

Ignition
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Everything posted by Ignition
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Agree, I didn't like the Mirage until I bought it. Now I use it instead of the FC3 fighters :thumbup:. I didn't like the Harrier until I saw this pictures and I'm sure I will buy it.
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Thanks. Its a really usefull tool :).
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For example to switch to the Bullseye waypoint, because I select the waypoint in the INS but it doesn't change in the VTB. Thanks.
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Will this missile be implemented for the AV-8?
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The first time flying the Mirage2000C online forgot to turn on the IFF and killed a friendly. I was so embarassed :doh:
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Hi, I just wanted to say I'm messing around with MOOSE again and I will say it again, its amazing. Especially the ZONE_POLYGON is a game changer for me. Its great. Slowly I'm learning how to use more and more classes. OH, how can I make a gorund group to make a loop with waypoints to create a patrol? I don't know which class I need to use it looks like all the patrol classes are for air groups. thanks.
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Thanks for the explanation! I like this plane very much. When I bought it I thought it was going to be meh, but I was so mistaken. Its a really fun plane!. Thanks again. :)
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With the new jets, Mirage2000 and AJS-37, the upcoming F-14 and F-18, it makes a lot of sense to make the map larger and crimea is a good choice. The Viggen right now could use it for naval attack operations. And we were using this map since decades, bigger maps always brings new posibilities.
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I can't test this because I'm away of my home. -Updates to afterburner performance for acceleration timing (reduced from previous) Does this mean it accelerates faster o slower? -Updates to transonic drag modeling for performance and accelerating timing (greatly increased drag from previous) -Updates to external fuel tank and 530D parasite drag values for performance and acceleration timing (minor increase) How noticeable is the new performance? I guess it accelerates faster but has more drag?
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Imagine if we could place power lines and power stations with functional gameplay powering cities so we could attack those :D and generate big dark areas in the night.
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I'm very bad at air refueling. I would like an "assisted" (not automated) refueling option in general for all aircraft.
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I mean immersive :). I don't like to see the units taking infinite damage y prefer to see they miss. Especially for troops. Oh I also put a supply truck nearby for ammo. I think they need to be between 300ft.
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general rules for editing and game performance
Ignition replied to twistking's topic in Mission Editor
You can deactivate the group when its dead, but yeah thats another thing to take into account and more work. I don't know in the current version if thats still true but I remember with the older version the more things on the horizon the less performance you had. If you (staying in the airport before even start up) looked to the action no matter how far it was the FPS would drop dramatically. I don't have this issues anymore. -
MIST is very good and give you excelent tools but MOOSE for me is much more friendly and easy. To start https://www.youtube.com/watch?v=HftfRW7wZ1M He has uploaded a lot of videos explaining very well different functions and examples. Also there're a lot of documentation on the website, but with the intellisense in the Lua editor you almost don't need it. Its all very well documented, so good that I can make things happen without any knowledge of Lua :P.
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With MOOSE you can do it with this: http://flightcontrol-master.github.io/MOOSE/Documentation/Spawn.html##(SPAWN).SpawnScheduled Is the easiest way to do it.
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general rules for editing and game performance
Ignition replied to twistking's topic in Mission Editor
In this new engine you can place more units than before but its dependant on how much memory/bandwidth you have. You can place 50-60 ground units without problem. I think the most cpu intensive is when the AI is finding a very large path in the ground, and when you spawn a big group of units. I did a 100+ ground units in NTTR with a few Helicopters and Airplanes and I can play it without any problem on normal speed, if I put x2+ on the time speed it freezes anytime a new group spawns. But you can make denser missions than before. If you have 16gb you shouldn't have major problems. -
I would love to have an option to control the Hit Points and Accuracy of the vehicles. Since I play Lock On Im looking for this, it would give a lot of scenery and option for missions. The invulnerability option is not so friendly. I generally do an attack ground and put each group invisible so from afar it looks like a firefight. But an accuracy option would be awesome!
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So the AI_PATROL_ZONE would be appropiate for example for AWACS. What happens when the RTB event happens, does it start the process again automaticly or I need to do something else? Thanks. Oh another question, I have recently saw the CAS-001 example. What happens if you don't know the name of the group and the number of units inside the target zone? Because on a dynamic enviroment that would be difficult or impossible to know. Thanks again.
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Well I think is the other way. I think with lua (MIST and MOOSE) you can do a lot of things that you can't do with the mission editor alone. You can't have random units/groups and paths or respawn with limits for the 2 sides and a LOT of other things.(Yes you can do it but it will be very very limited.) You can't even do a ground group to patrol an area. But if you want to make a simple and fast mission the mission editor is the best choice but it will not have replayability.
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Maybe the way I said it was harsh yeah. I started doing mission on the ME but the amount of work to do what I wanted was really big and the missions ended to be really "basic" with random things but predictable. The way to have respawn or random paths is almost inexistant and those are basic features on a mission. Then I went to MIST which opened a lot of doors to me and let me do what I wanted and then I went to MOOSE (thanks for that) and its really amazing, I can do exactly what I want and in a easier way and gave me even more tools. I can do big missions very fast with a lot of variables. I know its hard to do a ME with all this features I know but I'm sure if it had more tools with a easy UI were more people could do mission, this game would be a LOT better. I also know ED its focused on 2.5 and thats amazing too but the mission editor needs much more work. A lot of people rely on others to make missions so they can fly, what if everyone could do missions without the need to learn a programing language to play a game. At least I hope as ENO said that ED support their community and giving the scripting guys the help they need to update their work because its what makes this game unique and excelent as it is. Just imagine if we didn't have any of these tools, amazing detailed aircraft with barebones mission to play with.
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Agree 100%. DCS World has a very under developed mission editor. If it not were for MIST and MOOSE the missions in DCS would be very basic. The "problem" with MIST and MOOSE is that you're programing a mission with scripts and if you're not into it you will not be able to make complex missions. Don't get me wrong MIST and MOOSE are very simple and there a lot of documentation very well explained but sometimes for we the non programers can sometimes be difficult. ED should support their community and even implement this functions and framework into the game and DCS would be 100% more impressive than already is.
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Great. Im starting to use it and is really cool. ED should support this type of stuff because it makes DCS even greater.
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Slowly learning it. :smartass: Its amazing and very well documented. Also its very easy to use.