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michelip

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Everything posted by michelip

  1. Similar topics raised before, but worth a re-visit. SCENARIO: You're making a single player mission. In M.E. Triggers you select the Hercules cargo lua. You then place Hercules in desired position with (say)a vehicle loaded. You want to fly it to another place, land and unload it with your Herc. stopped on the ground (i.e. not 'chute dropping it or doing a "touch & go" delivery). When you fly the mission and unload, the vehicle rolls out beautifully and disappears into the bowels of the Earth because the program doesn't know where to spawn the identical vehicle. It seems odd to me that the program doesn't just mark the spot where the unloaded cargo stops, and then use those co-ords. to place the new spawned vehicle. After all, something similar happens in airborne drops. Another suggestion is just having an option for the unloaded cargo to stay stationary but visible. I am without any programming knowledge and I would like to know if there is a reason for not doing it for stationary unloading. Or perhaps I am doing something wrong in the above mission editing procedure. Can anyone help?
  2. Thanks Dali - Indeed a wonderful mod.- I fly it every day now. By the way - this is an excellent forum - knowledgeable people willing to share their knowledge. Looking forward to continued development by Anubis.
  3. Hi USSInchon -It is I who am stupid - you are quite right ! I had never come across this added folder before. I checked the contents which seemed OK but I must have opened the real underlying folder and then pasted the false one to the Mods folder. Problem solved. Thanks so much for your help. Mich.
  4. Hi Dali, Yes. Definitely extracted to its sub-folder and copied that to Mod>Aircraft folder. (All the right files inside sub-folder.) I'm totally stumped. Repair does no good. Mich.
  5. Hi Knapsak, Thanks for your advice. I have placed Herc. 6.3 into my Saved Games>DCS Open Beta>Mods>Aircraft, but it does not show as installed in Mod Manager, nor does it show in M.E. Aircraft list. Can you suggest a remedy?
  6. In order to cure the crash bug (see above) I downloaded version 6.3, extracted and placed file in Saved Games> DCS Open Beta>Mods>Aircraft. On starting DCS, Hercules neither shows on aircraft list in M.E. nor does it show as an installed Mod in Mod Manager > Installed list. I have deleted , re-downloaded and re-installed 6.3 with same result. Can anyone please help?
  7. One more question: - with the Anubis updates do we delete all previous version files? I.E. does 6.2 get erased and replaced with 6.3? I ask this because 6.3 doesn't seem to have all the sub-files that 6.2 had.
  8. Thanks Knapsak - I was suffering Herc. withdrawal for a while there.
  9. I agree - Patience is the thing, but 6.2 was working fine 48 hours ago. Has there been an update in last 48 hrs?
  10. Same for me - In Single Player missions Herc. 6.2 crashes DCS repeatedly in Normandy and Caucasus - (haven't tried it in Pers. Gulf or Nevada yet). The crash occurs when I press the "Fly" command to start mission. Repair doesn't help. Crash file attached dcs.log-20210214-143254.zip
  11. I'm having great trouble finding the place to download Anubis Herc. 6.2. I would be most obliged if anyone could give me the link to the above download.
  12. Yes. Hard to hold my breath for much longer. They must be close enough now to be able to give us a "ballpark" release time. E.g. before the end of February (this year)?
  13. Hi Yurgon, Thanks for the video. I am going to try sending you a short Track file to show my actions. Can't today but will try tomorrow. Regards & Happy Christmas, Mich
  14. Yes- It closes and vibrates. Mich.
  15. Thanks Yurgon, I am using Stable version. I don't think it's an accidental lock on some other object because it has happened dozens of times in varied locations, and Maverick always lands where target was on launch. I tried to post a brief video file to show you what happens but it exceeded the allowable maximum of 5 MB. All it shows is what I have described above. Regards, Mich.
  16. Hi some1 , Thank you for your help. For some reason my post yesterday was incomplete, and the problem was that when I slaved MAV to TGP SPI, locked and fired the Mav. always hit at the ground point where the moving target was when missile was fired, so it loses lock on firing. I wonder if the procedure in DCS Beta is different from DCS Stable, because I have been trying it only on Stable. Regards, Mich.
  17. Can anyone please help me with a Maverick problem that is driving me crazy when trying to hit moving targets.. Although I can use the Mav seeker head alone to acquire a target, the targeting screen in narrow F.O.V. is not zoom-able, so I would like to use the TGP method but I have never succeeded in using TGP to create an SPI and slave the Mavs. Here is what happens:- *With Master arm and TGP switches on, Mav 65 Ds are selected from DSMS screen. *TGP screen is opened and made SOI. Diamond is slewed just ahead of Tgt. and then TMS up short to get area and then POINT tracking. This succeeds and TGP tracker moves with target. Moving Point is made SPI. * MAV screen is made SOI and Mav. is SLAVED to TGP. Mav. seeker moves to Tgt. * TMS up short to lock (if not Auto-locked)- Fire Mav. * Mav. hits ground exactly where Tgt. was when Mav. released - i.e. Mav. ignores POINT Track mode after firing. The above targeting procedure is done within 8-9 n.m. of Tgt, and Mav released well within Range Bar limits (about 5 n.m.) I have watched many tutorials - and have tried all conceivable variations. Any help will be very much appreciated. Mich.
  18. Can anyoneplease help me with a Maverick problem that is driving me crazy when trying to hit moving targets.. Although I can easily use the Mav seeker head alone to acquire a target, I have never succeeded in using TGP to create an SPI and slave the Mavs. Here is what happens: *With Master arm and TGP switches on, Mav 65 Ds are selected from DSMS screen. *TGP is opened and made SOI. Diamond is slewed just ahead of Tgt. and then TMS up short to get area and then POINT tracking. This succeeds and TGP tracker moves with target.
  19. Can anyone tell me where to find DCS World Weekend News?

