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Phantom_Mark

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Everything posted by Phantom_Mark

  1. I get your point, so because i have more than one "Blue" aircraft in my "big" mission there is always more than 1 "Aircraft" from the blue side "out of the zone", makes sense when you describe it the way you did above. Def a candidate for the wish list, thanks for clearing that up pal.
  2. Tested as player and as client in test mission and ok, double check my "big" mission and it still doesn't recognise me leaving the zone, but always recognises me entering the zone....go figure......exactly the same issue I have had previously.
  3. So first interesting thing...... One aircraft in the mission attached works fine, everything is working as I expected it should. I have used exactly the same syntax in my other "big" mission and it doesn't work tho, maybe it is because my example mission here is using an AI to fly the aircraft, where the aircraft used for the detection in my big mission are "Clients", I will test that now. At least we do now know one aircraft under AI conditions at least works. Part of Coallition Out of Zone Test.miz
  4. My Coalition has multiple aircraft, this is part of a massive NNTR setup. Using the Coalition "Airplane" out of zone function you cannot get the game to trigger any actions at all, not just the one exampled above, my goto test is general set something to explode, or a message to all so you can see when something is detected, "IN" zone always works, "OUT" of zone never does when tied to just Aircraft. Even if the blue team had a single aircraft I don't see how that would make any difference ? < just saying, not arguing ? It is still a "Blue - Aircraft" and if it is out of the zone it should trigger the action accordingly shouldn't it ? I will strip back the mission to basics to example the problem and post it up.
  5. Tested this one exhaustively with a simple trigger setup. The goal was to have a ground unit stationary with the AI off until a blue aircraft enters "bombing range", then the unit would follow a simple path, and stop again and switch off the AI once the aircraft leaves the area - aim was to save some CPU cycles as the map is quite busy. I have a simple switched trigger setup with the following arrangement. Vehicle (T90) setup to do a loop path - "T90" First Trigger: Start Of Mission: AI OFF unit "T90" Then Part of Coalition IN Zone : "Blue", "Bombing Range", "Aircraft" This works perfectly, the aircraft enters the bombing range and the ground unit starts rolling as directed...... Then Part of Coalition OUT of Zone: "Blue" , "Bombing Range", "Aircraft" Absolutely does not register the fact the aircraft leaves the zone at all. Change the last one to ALL of Coalition OUT of Zone and it works fine, change the last one to ALL Of GROUP "Falcon", works fine, in fact every other way of doing it seems to work fine apart from Part of Coalition "Aircraft". I have come across this problem on all the maps I have tested, so doesn't seem map related, tried Caucus, PG & Syria, it has actually been a bug for a while, but until today I had not sat and gone through breaking it down into a comprehensive bug & test report.
  6. Nevada and Caucus and Syria I have had no joy striking the power lines at all with the Hornet, I can't remember if PG worked now or not tho tbh........its a thing with all aircraft other than FC3 and maybe the A10C (need to double check the A10C tho as its been a while since i flew it properly) All FC3 aircraft collide with the power lines and birds.
  7. I reported long ago the Wingman performance was very sub par compared to the same experience with the A10C, and of course rightly so someone mentioned we are still in Alpha/Beta whatever. As Beta draws towards the end the AI Wingman still cannot follow simple instructions, like attack my target, making him rather useless in some circumstances. Can we assured the Wingman AI logic will be at least up to the same standards as the A10C for example ? Having a target locked on my FLIR and being able to instruct my Wingman to engage my target is quite a powerful tool ! Will you also for the final release version please please ensure we have the right boxes ticked to ensure the aircraft can collide with the power lines (and Birds) etc on the maps ? thx
  8. P47 looks awesome I have only just started modelling, so I only have these 2 to show, and now a cupboard full of kits ready to build Still finishing the Phantom
  9. Really irritates me a little some aircraft are fully implemented with the FFB effects and other planes are dead stick.....some of my favourite aircraft are my favourites because of FFB implementation that's also included.
  10. Being able to re-order the sequence left to right of your controllers would be useful as well, at they are scattered in illogical orders, meaning the flow is often broken by having to scroll left, right etc when binding controls. Drag and drop re-order the controller names/groups they are shown would be appreciated here at least.
  11. That is a relief, those white dots had transformed my enjoyment levels with VR in DCS, using a Rift S on a meaty system with high detail.....was a shock to lose them in the last update, glad to hear something will come back in its place, I had always "assumed" it was just some slightly amplified reflection settings for us VR users lol, didn't even realise it was a bug, but always thought of it as a feature
  12. ED and other official content have some rather excellent static airfield and other world objects, would be really cool if you could open these assets up to the mission editor as the assets are already built ? Unless there is some technical reason why this proves difficult that I don't understand - other than the "time" aspect which I appreciate.
  13. Was this something I did wrong Andre ? Seat working fine, however I did notice when I closed it down the A10C profile was up and I was in the F18 and F14 in that session, forgot to check the correct profile before i went in ?
  14. £200 - before it goes to eBay.
  15. I have always used mods, to plug the gaps DCS leaves I will test and post back naturally.
  16. Thinking out loud, wondering if I have a mod causing this problem then, I recently installed the Hercules mod.....will check that as well.
  17. Are you able to confirm if you have these options in your editor maybe ?? In the mean time I am going back to check some missions I created a lot longer ago and see if anything changed.
  18. Yeh lol, you can see why I was confused
  19. Because I am willing to bet there is 294.5 bugs in line before it I bet you would also like fixing first
  20. This isn't what I saw law night weirdly, as the example you have shown is exactly what I am familiar with. I will go check now , EDIT: As you can see, Switched has gone, seemingly replaced with "Front Condition????" wth does that even mean ???
  21. I was in the editor last night and didn't see the "switched" one which is why I asked actually...... I haven't been searching in the manual because I wasn't aware of any changes as they were not in the changelog, that I spotted at least Thanks, will take a look. Thx to you both.
  22. Any documentation or explanation of the new trigger types ? I don't recall reading any such updates in the recent patch notes, so guessing this is another of those changes which happened under the radar ? So before we had:? Mission Start Once Switched Continuous Now we have some different options I forget now, but switched has disappeared for example ?
  23. Pair of Mimo 2G USB Screens for sale - Lincs UK Looking for offers.
  24. Thanks to Andre, My JetSeat arrived today and it is setup and working nicely in DCS etc. Quick point to note for other potential buyers or new users with problems, AVG picked up the EXE and blocked it from writing to the the config files, once I sourced and tracked that down the seat and software both worked as they should. Nice bit of kit, will spend some time setting it up now to my liking.
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