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Everything posted by SUNTSAG
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solved Only 1 of 2 units is spawning since latest OB update
SUNTSAG replied to CH4Pz's topic in Mission Editor Bugs
@CH4Pz there is no bug and simply user error. I understand you are new to the ME so to help you out, I have attached an image that explains exactly what the "CONDITION" settings in DCS actually represent. I hope it helps for your future mission builds. Cheers. -
There are so many variables attached with such a requirement that it makes it difficult to deliver a complete solution. Is there an engagement prior to reaching the zone? Is the flanker running for the cover of the SAM site? Should both aircraft re-engage once the flanker has left the protection of the SAM site? I have a basic solution in the attached example but I have no idea if it meets all your needs. In this example the aircraft will re-engage when the Flanker leaves the protection of the SAM zone. ENGAGEDISENGAGE.miz
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Let B17 drop all the bombs? Only dropping one
SUNTSAG replied to Limaro's topic in DCS: WWII Assets Pack
Attached is your mission with a few minor amendments. The changes I made are highlighted on the F10 map using the "Draw Tool". I hope it helps. Cheers. WWII_Amiens2.miz -
Yes it is fixed
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reported Gunner Issues - Accuracy and engagement problems
SUNTSAG replied to RafaPolit's topic in Bugs and Problems
Tested in latest OpenBeta using the locations you mentioned and no issues on my end. Simple example miz attached. Cheers. wwiiembark.miz -
Uboats can dive already. Please refer to attached simple miz example using latest OpenBeta. Cheers. UBOATDIVE.miz
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@Terry Dactil The mission you are referring to is a core DCS single mission, therefore you won't find it in the user files. I create all the WWII mission content for DCS and watch out for an up and coming mini campaign using the same format. Cheers.
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US and UK QF 3.7 AA Gun still not firing also on stable 2.8
SUNTSAG replied to ac5's topic in Bugs and Problems
I have tested the 88s in the latest Open Beta and found no issues. I have attached a simple sample mission, showing them working as intended. Also don't forget, there are unit templates available to use in your missions, which will take the guess work out of the type of units required within your group to have them work correctly. I hope that helps. Cheers 88stest280523.miz -
I am not sure if this is exactly what you are trying to acheive but I will post a manually created option for you that can work. There is a "UNIT SET LIFE" trigger available which is based upon a percentage. In the image provided I have set the units life to 30% at mission start. A simple .miz file is also provided and I hope this helps. Cheers UNITAISETLIFE.miz
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No FARP is required simply use the "LAND" adavanced waypoint setting and remember to use meters as your altitude settings for spawning your troops, as per the attached simple example mission. I hope this helps. Cheers. testheloland.miz
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SUNTSAG - Lockdown Mods/Liveries Collection (New and Revised)
SUNTSAG replied to SUNTSAG's topic in DCS Modding
Here is a link to the version I am currently using, I hope it helps. Cheers https://drive.google.com/file/d/1MCEWJsMv066zrUPtyJzYw8daeiwbg1bB/view?usp=share_link -
Trigger an action when both throttles are moved to OFF position
SUNTSAG replied to Gierasimov's topic in Mission Editor
@Gierasimov Try this and see if it works for your mission. The switched condition set up means, it will trigger a message each time the throttle is all the way back. -
Limiting How Much Fuel AI Will Get During Refueling
SUNTSAG replied to Novan's topic in Mission Editor
No scripting was required in the example mission provided. 1. AI starts with 40% fuel and needs tanking. 2. When AI fuel reaches 60% it stops tanking and the tanker stops tanking it. 3. AI breaks off and forms up right of the tanker. 4. When AI fuel is less than 60% it stops flying in formation and proceeds to a designated waypoint. Only three triggers were required to set this entire sequence of events up, plus some additional triggered actions and stop conditions. HARRIER AIrefuel.miz -
The BGM 109-C is a precision weapon with a built in CEP of 10m (32 feet). It has guidance systems of GPS inertial navigation and terrain following radar. It is NOT an area bombardment weapon and is designed to eliminate specific and known targets or threats. Hence the reason why, “RADIUS”, does not apply to this weapon. Due to its precision nature, you must allocate multiple targets via fire at point; if you are trying to destroy numerous targets in a given area. The attached mission attempts to replicate that. cruisemissiles.miz
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Hi @HotTom I have reported the issue with the RP-3 25lb AP Mk1s, as I managed to recreate. Many thanks for the heads up.
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I haven't noticed any issues in these two quick example missions I knocked together 1. Ground start ground attack 2. Air start anti-shipping strike RP3 groundstriketest.miz RP3 navalstriketest.miz
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US and UK QF 3.7 AA Gun still not firing also on stable 2.8
SUNTSAG replied to ac5's topic in Bugs and Problems
8 Months ago an alllied director unit was added to DCS to enable the QF3.7 to fire on axis aircraft. It is under CATEGORY Air Defense - TYPE Allies Rangefinder (DRT). It must be part of the same group as your QF3.7 batteries. Here is an example mission with it working. Cheers QF3.7WORKING.miz -
Add a stop condition to your follow command (eg Flag 901) then activate your task push to land. See if that resolves your issue. Cheers.
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The D/R needles will not collapse unless the signal beacon at the airfields is turned off. During the mission there are image instructions that appear on screen (both left and right centre)advising you of the next D/R channel to tune to; in this case Hawkinge on 7.71 mc. The images remain on screen for 25 seconds which should give ample time to read them. Once tuned from the navigator seat, the needles will switch and fly you toward Hawkinge. The process is repeated throughout the mission, for navigational changes. I tetsed the mission this morning and found no issues. I hope this helps. Cheers.
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@42jeff here is a list of those WWII assets that form part of the DCS core. I hope it helps. Cheers.
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@Semaphore Here is an example .miz file showing carpet bombing working. I hope it helps. Cheers. CARPET BOMBING.miz
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SUNTSAG (Callsign NAKED) - Mission Builders Sanctuary
SUNTSAG replied to SUNTSAG's topic in Mission Editor Tutorials
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@simo-dj If you use this trigger setting you will automatically move to the gunners seat in SP. I hope this helps. Cheers.
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Why not try using the templates that have been provided in the mission editor. They also have a correct historical layout. It takes the guess work out of placing units. Just a thought.