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funkyfranky

ED Beta Testers
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Everything posted by funkyfranky

  1. Oh no, not again please :( Have not experienced this myself this time, but there was a very similar issue recently and I was very happy when it was resolved.
  2. Well, done! Thanks can congrats on the release :)
  3. Great! Thank you very much for all your hard work.
  4. Ich hab gerade kein gutes Beispiel zur Hand, aber wenn Du mal einige Posts von Yo-Yo liest, kannst Du sehen, wie gut sich ED in solchen Sachen auskennt und wie viel Wissen sie sich dazu aneignen. Das ist immer wieder Beeindruckend! Insofern kannst Du beruhigt davon ausgehen, dass ED (fast) alles zum Thema Flugmodell etc. was in Erfahrung zu bringen ist, auch kennt. (Wie schon gesagt wurde, das gilt nur für die Flugzeuge, in denen ein Mensch sitzt. Die KI muss leider recht vereinfacht dargestellt werden.)
  5. For the lack of words, groundbreaking, earth shattering, paradigm shifting stuff :clap_2:
  6. Ja, hatte ich gelesen und verstanden. Meine Frage "Ist das so?" bezog sich darauf, ob die Aussage "feature complete minus ein bisschen" von Heatblur stammt? Kann gut sein :dunno:, aber eine Quellenangabe wäre bei dieser relativ starken Aussage nicht schlecht.
  7. Thanks mate, that's great stuff :thumbup:
  8. Ist das so? Im Promovideo war die Rede davon, dass die "main features" im EA vorhanden sein sollen, wenn ich mich richtig erinnere. "Feature complete" wäre ja noch mal deutlich mehr.
  9. Thanks for the great work Kola! Some questions to anyone who knows: How do the pilots know when the stack collapses, i.e. when they have to go from stack N to stack N-1? Is the position of the holding pattern (center of the circle) constantly updated since the carrier is moving? How many aircraft are allowed per stack? Thanks :)
  10. ... when another aircraft has a landing waypoint assigned on that very carrier. Situation: - CH-53E helo set to takeoff from ramp on USS Stennis. - F/A-18C in air with waypoint landing on USS Stennis. Result: - Helo starts its engines and once it takes off, it vanishes into thin air. Trivial mission attached. DCS version 2.5.3.23954
  11. https://forums.eagle.ru/showpost.php?p=3682270&postcount=44
  12. Yeah, it's very strange. My two new posts were deleted for breaking forum rule 1.4 :huh: (First post was just "+1" and the other was simply asking why everything had been deleted - very politely I might add.) Initially I thought everthing was deleted by mistake since it is a perfectly normal thread but obliviously not :confused:
  13. So what happened to this thread? I cant see my +1 and all the others any more :unsure: Just added a new +1
  14. I will be listening in to any competent reply on this topic very carefully.
  15. Yes, exactly. Very easy to reproduce actually. Create a new mission, add some ships (I used a speed boad and the Stennis), put them on late activated. When you start the mission, the map is completely empty but Tacview track shows the ships which were never activated in game. Latest DCS version 2.5.3.23225 I can attach a track if you still need it?
  16. I saw that late activated naval units are displayed in Tacview. Is that a bug and if so a DCS related one?
  17. AI aircraft refuse to take off from the USS Stennis if a helicopter takes off first. Simple test mission attached. The helo will take off. The F/A-18 will sit there will engines running and do nothing. If you remove the helo or set it to late activated, the F/A-18 will takeoff as expected. AI_Takeoff_Bug.miz
  18. Yeah, to me that looks right :dunno:
  19. I am also not a steam user. But I would think mods are handled the same, i.e. placed in the Saved Games directory, as in the stand alone version. If the mod is not showing up, it probably means that you did not put it in the right directory. Maybe you can share a screen shot of your installation folder so that people can better help?
  20. You can always check http://updates.digitalcombatsimulator.com/ If the version numbers of Release and OB are identical (like now), the code of both branches is absolutely identical.
  21. Yes, the Moose.lua and your script will be included in the miz file.
  22. Grazie mille :) Absolutely! In this case a condition is not necessary. It's best to always use a global variable for the AI_FORMATION object. I added a new version in the first post, where this is the case. It also uses a better respawning function. So if you have a carrier strike group and the helo decides to land on any another ship, it will be respawned there and go back on station at the Stennis. Note, that the new version of the script requires MOOSE version >=2.4 (download link)
  23. +1! Indeed and what a poor choice by the OP.
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