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Florence201

DLC Campaign Creators
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Everything posted by Florence201

  1. Reported and will be sorted in the next update
  2. Just success (ie <50 points so you can't move on ) or the whole no flying hours either?
  3. The trigger must be working, as you are the only person reporting this issue. Lot's of others are past M1. Jump to around 17 minutes and see what is done here: Having watched your video i have questions: 1. Did you inform AWACs you were complete or Winchester? 2. Did you then get subsequent comms with AWACs? 3. Did you get chat between Dim and Foghorn about MacDonalds? 4. Did you get directed to switch to BATMAN Tower and then have directions from Batman of where to land? Answering these will allow me to burrow down and work out why things aren't working for you
  4. Not to my knowledge i'm afraid. That would be a question for ED to answer. Have you tried their Discord channel?
  5. Because airfields and FOBs are controlled and you can't just land where you want. I've also ensured the last waypoint in the flight plan is on the exact spot you need to land on, to make player's life easy You'll find there's traffic in and out as the campaign progresses, so there has to be regulated control of landing spots.
  6. Updated mission 2. Overwrite your existing one in the campaign folder TFH M2.miz
  7. Believe it to be fixed, just awaiting testing. If the fix works, I'll place M2 here so you can overwrite released version while awaiting official update
  8. This sounds like a core DCS problem, although there has been a bug reported with M2 from a trigger perspective
  9. The answer is quite correctly posted above. Many thanks Pizzicato
  10. Thanks. I'll investigate
  11. In the interim, please try the folder below for TFH Docs zip folder Docs.zip
  12. You can, but all thr triggers may not fire. I cannot guarantee it will play like I designed it, sorry
  13. I'll check with ED thanks
  14. Post your bugs and problems here
  15. I don't have any issue checking the function of AAR door in SP or MP
  16. Using this mod for a while now, but having no luck in 2.8. If got all the file tweaks done as suggested, but no full screen anymore.
  17. When using the Orbit/Circle triggered command, AI helos act strangely. As can be seen in the attached trk file, once the helo enters the trigger zone, the ORBIT triggered command is activated, BUT, the helo goes back to the previous waypoint to carry out the orbit and does not orbit in the trigger zone. Thus meaning, you have to set a waypoint at the edge of the trigger zone, to keep the helo orbiting in the area you require. If designers are unaware of this, it can lead to the helo orbiting at far greater distances than they are designed or desire. AI Orbit .trk
  18. https://youtu.be/qQN_JtZYjtA
  19. When adding a new frequency with the use of the Switch Freq button, the standby freq resets to 121.5Mhz regardless of what was set in there. This issue happens whether you use the manual input, or by using the presets. Trk file attached https://drive.google.com/file/d/1NAndOB9UOT7kWJove5B8o8y9ZwaKpEpz/view?usp=sharing
  20. Having played your miz, yes it transmits on FM, but if you change the Apache FM radios away from 30MHZ (Your set transmit freq), then your sound continues to play. As for it actually playing the TRANSMIT MESSAGE, i wonder if this is a STABLE vs OB issue, as i'm building in STABLE version
  21. I'd very much like to create a "Rolla Track" type laid down runway matting, but do not have the slightest idea of where to start. Help/advice would be greatly appreciated.
  22. All the AI transmit on the freq selected in the GROUP panel. So in your above case, your wingman would only transmit on 132.5. Where as when you are the player, it transmits on both VHF and UHF radios. This can't be correct surely? I can set background or other radio transmissions with AI, but PLAYER blocks and stops both radios
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