    Mich.

  20. Thanks for your help Sierra99 - much obliged. Mich
  21. Thanks FREDERF. Can you tell us how to bring Steerpoint to ground level in planning a mission? Mich.
  22. I've been flying the A-10C for a couple of years now, and have flown many GBU missions without trouble, but suddenly, when using GBU 12's ( CCRP mode) on frequent occasions there is no A.S.L. on the HUD. I am flying well above the waypoint altitude so it is not a "CCRP INVALID" problem. This happens both on my Beta and Stable versions. The problem seems random; doesn't happen every time, but on average every few missions. I have repaired each version, but no luck. Can anyone help?
  23. Those of us who build and fly their own missions probably have some ideas for this list. Please feel free to add your thoughts. Hopefully they will have some effect on future updates. Some of my own ideas are: Conditions: Rocket in zone Artillery round in zone (no need to specify which type of round) Unit damaged (quantified light, medium or heavy). Unit engine shutdown. Unit engine startup. Actions: Damage unit (quantified as minor (emits thin smoke),medium (thicker smoke) heavy ( smoke & flames). Unit's performance reduced accordingly. Set system failure on ANY unit (i.e. not limited to player's unit). Unit pilot injured ( AI flying and gunnery skills reduced to basic).
  24. Hi HC_Official. I agree. We tend to forget that a significant time in simulation is spent parking, taxying etc. on the ground. There is a real need for placeable people ( both civilians & unarmed military figures both modern and WW2) in different postures-(e.g. sitting lying and squatting on ground and standing with hands on hips). A couple of the new carrier personnel that move their bodies slightly are very realistic. I would also like to see a standing marshaller that raises his arms and motions you to your stand. He could be triggered when your plane enters a small trigger zone near the stand. Perhaps some clever person could create some mods, or re-skin the existing figures to give us more variety.
  25. From the point of view of a Single Mission player, my definition of terrible A.I. is AI aircraft, ships, weapons or vehicles that: 1) don't go where they are told. 2) refuse to go to, or stop at, specified waypoints (e.g. trains). 3) don't obey triggers. 4) don't behave according to the skill levels ("High", "Average" etc.) offered in M.E. so that these levels become almost meaningless. 5) that (in the case of enemy aircraft) are almost invulnerable, can climb impossibly fast, and carry gunners and ammunition that can knock your wing off with just 2 or 3 hits before your guns are in range. 6) that, in the case of friendly aircraft, don't attack a target as directed but circle around as if lost, then turn for base. I agree with Fri13's above quote about good AI being fundamental to any combat sim. Why have the many complaints about AI in DCS forums over the years resulted in no real response? Whatever the reason, ED seems to have given it little real attention, and it is hard to believe that the creators of such an otherwise brilliant simulation don't have the skills to correct faults that they, themselves, spawned.
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