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fargo007

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Everything posted by fargo007

  1. I did this with MOOSE and ZONE_UNIT. You can see some of it at work in this video. It was definitely a complex script by the time I was done.
  2. $ file l10n/DEFAULT/mist.lua l10n/DEFAULT/mist.lua: HTML document, UTF-8 Unicode text, with very long lines Your mist.lua is actually an HTML document and not a lua script.
  3. Anyone have a howto, tutorial or could tease out some use cases on this? It seems to just save everything in the (specific) map as a mission, with the objects appearing in the same location. So I'm wondering what this actually solves past just saving a mission and how people are using or intending to use it. /F
  4. The tarawa spawns are still broken, but the FLIR in the 342M has been fixed.
  5. Yeah, the static template apparently doesn't work the way a group template does. It's map-specific. I wish it did, for things like uber-detailed farps, etc. It's still handy for automating a LOT of the repetitive work in mission design though. Overall still a tremendous and long awaited improvement so thanks to those that built this in.
  6. The aspect ration of the images must also be 4:3 IIRC. 7-zip is the easiest way if you are doing this manually. Create KNEEBOARD, then go into KNEEBOARD and create folder IMAGES. Just drag and drop your images there and exit 7-zip.
  7. Here ya go!
  8. Since the Mi-24 and AH-1S are already announced as coming..... Little Bird variant UH-60 Blackhawk Anything with a ground radar
  9. Thanks guys! It seems like a cool target on its own as well.
  10. The mystery is solved. At least the shooting part. The mission designer said that he might have put infantry there. Upon checking, that was indeed the case. So the shooting is explained. But that aside - the nature of this facility is still an open question.
  11. It definitely appears to be military. In a mission last night, we overflew this facility in Hueys. This facility was not part of the mission and there were no ground units there. Even so, my AI gunners opened up on the bunkers with the chimneys like there was no tomorrow. Coords in the screenshot but this is Southwest of Sarkhun, which is found when you go North from Bandar Abbas AB. It was very interesting, and I wondered if any of you S2 types would like to speculate on what it could be.
  12. Confirmed! Thanks ED, BIGNEWY and SkateZilla for your help guys!
  13. Just a guess, but this may have to do with the update that dropped today. It's apparently still not pushed out fully because my server install is saying that it's up to date as-is. I do remember this occurring once before. I would suggest to wait a little while and reattempt.
  14. The point at which it clicked for me was discovering how much more power I had to pull in as it translated to hover from ETL. The difference in the amount of power required to hover vs. ETL flight is quite a lot. So as you are slowing down, right after the shudder you should be pulling a pretty decent amount of power in. Smoothly, but also quickly. Once you can transition out of ETL to hover smoothly, landing the Mi-8 will become a joke. That's where you need to put the focus - on managing power through that transition. Just my opinion, based on what helped me get the hang of it.
  15. Because it wasn't in any changelog, and it was reproduced and submitted by a tester, it clearly points to this being a bug and not a "feature." I agree with Mr. Sukebe here. Fix it first, then if we want to propose an enhancment, do so. Night operations are completely bolloxed at this point with the light difference between eyes making it difficult to do anything at all except induce a headache. This remained broken for months after it was posted here. One thing I learned from this is that we can't assume the right people see everything we post. When we find stuff like this, we need to bring it to the attention of the community managers in addition to posting about it. Nothing happened at all on this until I reached out to BigNewy. After that it was quickly reproduced by SkateZilla and reported.
  16. Buildings, compounds, etc. Stuff that's already on the map so we can build little outposts in the back 40.
  17. Tight formations required in the Persian Gulf. Credit to Raurenz of the 906th for the A-10C work.
  18. We flew the dubai side of the strait tonight in an intro/exploratory flight. I'm speaking for a few of us in VR, and we all had excellent performance FPS wise and overall smoothness. Solid 45's in dubai intl. airport. The best performance yet on any map for me, and also based on characterizations from the rest of the flights. Even in the "strip" in dubai, which easily rivals the hotels in vegas in height and complexity. --- The refineries, airbases, airports, cities, unique building/structures.... There's so much eye candy here. Thank you to everyone who worked on this. It's absolutely fantastic, and you have surpassed my expectations. There's no doubt we will be flying this map quite a bit. Really a top rate offering from Eagle Dynamics.
  19. The frenchys mod used to give you a little slice of non nvg underneath. I felt that was the most realistic interpretation.
  20. I prefer Nevada to Caucasus mostly. Aside of providing rough look-alike's for kandahar, bagram, iraq, etc. the map just performs better, and I expect PG to perform better still since it's the very latest technology, and be less of a pretend. And when not pretending, it's been a highly likely combat zone since like forever, as-is. I'm going to be on this map like a fat kid on a box of ring dings.
  21. In a sim where realism is valued highly, it should be implemented as close to how it really is as possible. The way it was is much closer to reality than how it is now.
  22. I also think it's very important if you are serious about it to start with good quality equipment, and have it set up the right way. Fine tuning your axis curves and controls, how you have different things mapped can really have an impact. Also, stick with one airframe and really, really learn it.
  23. Bravo guys, thank you for seeing to it. :-)
  24. FWIW, I have the same issue. Well, I had it before 2.5.1 now I can't get slmod to install (won't create the slmod folder). The workaround was to have everyone disconnect and rejoin the server. If you get that fixed please do circle back. I'm continuing to try to get it to run.
  25. This issue persists in the latest update released today. Could I persuade one of the community folks confirm this is being treated as a bug and not a feature that is intended to remain? Thank you, /Fargo
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