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Gliptal

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Everything posted by Gliptal

  1. Ah there it is. Thanks.
  2. That's the problem. I can't seem to find a consistent set of steps to reproduce. What I can do, is provide you with a couple of examples. If I had to guess, looking at the code and the error, there's a problem with the encoding of charachters somewhere, that breaks the parsing. The .xml in description.rar yields this: The error.xml in repo.rar yields this: Whereas the fine.xml works. description.rar repo.rar
  3. Yep. Answered in the OvGME thread.
  4. Exactly those two. Sometimes that error would appear when building .xml repo files, and sometimes the description would be jumbled. I resorted to splitting the repos in smaller .xml which seems to make it better.
  5. Gran work sedenion! Since you're at it, could you also please take a look at OvGME? There are these two weird bugs with repos that I can't wrap my head around.
  6. I downloaded Tacview 1.5.3 Beta 2, and installed it alongside the 1.5.2 stable. Thing is, I can't seem to active the exporter for the former: there is no "Record DCS World" option in the menu, unlike the stable. Am I missing something in the install process? Maybe something that has to do with having both version installed?
  7. If it isn't there you can create it, yes.
  8. He did target the drone, your RWR/DDM simply picked up the launch and warned you.
  9. Logs are in %PROGRAMDATA%\OvGME
  10. Also, the whole repository framework is a bit buggy, I can't for the life of me get it to work reliably. EDIT: After spending a couple of days messing around, I've come to the conclusion that there's a size issue somewhere in the .xml download chain. Repoes too large just throw an error, whereas if you split them in multiple files everything works fine.
  11. Another set of bugs: - Using the up and down arrow keys to go through mods does not update the "Mod description" window. - Mod versions with two digits per point overflow the label.
  12. Well for example I intend to apply Barthek's textures over Starway's, to have the enhanced towns, buildings, and airfields by the former but the terrain by the latter. Another instance would be a mod that modifies only the A-10C's CMSC over one that modifies TAD, IFFCC, CMSC, and MFCDs. JSGME took care of that with .mep files, that listed the mods in the exact order that they were to be activated. As far as I can see, OvGME always applies mods alphabetically. Also, two quick bugs: - The "Make Mod-Archive" option crashes OvGME if no Config exists. - When creating an archive, the success message has two ".zip"s appended to the filename.
  13. Is there still no way to manually specify the order in which mods are applied? Right now it's the only thing that holds me from switching from JSGME. I have a whole bunch of mods, some require a precise application order, and the renaming workaround (as in "A - first mod" "B - second mod" "C - third mod") is a bit messy.
  14. Enemy Within is an excellent COIN campaign.
  15. Which, again, is a nonsensical argument.
  16. No it should be mentioned in the briefing. I'll make it clearer with the next version.
  17. Good point about telling the player to prepare for an overhead. The path is blocked because you're supposed to wait a few seconds for your stuff to be dearmed (remaining weapons, countermesaures). Stop in front of the soldier (coming from the last taxiway) and wait until he moves. Finally proceed to one of the parking spots close to the other A-10s to end the mission. I'll update the mission and a couple of briefing cards to make everything more clear, when I come back from the holidays. Thanks for the feedback, and I'm glad you liked the mission!
  18. Even if you're on the wrong frequency the SEAD run should start, you'll just not hear their response. Unfortunately checking for the radios is a bit of a mess with the mission editor.
  19. Check that the radios are on, and on the correct channel.
  20. Before going for traffic patterns, I'd advise going straight in from around 20nm @230knots. Align yourself and wait for the runway threshold to reach about halfway through the 0° and -5° lines in the HUD's pitch ladder. Place the FPM on the threshold, slow down to 180 knots, extend speedbrakes to about 40%, flaps full down, gear down, slow down to the correct AoA, and ride it to touchdown. A gentle flare should suffice, just bring the FPM from the threshold to the end of the runway when at about 50feet AGL; this last part is honestly the hardest for me, I've found that any bouncing is related to an incorrect flare. If you were on the correct glideslope in the first place though, it shouldn't matter much. Also, when landing you control speed (or better yet AoA) with the stick and glidepath with the throttle. That's reverse of what you usually do.
  21. That's odd, the following message instructing you to use the JDAMs is triggered by a timer. I don't see how you could not have triggered it. You might have missed it, since the message box stays on screen from the previous message, only changing its contents. In one of the latest versions I added a squelch sound that plays on each new message, it should help with not missing anything. You might have a had a previous version without it.
  22. Let me know if you end up having any problems. Overflying the WP before the AG range WP (name is FENCE IN if I remember correctly) should trigger the messages after AAR. You'll know you're on the right track if you're instructed to do a 360° turn to realign the JDAMs.
  23. You should be getting a message as soon as you enter the A/G range, provided you do so from the right direction (basically following the flight plan). You should be initially instructed to use your JDAMs on the CP posts, and from there given new targets and weapons combinations each time. Where did you approach the range from?
  24. How many of would be so up in arms about the DDM if it didn't add a minor advantage in airquake? I really don't see how "realism" is a factor here. The only portion of the sim that is affected is MP, and the niche FC3 side of it as well. That whole module is anything but realistic in its depiction of the systems. There are really no bases to cry out about the DDM when both the F-15 and the Su-27 sport a SSMs that have little to do with the real systems. To fight the SPAMRAAM potential of the low cockpit workload of the F-15 Mirage pilots have to adapt. Do the same thing and adapt to the DDM. I'd be more willing of conceding the point if the MP PvP scene was centered around ASM aircrafts, but the only one widely used is the MiG-21bis. Step down from the power of the semi-simulated FC3 jets give, and accept that you have to work around the advantages the new kid in the block has. Lord only knows what will happen if VEAO ever comes out with their rendition of the Typhoon, even if it's one of the very early Tranches. It'll be fun to see what an airframe capable of having a fair fight with the F-22 will bring to the PvP scene.
  25. Yeah MP balance makes no sense as an argument. Airquake is based around FC3 jets, and those are anything but realistic in their systems.
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