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  1. Hi, I've been playing with the editor for years. But always for single player missions/campaign. But, I would like to try to build a coop campaign... However, I want it to be realistic. Therefore, I want to use the same kind of structure a real strike would use... A SEAD flight, a CAP/Escort flight, the strike package, etc. So all missions would need those role to be fill. However, One of my mission for example would require 24 players to do that. Every plane has it's job to do and the mission cannot work if a part of it is not done. A strike package only would die from SAM, a SEAD package would die without an escort, etc. So, Is there a way to have an ai take the place of a "client" if the slot is not taken? That way, if you want to play with your buddy but only have 4 on a mission that require 10, the ai take 6 spot and the mission can go on... within the limit of the ai. P.S.: I have never use lua.
  2. That's a negative. It's still there. Thank for the quick reply.
  3. In mission 7, there is an hercule that block the ramp traffic... It move from parking 09, make a left and stop before the taxiway coming from the right. The three other mirage are block by it. Is there something i'm doing wrong? On Latest OB.
  4. Or, in this case, if the manual say( I don't have that plane) ITE-2 (n1 pointer – HPC RPM, n2 pointer – LPC RPM) Then, N1 would be the high pressure compressor (HPC) and N2 would be the low side (LPC). All the plane i know are the other way around.
  5. Hi, the l39 has one engine, but it has two stage. N1 tell the rpm for the low pressure conpressor while N2 give you the rpm for the high pressure compressor. Both compressor are not connected by a shaft, therefore not turning at the same speed. that why you have two reading.
  6. It already been reported. The ai try to do a vertical takeoff. So, they stay on the runway full throttle until they burn enough fuel to takeoff. By then, they are out of fuel and land. By reducing there loadout to two sidewinder, you maie them light enough so that they can takeoff. Adding more weight will make them stay on the ground until they burn enough fuel. Just fly around, you'll see. They will takeoff eventually. As to the second question, is it worked on? Can't tell. On other thread, it's been said that since it's the AI, it's ed problem...
  7. Thank a lot. I'll give it a go.
  8. Working on a mission that include multiple flights. All flights are essential for the mission (sead, cap, etc). Is it possible to build the mission so that the player can choose which plane he fly (let's say by setting them as client instead of player) but to have the vacant plane to still activate? So far, by setting them to client, i can choose the slot i want, but the other are not present. I know i can do one mission for each role, but i'm trying to see if there is another way. Thank
  9. Sedlo, you did a great job with the campaign. I just finish it. If i must found a complain... Would be that it too short. But, knowing how time consuming mission making is... Keep the great work. Thank for sharing.
  10. Once you select the target with the laser, you need to uncage the maverick, that will put it pretty close to your target. Then, you need to change the sensor so irmv is showing on the hud(would be sensor select aft). Then press dmt down/action for the lock. Unless the target is moving, you shouldn't need to slew around. Your then ready to fire. Hope this help... Even if it two week later.
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