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Fisherman82

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Everything posted by Fisherman82

  1. I cant even get a GBU-12 to release at all. They are always crossed out on the HUD. Says DUD to I think Skickat från min D5503 via Tapatalk
  2. There has got to be a common known problem that the JTAC dialog hangs up on Ready to copy remarks randomly for no reason, it has to be known by the developers because it has been so a long time. I have to call "Ready to copy remarks" 5-6 times to get through it. I wish that they could say "we know, we are planning to fix it". As it is now nobody speaks of it, not the players even. Skickat från min D5503 via Tapatalk
  3. Imagine how sweet it would be of they would just replicate the settings that the player flight lead has. No problems with your own flight anymore. It might be a to big wish but imagine also if there would be a waypoint option in the mission editor for EXTERIOR LIGHTS On/Off like there is for RESTRICT JETTISON, ROE and so on. Then you could control this for other AI-packages also to a extent that would be absolutly fine me. Skickat från min D5503 via Tapatalk
  4. Exactly they should, but they don't Skickat från min D5503 via Tapatalk
  5. For a couple of years I have been wishing for the abillity to control the light settings of AI wingmen by controlling my own. Its nice to see that in the Hornet the wingmen turns off their position lights and white strobe light when you turn off your exterior lights master switch on the throttle. One small step. However, it would be nice if they also would turn off their formation lights and their anti collition lights also. Even if you go all dark they keep them on. Best would be if they would use each type of light as you do and not only the exterior lights master switch, as it is now they always crank their formation lights all the way up during daytime in good weather. Just my humble opinion. Skickat från min D5503 via Tapatalk
  6. I tried it again and made it work, however after I have destroyed one object and is instructed by the JTAC to the next it hangs up on Ready to copy remarks. Exiting the JTAC dialog and starting it again. It seems that I can bypass it by deselecting and selecting the weapon again on the stores page or by flipping the master arm to safe and back to arm, its a little unclear whitch it is. Has anyone else notised this? It seems like a bug to me. Skickat från min D5503 via Tapatalk
  7. When i try the quickstart mission for laser mavericks where there is a JTAC that is supposed to lase the targets for you the JTAC dialog hangs up on Ready to copy remarks. When I say Ready to copy remarks I never get a answer from the JTAC and obviusly no laser designation either. Is this a known problem or does this mission work for you others? Skickat från min D5503 via Tapatalk
  8. PeterP we need your super-mod for the F-14, I use it for all other aircraft! Skickat från min D5503 via Tapatalk
  9. Does the mission for laser mavericks work for you other guys? I get stuck when I say "Ready to copy remarks" to the JTAC. He never answers Skickat från min D5503 via Tapatalk
  10. I can confirm it also. However Im sad to see that they branded it NO BUG and NineLine said that it is not intended to work like we are used to in the F15, Su25T and A10A for example where it can be used to hand off targets that are designated by radar or sensor. Instead only by padlock that I never use (do anyone use it?) I guess we can only hope that they update the whole communication with wingmen so that we get more useful commands like the ones in the Viggen at least. Fence in/out and stuff and better control of lights also. I have given up on single player air to air in the Hornet for now. Skickat från min D5503 via Tapatalk
  11. Worked with the TV sight on the Su25T also Skickat från min D5503 via Tapatalk
  12. I had this problem with TrackIR, asked about it on the forum (dont know where the tread is), people said the same thing, that it is for VR and motion sickness and so on. I managed to finally solve it by tweeking the limit values in the Server.lua file in saved games to this: ViewSettings["AJS37"] = { Cockpit = { [1] = default_fighter_player({ CockpitLocalPoint = {4.802242, 0.720387, 0.0}, limits_6DOF = {x = {-0.15,0.50},y = {-0.35,1.15},z = {-0.22,0.22},roll = 90.000000}}), }, -- Cockpit Chase = { LocalPoint = {0.200000,1.7000,-1.300000}, AnglesDefault = {0.000000,-5.000000}, }, -- Chase Arcade = { LocalPoint = {-27.000000,12.000000,0.000000}, AnglesDefault = {0.000000,-12.000000}, }, -- Arcade } Be aware that I use the Proper Neck Mod from PeterP with these settings, If you dont it might come out wrong somehow I dont know.
  13. Me to! Every time I do something wrong I look for the undo-button but everytime I get reminded of the grim reality that there is none.
