

Capn kamikaze
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Everything posted by Capn kamikaze
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That's not the issue, the issue is there is ocean between the starting point and their drop off point. If I place their next WP near their spawn point so the line doesn't cross water the mission is ok, if I drag that WP over the ocean to the island they're assaulting, then the mission locks up. So what I am doing does work, it's clearly DCS not liking the path between the waypoints crossing deep water, even though both WPs are on land.
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Persian firestorm beta3.miz Mission crashes immediately after the action starts, but if you remove WP1 from each marine unit it is fine.
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I have been building a mission for multiplayer that has some CH-53's transporting some platoons of marines to invade an island on the PG map, they collect them and then disembark them, and I placed a waypoint on the island for them to move to once disembarked but if I do that it causes a crash, since it's as if they are going to walk across the water, if you just go from their spawn waypoint to their destination waypoint. If I remove the waypoint on the island the issue goes away, but they just stand around doing nothing once they disembark. Now, am I doing something wrong or is this a bug?
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I was using this ship as a stand in for a modern civilian vessel in the Persian gulf map and as the victim of a Silkworm battery, and the "exit wound" looks like this....
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I just built a mission on the PG map where there's a Silkworm battery on the coast of an island, and according to the infobar the radar is at a height of 7ft, and I'd estimate the antenna's height about the same again. Let's say about 15ft total above sea level. There is a fairly accurate way to calculate the distance to the horizon, you take the height of be the observer above sea level in feet, multiply that by 1.5 and then take the square root of that, and that's a fairly accurate distance to the horizon in miles. So 15ft works out to about 4.75 miles. The Silkworm was attacking a small convoy of Elnya tankers, who were about 48 miles away. Let's say the bulk of the structure is 50ft high, it's horizon would work out to about 8.6 miles. So even with that added to the radars horizon means it is still quite a bit beyond the horizon. Yet they were visible.
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I'm trying to build a mission where several independent AI aircraft (Su-24's) are bombing a target, and I am trying to get them to bomb their targets in a particular order, but the trailing AI's are aborting their bombing runs, and circling round and then bombing their targets, is there any way to stop them doing this, I want to force all of them to drop on their targets in one single pass.
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Could we have an ability added to the mission editor to allow units or groups to be told to move to a zone or a moving zone, and in the case of ground vehicles have the choice to have them either drive on the roads or off roads to get there. The idea is that you could trigger it to occur only when certain conditions are met, such as groups forming up once the player is in a certain position.
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Set another waypoint away from the fighters, then set a waypoint action at the waypoint it orbits at, set an end condition for the orbit action conditional on a flag which value changes to 1 based on if something comes into that zone, then also create an advanced action of "switch to waypoint", and have that conditional on that flag being set to 1. I've not got time now, but I'll build such a mission up if necessary, and upload it.
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[FIXED] IR maverick unresponsive after rearming
Capn kamikaze replied to Capn kamikaze's topic in Bugs and Problems
First time no because it wouldn't show the video screen, the second time yes, but it normally starts at something like 2:30, but it only showed about 1:00, and I let it count down to 0 as per normal. -
I was just on multiplayer and after re-arming I encountered a few bugs, the first one was when I selected the Mav it stayed on the SMS page instead of changing to the Mav video output, and so I ditched them landed again and re-armed and the second time I was able to get the video feed up, but the mav was unresponsive to caging/uncaging and slewing.
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Yeah, easily done with triggers.
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SEAM moves the AIM-9's seeker head around so it can scan more of the sky and it will then lock on to the first thing it sees.
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You have got to wonder if he was receiving bribes from Boeing to kill it and therefore help them sell the Superbug.
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Only two of them are jet fighters, and one of them never went into service, the others are rocket-fighters and one of those was a one way mission, and the last one wasn't even a fighter. So the selections there are a bit slim pickings...
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What that says, it's fairly repeatable, but generates no bug report, it just dumps me to the desktop.
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I've seen way more than that, I've had my FPS decrease from about 75-80 to about 25.
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If it is implemented, how the heck do you use it, or am I right in thinking it's not implemented yet?
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Could we have the ability to choose to have a default ATC position for specific fields, rather than the current system of the F key changing to put which ever one is nearest at the top of the list. The reason I ask is because when we have a carrier battle group, I'd prefer to have the home carrier always be F1, and any second carrier F2, and so on, so it goes something like F1 Home carrier F2 Next carrier in group (if present) F3 Tarawa (if present) F4 1st helipad equipped ship F5 2nd helipad equipped ship F6 3rd helipad equipped ship F7 4th helipad equipped ship F8 5th helipad equipped ship Basically putting them into priority of home then group-unit sequence. This would make it much easier to make macro key sequences to talk to the ATC.
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Anyone know if this is supported by DCS?
Capn kamikaze replied to Capn kamikaze's topic in PC Hardware and Related Software
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The Advanced F-15: Ready for the Fight
Capn kamikaze replied to Erich Alfred Hartmann's topic in Military and Aviation
They did look at the cost of restarting, and it was about $100 million to get the line rebuilt and ready to produce.