-
Posts
1020 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by deadlyfishes
-
UPDATE 06/21/21 - 1: v1.83a - Added Mi-24P module.
- 292 replies
-
- 2
-
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 06/21/21 - 1: v1.83a - Added Mi-24P module.
- 130 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 06/21/21 - 1: v1.83a - Added Mi-24P module.
- 481 replies
-
- 1
-
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
Since that's a mod, you can just add it in yourself in the editor.
- 481 replies
-
- 1
-
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
HOTFIX 04/26/21 - 1: v1.82b - Fixed an issue were Zeus commands were not working properly in Caucasus. - Adjusted SA-2 layout - Adjusted enemy ground unit AI difficulty to ensure they do not remain dormant at times.
- 481 replies
-
- 1
-
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
HOTFIX 04/26/21 - 1: v1.82b - Fixed an issue were Zeus commands were not working properly in Caucasus. - Adjusted SA-2 layout - Adjusted enemy ground unit AI difficulty to ensure they do not remain dormant at times.
- 130 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
HOTFIX 04/26/21 - 1: v1.82b - Fixed an issue were Zeus commands were not working properly in Caucasus. - Adjusted SA-2 layout - Adjusted enemy ground unit AI difficulty to ensure they do not remain dormant at times.
- 292 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
HOTFIX 04/26/21 - 1: v1.82b - Fixed an issue were Zeus commands were not working properly in Caucasus. - Adjusted SA-2 layout - Adjusted enemy ground unit AI difficulty to ensure they do not remain dormant at times.
- 91 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
HOTFIX 04/26/21 - 1: v1.82b - Fixed an issue were Zeus commands were not working properly in Caucasus. - Adjusted SA-2 layout - Adjusted enemy ground unit AI difficulty to ensure they do not remain dormant at times.
- 183 replies
-
- 1
-
-
UPDATE 04/25/21 - 1: v1.82a - First update since the release to DCS 2.7 Open Beta; Previous version of DCS Open Beta may be incompatible with this mission version. - Fixed an issue where A2A AI spawned units via Zeus map marker command would descend to 3.7k feet immediately after spawning if they do not acquire a target right away. - Fixed an issue where A2A AI spawned units via Zeus did not easily acquire a target. - Added two missing tactical SAM (singleton vehicles) units to the regular and Zeus spawn lists; SA-13 and SA-19. They are omitted from the ground mission spawning pool by default, so un-comment them in their proper lists as desired. - Added a weather preset and changed the time to ~18:00.
- 481 replies
-
- 3
-
-
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 04/25/21 - 1: v1.82a - First update since the release to DCS 2.7 Open Beta; Previous version of DCS Open Beta may be incompatible with this mission version. - Fixed an issue where A2A AI spawned units via Zeus map marker command would descend to 3.7k feet immediately after spawning if they do not acquire a target right away. - Fixed an issue where A2A AI spawned units via Zeus did not easily acquire a target. - Added two missing tactical SAM (singleton vehicles) units to the regular and Zeus spawn lists; SA-13 and SA-19. They are omitted from the ground mission spawning pool by default, so un-comment them in their proper lists as desired. - Added a weather preset and changed the time to ~18:00.
- 130 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 04/25/21 - 1: v1.82a - First update since the release to DCS 2.7 Open Beta; Previous version of DCS Open Beta may be incompatible with this mission version. - Fixed an issue where A2A AI spawned units via Zeus map marker command would descend to 3.7k feet immediately after spawning if they do not acquire a target right away. - Fixed an issue where A2A AI spawned units via Zeus did not easily acquire a target. - Added two missing tactical SAM (singleton vehicles) units to the regular and Zeus spawn lists; SA-13 and SA-19. They are omitted from the ground mission spawning pool by default, so un-comment them in their proper lists as desired. - Added a weather preset and changed the time to ~18:00.
- 292 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 04/25/21 - 1: v1.82a - First update since the release to DCS 2.7 Open Beta; Previous version of DCS Open Beta may be incompatible with this mission version. - Fixed an issue where A2A AI spawned units via Zeus map marker command would descend to 3.7k feet immediately after spawning if they do not acquire a target right away. - Fixed an issue where A2A AI spawned units via Zeus did not easily acquire a target. - Added two missing tactical SAM (singleton vehicles) units to the regular and Zeus spawn lists; SA-13 and SA-19. They are omitted from the ground mission spawning pool by default, so un-comment them in their proper lists as desired. - Added a weather preset and changed the time to ~18:00.
- 91 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 04/25/21 - 1: v1.82a - First update since the release to DCS 2.7 Open Beta; Previous version of DCS Open Beta may be incompatible with this mission version. - Fixed an issue where A2A AI spawned units via Zeus map marker command would descend to 3.7k feet immediately after spawning if they do not acquire a target right away. - Fixed an issue where A2A AI spawned units via Zeus did not easily acquire a target. - Added two missing tactical SAM (singleton vehicles) units to the regular and Zeus spawn lists; SA-13 and SA-19. They are omitted from the ground mission spawning pool by default, so un-comment them in their proper lists as desired. - Added a weather preset and changed the time to ~18:00.