  14. Hide/Unhide all units would be a big help for me when creating missions, it is available for triggerzones so I guess it could be made available for units to. The abillity to export triggers from the trigger list to a template-file and the abillity to then import it to another mission would be a gigantic help, trigger setups that you have been working on for days could then be used in another mission on another map without having to do it all over again. They added the abillity to import template-files for units recent, imagine if it could be done with triggers also. Skickat från min D5503 via Tapatalk
  15. Probably wont happen but I thought I would make a wish. In the ME for airplane and helicopter units it would be nice to have a tick for "Player can change route" and "Player can change loadout". It would then be possible for a single player to change this in the planning phase for other allied flights, like other flights in a strike package. It would also be nice to have ticks in the ME for "Player can change time and date" and "Player can change weather" to make it possible for a single player to change this in the planning phase without editing the mission in the ME. Call me silly but if it is night in real life in my apartment I dont want to fly a noon mission but instead a night mission. To make this happen now I have to edit campaign missions for example. I dont recall it beeing this complicated to change this in sims i played in the 90s on my Pentium and Amiga, sure it must be possible in DCS to. Skickat från min D5503 via Tapatalk
  16. What is the "real life" way of flying with a wingman at low level through canyons for example? Is it to use the finger four to suck the wingman in tight or to send him back in trail formation? How do Tornados do it for example? Hope this is not to off topic.. Skickat från min D5503 via Tapatalk
  17. Fixed it myself, had to renamed files named .bmp.dds and .tga.dds to .dds Skickat från min D5503 via Tapatalk
  18. I had a couple of skins for the E3 for the 961st Squadron, after the last update I get missing texture on the fuselage. I dont understand why. Have anybody else noticed or knows how a skin can stop working suddenly?
  19. Using only whats available in DCS you can do it by setting a flag based on the unit being inside a zone and having its speed less than 1 knot (works pretty good for a normal fixed wing aircraft). You have to make trigger zones around the airbases. Then you can set it up like this for example: Conditions Unit inside zone (Red Aircraft inside Kobuleti_Zone) Units speed lower than (Red Aircraft, 1 knot) Trigger Set flag 1, value 1 Then you do another one: Conditions Unit inside zone (Red Aircraft inside Batumi_Zone) Units speed lower than (Red Aircraft, 1 knot) Trigger Set flag 1, value 2 Then you have a flag that is 1 if Red Aircraft is at Kobuleti and 2 if its at Batumi. Under the condition that its speed is lower than 1 knot though. The trigger might become true before it reaches the parkings spot if it slows down to turn. If you know the exakt parking spot its good if you do the zone very little only around that spot. If you are using helicopters or Harriers you might want to add more conditions for units vertical speed less than or altitude less to tighten the condition up a bit more because they can stay in the air at less than 1 knot.
  20. Thanks Hardcard, I will check it out! Skickat från min D5503 via Tapatalk
  21. Thank you Hardcard! I tried it out, its a step closer to my vision of the script and I will most certainly use it in this shape for now. I would like it to check for all flags between say 1-200, I guess that would be possible if I would get rid of the Mirage check and roll up my sleeves and enter all those flags instead of the six you had. Would be worth it because I would only have to do it in the script once and not every time I would like to test a mission with triggers in the ME. However for that number of flags I would have to get the rows of text do "roll" so that only the 6 latest changed flags are shown.
  22. The task push and start is exactly how I do it, Im pretty good at that :) There is some other problem, and it only happens to two of my four flights. I tried to rename them and let them start in the air like the others but it did not help, its wierd, this is the error Im getting
  23. I belive you are right, it has got to be that way that the list is reset everytime it runs. I really appreciate your help by the way I applied the first version that becomes true if it detects to a number of ground radars and also four fighter caps, it worked for all of them except for two of the caps. For them I get a script error when the mission starts, something like "CAP3_RED_Unit does not exist" I use the exact same script for the two first caps that work exept I call it "CAP1_RED" and "CAP2_RED" in the script not to cause a conflict of some kind. The differce is that the two that works spawn in the air at mission start and the two that dont work start at the ramp at Shiraz as uncontrolled and is then started at a later time with a task push trigger. The wierd thing is that if I set them to spawn in the air like the two that works and remove the rask push trigger it does not help, i still get the script error but they should be set up exactly as the two that works Skickat från min D5503 via Tapatalk
  24. Yes I think you understand almost what I mean, I might not know what Im asking exactly though :) Im thinking if what you said about targets staying in the list for 20 min or more will be a problem for me. Say like this: If the scritpt is run once it creates this internal list with targets and then the trigger might become true because of this. If the script is then run again 20 minutes later, targets that are detected then will be added to the list, but will the old targets from 20 minutes earlier remain on it also? So that basicly, if a target was detected the first time, the script will always come up with true because it still detects this target 20 minutes later when it is run again. Or does the list reset every time the script is run? I get it that targets stay on it until it is run again but that wont be a problem for me.
  25. Ok But everytime the condition (the LUA predicate) is evaluated is not the list updated?
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