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Ghostrider142

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Everything posted by Ghostrider142

  1. Thanks for the info, I guess I may have to switch between the two depending on what missions I am playing. Hopefully not too many more months until the all new carrier experience.
  2. Thanks for the info, I had a busy week just seeing this. Yeah the VSN mods are a big deal for me. No I haven't played much multiplayer and when I have it's with friends with the same mods on my server. I think I'm going to give 1.5.7 a try. My NTTR performance has improved so hopefully I won't see a performance drop on 1.5.7 either, cheers.
  3. I'm still running 1.5.6 because I have a ton of mods and really can't imagine playing without them. I want to try 1.5.7, but with all the feedback I've read about performance (I gave up on Normandy because of it) and the many posts about mods not working in 1.5.7 I have yet to do it. Has anything changed recently? Just looking for general feedback and personal experiences. The mods I most could not do without is the George W. Bush with working meatball, all the VSN mods, some vehicle and infantry mods and maybe the bomb mod that makes the MK82/84 etc more useful. All responses appreciated.
  4. Hey guys, thanks for the response, so I misspoke, I purchased what you see in the image, the tactical campaign, and that is the one I cannot see to install. I can see the advanced campaign as available to purchase as well as the basic and all the other campaigns, but not the tactical one I bought. I'm running the last 1.5.6 version because of performance issues and mods I like, but didn't the campaign work in that before 1.5.7 came out? I will try the command prompt deal and see what happens.
  5. I just purchased 'A-10C Advanced Aircraft Training Qualification Campaign' and have refreshed and restarted 1.5 several times and it does not appear to install, it does not show as a campaign at all. I've refreshed the module manager several times. I have the A-10C and it shows all the other A-10C campaigns listed as available but not the one I just purchased. I'm logged in.
  6. That really sucks. I uninstalled Normandy and play in NTTR and 1.5.6 for the time being. Normandy has issues, it's not just you. The only thing I can think of is set everything back to default, use the latest drivers and don't use Nvidia to override the graphics in DCS, just use DCS settings and set DCS priority to 'High' in Task manager. Also check what I did here: https://forums.eagle.ru/showthread.php?t=193126 Wish you luck
  7. Thanks Kobra, quick question, there are 4 zips in the main link and 4 zips in the 'alt' folder, which is the correct one?
  8. This says so much about the FM that he could trap so well consistently, really, really looking forward to this release.
  9. Oh wow. I was just about to pull the trigger on the MCG Pro w/extension haha, glad you guys using VKB!
  10. Awesome, thank you for the help!
  11. Thanks for the information, so this looks like what I probably want then https://vkbcontrollers.com/?product=vkb-sim-gunfighter-pro-revb-mcg is the Nov. 1st date still current? This has the pinky button correct?
  12. I'm new to VKB products and have been reading comments and looking around on the VKB site and I'm a little confused as to what I would need to put a Warthog stick on a VKB extension. I'm running the T16000 right now but am about to upgrade to the Warthog and I'd like to also purchase the correct extension and adapter kit from VKB, but not sure which one to get. Also is the MCG superior to the Warthog for modern fighters as far as button/switch options? Any advice is much appreciated.
  13. Ah I didn't know that, I did set them to average because they were just killing everything in sight. I haven't had much luck getting the triggered action ROE switch to work in this big mission as well as it does in the test mission. I was noticing the reduced launch range but apparently that is because of the 'average' skill of the ships and nothing to do with the triggers. I've just gone to making the planes invisible until I want the ships to be able to fire.
  14. As a followup I have found that I have to use these bombing planes as singles; groups are too fickle and unreliable. It's not a problem other than taking a much longer time to build a 12 jet attack wave. I love your BFVG mods btw, I've been using them for some time now.
  15. Distance will slow down the kill rate as it reduces accuracy as well as setting them all to 'average' skill. You could use a trigger to spawn reinforcements on top of the existing unit after it suffers a certain amount of damage or dies altogether, or just put it on a set time after a flag.
  16. This is absolutely incredible. You could have fooled us that it was 3D of a real stick. I cannot wait to see this whole pit.
