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Sedlo

DLC Campaign Creators
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    2008
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Everything posted by Sedlo

  1. @TimSell75thanks for the report. I just reflew the mission and confirm that something with timing seems to be off with the timing on Cold Start. I'll have to do some playing around with it, but it'll have to be another time (6am on Christmas Day, and will have to start getting ready for post-Santa arrival). I didn't get any crashes, do you happen to have your CRASH logs still? If so, I'd love to see them, it could give me a clue what's going on.
  2. Hey @nikoel glad you enjoyed it! As far as the timing goes, be at the push waypoint at the indicated time. In this mission's case, they are close enough together that it should work out ok either way. In terms of contacting the tanker, you would have been pushed to WHITE 42 by AWACS, which is preset 12 on the COMM2. Sometimes things in the mission will be different that what is on the mission kneeboard. I've re-flown the mission and it seems to be working OK on this end. The TACAN was working OK for me, but the trick in DCS is you don't use the A/A mode on your UFC. It's a long-standing issue with DCS, but seems to be working "as intended" even though it's not correct. null
  3. Hey @miguelaco. I doubled checked and tested the mission, all is working well on this end. Those zones are down there because the mission was made before we could link zones to moving objects. It used the trigger unit in moving zone, and the carrier is still linked to it, although in a different way. I've tested the mission twice now and I'm getting good landing comms. I'm not sure why you didn't get any comms on your attempt.
  4. @nikoel and @TimSell75thanks! I will have a look at these over the holiday and hopefully get a fix up for New Year.
  5. @TimSell75v2024-12-21 https://www.digitalcombatsimulator.com/en/files/3331603/ Thanks!
  6. @TimSell75made the fix, v 2024-12-20 now available. Thanks! https://www.digitalcombatsimulator.com/en/files/3326679/
  7. Sorry, something came up tonight.. I'll try to have it up by weekend. Thanks again for report, though.
  8. Roger that, thanks for the tip. This is an example of how a DCS change can sometimes have unforeseen ripple effects down the stream. I'll get a fix up ASAP.
  9. The rest should be good, I think I just missed that mission. All aircraft spawns have a single, predetermined cat. You can put a static in those particular spots to prevent a cat use. For example, blocking the slot in front of forward starboard elevator can prevent cat 1 yo be used. I missed it in that previous mission.
  10. Haha! Feature-bug I spent countless hours and lots of grey hair trying to get the deck crew to work with these missions well featuring is somewhat realistic, looking aircraft carrier deck. Pretty sure mission three was working fine in an earlier build, something must’ve changed in a subsequent one. Pretty much at the point where I’m just going to delete all the static on the carriers because I don’t know what’s better, working deck, crew or realistic looking carrier decks.
  11. This is actually how it's supposed to go in the mission. Things don't always go to plan.
  12. Version 2024-12-09B updated - Bow statics on the carrier deleted, missing TACAN mission 5 replaced. https://www.digitalcombatsimulator.com/en/files/3326679/
  13. Thought I had that fixed. Thanks, I’ll take a look. I’m terms of wake turbulence, I’m going to keep it forced off on mission 6 until they can address the burble issue. There is only one other mission that requires case three and there’s lots of light out for that one, so I will leave it up to the player on that one.
  14. Version 2024-12-08 posted! This update forces wake turbulence OFF via the mission editor. Thanks to @miguelaco for the report about the strange behaviour with the ACLS. https://www.digitalcombatsimulator.com/en/files/3326679/
  15. That's some great work there! I think I'm going to force disable wake turbulence on this mission, just so no one else gets this issue. To be honest, I turned mine off shortly after it was introduced, and kind of forgot about it. Thank you for doing a report to ED about it, hopefully it's something they can look into.
  16. Yeah, I know that the devs put a lot of work into the wake turbulence, but I find enabling it results in a pretty significant performance hit (for my potato) so I never use it. I also think the effect is a little too dramatic in game. Perhaps I should force disable it in the mission?
  17. Yeah, it’s very good for helping build complex stuff in the ME!
  18. Yeah.. open up model viewer, and load the F-16.. It's the file in mods/aircraft/f-16/cockpit/shapes Then find argument 444 and move the slider. Note the position of the switch and the corresponding value. It'll be likely something like 1.0 = Plain, .80 = Cipher, etc * not the real values, use model viewer to note the precise values. Then in the ME, in your conditions X:COCKPIT ARGUEMENT IN RANGE. Put the values in like -0.5 to -.025 and then your action. null
  19. I think you'll need to use "cockpit argument in range" for those. Use clickabledata.lua in your mods/aircraft/cockpit/scripts folder and the model viewer to see the values. DCS-BIOS is what I use to get the parameters with.
  20. @JohnMclane, @Rudel_chw they are: OH58D_UHF_FREQ OH58D_VHF_FREQ OH58D_FM1_FREQ OH58D_FM2_FREQ
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