARP on the map. I could also repair, but maybe I was close enough to the nearby (medi-)tent.
  2. I see what you did. :) Nice new range, we like it. The five FARPs near R. David need tents (or whatever it was that does repairs), though. Furthermore, for some odd reason the southern FARP, when selected, is shown as a ZIL_KUNG_P1 (see att. image).
  3. Ah, nice, you added CSAR ... just tried one (Pilot4), works! But no "Great Success", we need gratification. ;)
  4. Until this might become a clickable feature in the ME, you can hide detection or threat and range borders by modifying this file: DCS World OpenBeta\MissionEditor\data\NewMap\classifier.lua Please refer to the attached images where and how to modify the detection range borders. I recommend backing up the original file; also be aware after an update you might have to reapply it, and you have to restart DCS for changes to apply (e.g. if you want to revert back to all range borders).
  5. It's been in CA since the beginning, default key is "V" -- the naming of the keybinding might be misleading, though ("Turret to current direction lock"). When the stab. is on, the V above the azimuth display is red.
  6. With the concept of the other maps in mind, i.e. close to the main A2G FARPs/AFs, "landmark-ed", and far enough from higher-threat area, it's kind of tricky without touching what is already there. But, after some National DCS Geographic I found a spot (cf. images). The only problem is the southern border of the medium range -- the marker "MEDIUM RANGE BORDER" had a MANPAD on the server. If you relocate the southern (med. range) spawn locations a bit further north it should be fine.
  7. The replacement-workaround would literally remove, i.e. delete, the units from the map during runtime before being replaced, so you would have to reassign players to those units/slots. And that's where it becomes problematic: defining the new group/-s via DCS-API, i.e. lua tables, does not support player specification or (re-)assignment.
  8. Yes and no. No, there is no command or function to group/ungroup/split existing units on the fly, neither in the mission editor nor in the API. Yes, it can be done via scripting, which would involve defining new groups for the units to be un-/grouped, removing the existing group and replacing it with the newly defined one/-s (cf. coalition.addGroup()). If you search the mission editor forum for addGroup you should be able to find further info wrt. this workaround.
  9. No bother @ moving stuff, was just throwing in some ideas. I hoped it got fixed for the most part ... nope, just witnessed teleporting vehicles while dispersing. :noexpression: Aye, JTAC needs LOS -- might be tricky and maybe a thing to add at a later stage. Was going to continue my previous post, but maybe it's better to report stuff this way: - Easy targets did not respawn (they did once in the afternoon; however, an hour ago they did not) - High demand on both A2G Vipers; 2nd one is cold start also; no WP set (I owe you a drink for molesting you with them :smartass:) + Maybe add a Kobuleti-style target range; I saw a couple of pilots having a hard time spotting the targets at the Easy-area in the hills) As usual: a big thanks for your efforts!
  10. This map is a gem. I have not had so much fun flying rotaries since BS1. Thank you, keep up the good work, UM.
  11. Weird, annoying, frustrating ... there's a couple of attributes that go well with DCS-MP. :music_whistling:
  12. Some WIP-suggestions/-observations: - Symmetrical amount of cold and hot start airframes (2/2, 4/4, ...) - Country of some Hueys is set to RUS (intended?) - One or two Akulas on RUS side (immersion/authenticity); more Akulas in general - Some tankers too slow for fast movers, add 30-50kt, i.e. to 230-250kt (?) - Mission suggestion: Easy/med./hard convoys: fuel, resupply trucks(+AAA?)/APCs+AAA(+SAM?)/Tanks+AAA+SAM - Mission suggestion: Prevent/destroy "IED-vehicles" from reaching a destination/harming friendly convoy - Player controllable (unarmed?) JTACs
  13. Yep, I could refuel on all FARPs, even at their outer bounds. @A4 mod:
  14. Confirming fire-at-will for AI is (partially) broken: - Co-pilot does not engage, neither in SP nor MP - Door gunners do not engage in MP (tested with miniguns)
  15. Here you go -- oddly, yesterday I didn't have any problems with the Shark on the FARPs in the yellow box, rearming/refueling no probs. Edit: Landed on bottom left corner of FARP Yunga (top right FARP on image), could refuel there.
  16. Tested it on Syria server; works -- big improvement! The FARP furthest south is out of range for ground crew, though (Huey A-G, think it was a/the Moscow FARP). However, refueling the A-G Huey did not work on any FARP: "Copy" on rearm and refuel request, after successful rearming ground crew changes their mind to "cannot comply" for refueling.
  17. :thumbup::thumbup::thumbup:
  18. Thank you!
  19. May I suggest to respawn the hostile groups N/NE of the Ka-50 FARPs (Syria map) not one by one but when all groups have been destroyed? It kills the immersion and our airframes when you have a recently destroyed group respawn below or next to you. A corresponding message and timer for the respawn would also be much appreciated.
  20. Looks epic when flying through cities and towns, those baked in lights that don't illuminate units and objects keep immersing myself to the max.
  21. Tested also with MK82AIR, same thing.
  22. Having options makes many people happy: if you don't want to use an M4 in DCS, don't use it -- and vice versa. Enforcing a certain play style, however, will only make some people happy.
  23. See marked code changes above. You initial problem was testing for equality.
  24. Not sure if it helps, but I can confirm this. The bombs were rippled MK82SE in low drag config from my F-16. This is also what I saw, i.e. low drag, on target. Other players, however, see what Kang describes. This is happening on a dedicated server with the latest OB as of today. Steps to reproduce would be to have someone drop low-drag-config'ed MK82SE (with a Viper) and have another player check the F6-view on them.
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