  17. The one thing I didn't try is the only thing that works: Bombing I'm happy it can be made to work, but all of those methods I tried should work no?. Thanks Suntsag.
  18. As part of my Falklands missions I need planes to come in low and drop bombs on escort and supply ships stationary in a harbor. The replication of Exocet missiles at sea is not a problem, but the dropping of bombs on ships or static object ships has so far been impossible. Here is what I've tried so far: All units are 'Excellent' Target A: CG-60 Normandy (Set to Weapons hold) Target B: Static Object Supply Ship Weather: Clear Attacker: C-101CC and F-5E3 and AJS37 Task: Anti-ship Advanced task: Search then Engage Unit OR Search then Engage Unit OR Attack Unit OR Attack Group OR Anti-Ship Weapon: 2x Mk-82 OR 4x Mk-82 OR 8x M71 Other instructions: Ignore Threat Weapon Use: Auto OR Bombs Target A Result: Ignores target Attacker: Mirage 2000 OR C-101CC Task: CAS Advanced task: Search then Engage Group (Static Object) Weapon: 2x OR 6x Mk-82 Other instructions: Ignore Threat Weapon Use: Auto OR Bombs Target B Result: Ignores target Attacker: Mirage 2000 OR C-101CC Task: CAS Advanced task: Search then Engage in Zone Weapon: 2x OR 6x Mk-82 Other instructions: Ignore Threat Weapon Use: Auto OR Bombs Target A or B Result: Ignores target Attacker: Mirage 2000 Task: Ground Attack Advanced task: Attack Map Object Weapon: 6x Mk-82 Other instructions: Ignore Threat Weapon Use: Auto OR Bombs Target B Result: Ignores target So in short, I cannot get any aircraft to attack a ship or static object at sea without using anti-ship missiles. I've even set them to use cannons on some of these tests, they won't. I have no problems getting aircraft to attack static objects on land however. Surely this is a bug or I have missed something, but what? :book:
  19. I'm going to start a new thread about this specifically (didn't see any existing ones) so more people can see because this has surprisingly become a head scratcher.
  20. Thanks for the tip, the triggered actions with AI task push is working perfectly btw, such a relief. Now if I can just get the AI to use bombs during an anti-ship tasking. I've tried 5 planes, I've tried attack unit, attack group, no reaction to threat, I've even tried cannons, rockets, Mk-82's, they only want to use anti-ship missiles. That's for another thread though haha. I love ME but sometimes it drives you crazy.
  21. Ah, I gotcha, was just using weapons free/hold using flags but they were ignoring it too, I will do the triggered action tab. I need to get more comfortable with that and task push:thumbup:
  22. Hi guys, so I currently have several ships set to go 'AI Off' with a switched condition of aircraft groups X,Y and Z not in a trigger zone around the ship called 'ship radar zone, which is how the mission starts, no planes in that zone. I have then another switched condition of those ships to go 'AI On' on when aircraft groups X, Y and Z enter that trigger zone. The ships completely ignore the commands and fire from long range. I have a number of theories of what I might try next, but I'm not sure what is best. I don't want them firing at long range, I want them to go hot once the aircraft are a lot closer, and then stop firing once they leave that zone again, then when the next wave of aircraft come in close to go hot again. I've reviewed my current triggers and I'm not really sure why it's not working, is AI Off/On unreliable? I was advised to use Group Stop/Resume in my last thread for a different situation, but these ships are stationary in a harbor and thought AI Off/On would be better. I have a lot going on in this mission and it's the last piece of the puzzle to get working right.
  23. I'm going with the deactivate then activate a duplicate that was hidden/late activation method for now, just because this mission is so complex already and this is a concept I'm very familiar with, however I would love to be able to do this helicopter script and will try it out in the next mission of this campaign I'm making. Thanks for the idea and script link. Quick question, how do you get an AI helicopter to start off in the air with cargo or truck already attached?
  24. Hey great mod, I've been using it for about two weeks now, I no longer have these 'no f*cking way those guys are not dead' moments when doing CAS.
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