- 183 replies
-
HOTFIX 03/09/21 - 1: v1.80d - Fixed an issue for the Damascus mission where CTLD/CSAR was not loading.
- 183 replies
-
UPDATE 03/06/21 - 1: v1.80c - Fixed an issue where using "-create jtac" was not working - Added the "Zeus" spawnable unit list to the BRIEFING for better access (pause, show briefing or press LAlt+B to bring up the briefing) Thanks, I'll play with this and see how it fares with co-op and sp
- 481 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 03/06/21 - 1: v1.80c - Fixed an issue where using "-create jtac" was not working - Added the "Zeus" spawnable unit list to the BRIEFING for better access (pause, show briefing or press LAlt+B to bring up the briefing)
- 130 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 03/06/21 - 1: v1.80c - Fixed an issue where using "-create jtac" was not working - Added the "Zeus" spawnable unit list to the BRIEFING for better access (pause, show briefing or press LAlt+B to bring up the briefing)
- 292 replies
-
- 1
-
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 03/06/21 - 1: v1.80c - Fixed an issue where using "-create jtac" was not working - Added the "Zeus" spawnable unit list to the BRIEFING for better access (pause, show briefing or press LAlt+B to bring up the briefing)
- 91 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 03/06/21 - 1: v1.80c - Fixed an issue where using "-create jtac" was not working - Added the "Zeus" spawnable unit list to the BRIEFING for better access (pause, show briefing or press LAlt+B to bring up the briefing) C:\Users\youruser\Saved Games\DCS.openbeta\Missions - Try this
- 183 replies
-
- 1
-
-
That would work, however it is still a bit limiting. I think giving people 10 spots that they can arrange in any size, and arrangement would be best. If someone wanted them all to come from generally the same area, you could just move the 10 a2a zones in that one area, or have them spread out. Additionally, you could clump them over airfields to make it seem like they come from certain airfields.
- 481 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 02/21/21 - 1: v1.80b - Changed how A2A enemy spawning works. Instead of using a random position within a single large zone which sometimes results in bandits spawning on top of you, there are now 10 random A2A enemy spawn starting position zones which you can move around to change generally where bandits may come from. It chooses one of these A2A enemy spawn zones at random each time an A2A enemy group is initiated. - Added missing SA-15 Tor unit to spawning pool, database and zeus script. Unit list was also updated. - Moved SFX files to their own directory instead of using the trigger list implementation, which saves nearly 1MB of filesize. For labels, it might be off by default, feel free to change the settings to force on or off as desired. So no bug here, just personal preference which is noted. Additionally for scores; Scoring is really buggy in DCS when it comes to units that are dynamically spawned from thin air, which is what this mission does, so for this case, it is a bug and limitation of DCS currently.
- 481 replies
-
- 1
-
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 02/21/21 - 1: v1.80b - Changed how A2A enemy spawning works. Instead of using a random position within a single large zone which sometimes results in bandits spawning on top of you, there are now 10 random A2A enemy spawn starting position zones which you can move around to change generally where bandits may come from. It chooses one of these A2A enemy spawn zones at random each time an A2A enemy group is initiated. - Added missing SA-15 Tor unit to spawning pool, database and zeus script. Unit list was also updated. - Moved SFX files to their own directory instead of using the trigger list implementation, which saves nearly 1MB of filesize.
- 130 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 02/21/21 - 1: v1.80b - Changed how A2A enemy spawning works. Instead of using a random position within a single large zone which sometimes results in bandits spawning on top of you, there are now 10 random A2A enemy spawn starting position zones which you can move around to change generally where bandits may come from. It chooses one of these A2A enemy spawn zones at random each time an A2A enemy group is initiated. - Added missing SA-15 Tor unit to spawning pool, database and zeus script. Unit list was also updated. - Moved SFX files to their own directory instead of using the trigger list implementation, which saves nearly 1MB of filesize.
- 292 replies
-
- customizable
- dynamic
-
(and 5 more)
Tagged with:
-
UPDATE 02/21/21 - 1: v1.80b - Changed how A2A enemy spawning works. Instead of using a random position within a single large zone which sometimes results in bandits spawning on top of you, there are now 10 random A2A enemy spawn starting position zones which you can move around to change generally where bandits may come from. It chooses one of these A2A enemy spawn zones at random each time an A2A enemy group is initiated. - Added missing SA-15 Tor unit to spawning pool, database and zeus script. Unit list was also updated. - Moved SFX files to their own directory instead of using the trigger list implementation, which saves nearly 1MB of filesize.
- 183 replies
-
- 1
-