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Everything posted by Phantom_Mark
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Yes, as I have discovered the past 2 days lol, I am getting there now, but had to learn the hard way it seems, tried virtually everything else before I finally started finding the results I wanted, TYPICALLY :D
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Appreciate your help thanks. :book:
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I like this option thanks, less fussy overall, thanks for the tip, achieves the same goal but with less faffing around :)
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Actually.......no, I have used the regular trigger on the left side of the screen, I will look into the one you mention as well, thanks :)
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I have already, thanks tho , the ROE state changes on a trigger and flag state in this setup :thumbup:
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I have spent 2 days testing now pretty much......finally found a way to trick the AI into ignoring me, and then being reactive when something happens. The settings used in the screenshot may be of use to someone else looking for answers. Pretty much all of the other solutions meant the complete solution to the above wasn't solved, this solution does tick all the boxes I needed to tick. Can't believe nobody else has had this issue but there we go I suppose.
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If someone can help, I just can't find a middle ground with the above problem, either AI will attack me regardless of the ROE, or the AI ignore me completely, despite triggering the ROE change to Weapons Free, and Return Fire seems broken full stop, unless I am using it with something else set incorrectly ?? I have tried just about every task mode combo I can so far and hit a dead end with this. Of the pair and with them set to return fire I can literally shoot one down and the other just flies along like nothing happened. My triggers etc are def working , even tried using different ways to trigger response from AI, setting sensors for Unit Damaged for example...... no dice.
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Following.......this would be great if you can do groups, like you say.
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Solved: Found a small issue tho. So I have 2 Tomcats escorting a Tanker, both cats were set to Escort in tasking, and then set to follow the Tanker, both cats were set to Weapons HOLD. I think have a flight of 2 Iranian Phantoms on Patrol, also set to Weapons HOLD, but with a trigger randomisation of 10% to go Weapons FREE, set by increasing a FLAG argument on the condition, if that value was met it would also change the Cats to Weapons FREE with another flag set. If the Phantoms got within range of the Cats whilst in Weapons HOLD both sides would ignore each other (as intended), if the Phantoms approached and they were Weapons Free the Cats would engage, as expected and as desired. However......this was the sticky part, if I approached the Cats and Tanker in an Iranian Mig29 , and even if I didn't paint them with Radar etc or do anything to "annoy" the Cats the Cats would instantly engage me regardless of how many ways I tried to hold them on Weapons HOLD. Eventually I discovered the following. If I changed the tasking of the Cats to Nothing (for examples sake) then the Cats would do as intended against me, ie not try and engage the moment they are in a position to, the behaviour seems inconsistent between the AI vs AI and AI vs Player. I will now test to see if I can get them to respond to a simple Return Fire instruction, and all will be good then.
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Is there a bug or a misunderstanding of the ROE in the Beta atm ? I have set a flight to Weapons Hold (pair of US Tomcats), if I send a pair of Iranian Phantoms towards them on Weapons Hold also they ignore each other, as expected. If I use a trigger or switch to flip the Iranians to Weapons Free as soon as the Phantoms go hot the Tomcasts engage, again, as expected. If I approach the Tomcats while they are on Weapons Hold, and I don't ping them with the radar (as an Iranian Mig29 player controlled) as soon as I get in range they instantly let loose, interestingly if I setup the AI Phantoms to switch to Weapons Free from long range away the Tomcats don't engage until they are about 12 miles away despite being set to "escort"/ "Follow" and engage at 30mls, it is like they are treating me different, firstly at the range they engage, but secondly treating me as weapons hot instantly, despite have no systems active to paint them ? I am sure I have setup another mission before for intercepts where I could approach enemy aircraft and escort them weapons hold no problems, is this a new bug maybe ?
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superstar :) thank you.
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Got it working thanks :thumbup: I too have the perpetual Spawn and instant kill of tankers and awacs......will wait with eager anticipation to see if it gets fixed :) I think I had edited the wrong lua initially, then tried to fix by downloading the moose and got in a bad circle of problems, it is working now at least tho thanks.
