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fargo007

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Everything posted by fargo007

  1. HIGH ROLLERS MISSION You're a civil aviation company using retired military helicopters as charters and elite transports. There are big card games in town tonight, and the high rollers are coming in, and need to be transported different places. Use the radio menu to pick a drop off or pick up point. It will put a map mark on the location for you. When you land at the appropriate place, use CTLD's menu to pick the VIP's up. (Other/CTLD/Troop Transport/F1) Some of the approaches are challenging. Feel free to change the time of day to suit. Please do let me know how you enjoy it when you get a chance to try it out. HIGHROLLERS.miz
  2. It's not mission related, and it seems to happen every time the door gunner is used. Sad to say, I think this has been a reported bug for at least two years.
  3. It isn't a swapping issue or anything like that. This is map specific since it only occurs on PG. This does not happen on Caucasus.
  4. I do, it's a VIP type mission called "high rollers" where you are ferrying gamblers to high end games to and from yacht clubs and hotels. I'll dig it up.
  5. Would love to see this in the Huey.
  6. We just worked on this a couple training sessions ago and experimented with various techniques. We each found our own formula. My technique is to fly 200M/200khm straight over the target while in the right seat. When the target disappears into the dashboard I time it so that I release bombs when it is approximately located where my attitude indicator is. In terms of expectations, you should be able to reliably hit a building. Being able to hit a specific truck on the ground is not realistic IMO. We had a mission where we were hitting marijuana and coca plantations with these. It was tremendous fun, and I did manage to take out one of the fields this way.
  7. I used google maps to generally identify the area, and then we flew there from the nearest airfield.
  8. I use both techniques. When it's a simple spawn without a lot of methods, it's easier to put it on one line. But when the declaration ( :New( ) )is outside the function where you are calling Target:Spawn() from, you sort of have to use the variable because it's broken up. An example of this would be generating a bogey every time a radio menu item is selected. If the declaration is outside the function, you'll get a new one every time (resulting in multiple bogeys). If it's inside, it will respawn the same one, and that's all you'll ever have.
  9. Open beta (updates as of this date) Mi-8 Behavior: Upon spawn, the door gunner in the Mi-8 fires only one shot at a time. Huey Behavior: Upon spawn, the miniguns work fine. Whenever a rearm action has been completed, the minigun door gunners cease to operate entirely. Reproduce: Mi-8: Spawn in, control the door gunner and attempt to fire the kord gun. Observe it's single shot. Huey: Spawn in to a Huey equipped with miniguns on the doors. Observe that they can be manually controlled and fired as normal. Rearm/refuel, and the guns will cease to operate entirely.
  10. Checked as of latest update today, this is still broken. The door gunner on the Mi-8 is similarly broken (single shot), so I think this is a DCS issue more than one of the Huey and Mi-8 independently. I'm going to the 2.5 bugs section and reporting it if it's not already there.
  11. I figured this out. The new server code is SO EFFICIENT that it was actually allowing the server to suspend/hibernate because it was below the threshold where it considered it to be active. I disabled all the power management features and now it's running anything I throw at it like a champ. Bravo ED!
  12. See my post #94 in this thread on page 9 or 10.
  13. I'm having an interesting issue.... When I run a particular very large mission (lots of scripts, objects, etc) the standard way, by starting DCS, going into MP and starting a server, it runs fine. When I start this exact same mission using the dedicated server (dcs --server), it crashes the entire computer dark, in about 2-3 hours with no clients connecting. This is true with or without --norender and/or --webgui. Anyone see this behavior? I haven't tried with a different mission yet but I will. ETA - same behavior with a second mission (caucasus vs. PG)
  14. Thanks, I kinda skipped over the AI part here. <smack!> Okay I'm back. ETA - The Mi-8 12,7 gunner could use some training. He almost never hits anything.
  15. From the changelog:
  16. What does the 1.2.1 Menu issue involve? I am seeing a problem where whenever carrier wrench is loaded, it makes the menus created with other scripts no longer appear. Is this a related issue? The only thing that makes the menus reappear is NOT loading carrier wrench at all. Even if it's loaded on a time_more of 300, any clients joining after it loads get no menus at all.
  17. The same for me. 100% on the Steam VR SS, and 1.5 PD in DCS is the right combo for me, although some prefer it the other way around.
  18. What I do is map the menu entries to functions, that contain all the assets required to make that menu entry work. This way it's very clean code, it's all self-contained and modular, and performant, because everything can be local inside the function, and nothing's alive on the map unless it's requested.
  19. You are correct that you have to be trimming the Harrier constantly - defined as any time you gain or reduce speed, or add power. Bind the trim hat (gray) on your stick to nose down (fwd) nose up (back) and L and R. That's what most do.
  20. Mine shows a recommended of 200%. I had been running it there with renderscale 2.0 and PD 1.3 in DCS, also using the kegetys mod. After the last update performance went way down. For the time being, I am running at 100% on the slider, PD 1.6 in DCS, and the kegetys mod. It seems each update new experimentation is going to be necessary to find the right combination of settings for both visual appeal and smooth performance. Each of them being subjective.
  21. I just went to 32G from 16. No effect on framerate but it loads faster for sure. For me to get straight 45's in the O+ I have to use the kegetys mod, and go 100% on the steamvr video slider, and not the recommended 200%. 1.4 PD. I also use low terrain textures. In the PG map, I literally cannot tell the difference at all.
  22. This is an excellent mod and one I've been subconsciously wishing for. SOOOO much easier than trying to come out of VR and write stuff down. I am also inquiring about changing font size. I'd like to go bigger if possible.
  23. To me the map work being done since PG and forward seems more about the conflicts of the present & future than being very specifically focused on those of the historical past.
  24. I can say that in SP, spawning an MI-8 in parking 4 puts me in the back, clear of the house. Run the same mission in MP, and I spawn right next to the house, and shorten the rotors.
  25. What's the dcs.log say? Have a look at that. The code looks fine, I would double check the airfield names & the name of the F15 in the ME.
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