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It does help for sure thanks.....I only pointed the mission to the moose I downloaded, I will scrap it and try again, pretty sure I only went in search of Moose to download after the first attempt failed to load tho. thx again.
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Nope, I am missing something else clearly....... Do I need to do anything more than download a moose.lua ? do I need to install any other supporting files for it for example ? Some screens attached. Thanks.
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Absolutely not, I edited that file for certain..... However, maybe I did the stable branch instead of beta, will check again :)
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Feeling dumber than a box of spanners here sorry in advance. Downloaded the missions. Downloaded Moose.lua (wasn't sure if I need the static or dynamic version tho??) Adjusted the file to remark out those headers as directed in the top post. Ran the mission editor and loaded the Persian version, went into the trigger section and pointed the moose loading bit to the moose.lua file I downloaded. Ran the mission......... Mission started loading then threw several errors and error boxes etc...... Not sure what bit I am doing wrong at this point ?
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Seems kind of ironic, but I just found this, I find it quite amazing ED have not made a special effort to MAKE SURE all customers saw this communication, For all those who never saw it (like me)....some good news and information here.
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The only single thing ED need to do is release a REALISTIC plan, an honest plan based on reality, then everyone is on the same page knowing what to expect and when, there is no arguments then. Currently we are in the loop of ED releasing news and schedules and then either never delivering it, or dropping so far behind people lose all faith it will ever arrive, which in turn leads to threads like this once per month at least !! In game Cows/Livestock anyone ?
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Fine with the development cycle and the pipe, the problem for me is when we don't meet goals setup by DCS themselves, normally by some big margin as well.
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I am a little disappointed with the Hornet progress, all the promises made when the Viper was released have gone by the wayside and we haven't seen anything tangible since nearly 6 months now.....literally given up getting excited reading the release notes in anticipation. Whether it is done or not done, beta, alpha, gold or whatever, I am not bothered, just disappointed every indicated goal so far has been missed by a mile.
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Thanks again to the people who have done this, very excellent stuff, appreciated. Fingers tightly crossed a Phantom comes along one day :D
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ha.......so you admit to being an ambassador to the planet Putar then ?? Knew we would find you out !!! Your world domination will never succeed tho :pilotfly: Ps. Any cheap tickets one way to Putar ? need to get off this crazy planet......
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Well sadly I cannot make a conclusive report, but merely a subjective one. Subjectively I think it seems a touch more FPS, that could be placebo. Sadly the FPS tests I did here might not be able to be relied upon. All test flights were in controlled environment, in the same test mission, flying point A to B at 3000ft AGL over Dubia in the daytime, looking dead ahead as little deviation as possible. All FPS are "average" 45 FPS was in VR mode as we normally run it..... 64fps was the Monitor unplugged, started the game in VR and then unplugged the screen. 41fps was with the TV merely Switched to standby 61fps was with the TV unplugged again..... I think it highly likely a little heat soak is playing a factor here, and I am also suspicious both TV Unplugged samples are recorded as shorter samples despite being the same length as the other two. "Logically" if the TV is unplugged the GPU isn't going to output to the HDMI any signal, thus any cost there might have been will have been negated, because there simply isn't a device plugged into it, at that point the only thing the GPU will see is the Oculus. Proving it is another matter tho, if anything, it proves the mirror isn't required to play in VR, which begs the question why is it being displayed at all ? NZXT I think is the issue and "possibly" isn't detecting the FPS from the Oculus as it was getting that value from the screen before ? Not sure what else I can do here to work it out now ?
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I'll try my test in a min and post the results....
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Obviously I considered that one, but I wonder, if the monitor is not plugged into the GPU then it surely it won't be rendering anything/ HDMI switch might be worth a go ? I will test the theory by simply unplugging the screen at the screen end :thumbup: I will run an FPS counter tracker in the background with a set mission etc to compare vs "normal"