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Raven King

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Everything posted by Raven King

  1. I found out by mere chance that my tracks get "corrupted" if, during the flying session in MP I respawned. So what I do now is to leave the server everytime I land, crash my plane or get shot down. Then I re-enter the server and spawn again. In that way, each flight will be recorded on its own .trk file and won't crash by replay. I lose any points I may have made in the rooster, but it doesn't matter. I hope it helps.
  2. Guys, I found out (by coincidence) that, only the tracks in which I have respawned after landing, crashing the airplane or getting shot down have this problem. Don't respawn. If you get shot down or land at the base, leave the server and re-enter. The new flight will be recorded on a separate file and neither track will crash on replay. You loose your points in the rooster, but is a small price to pay for good content. It works for me. Hope it helps.
  3. Actually, there's 3 possibilities. The Mig-29A and Su-27B used the NVU-2M. Later versions of both aircraft use the Shchel-3UM. I think the third one is a ukrainian version of the Shchel, called the SURA-K, but I'm not sure about this one. It would be nice to have them moded them, and with a more realistic cue.
  4. Just throwing a pitch: I'd like to see a Community Made F-20 Tigershark, made on a "what if" hypothetical basis. The team could call itself "Phoenix Mods" and work exclusively resurrecting rejected designs, like the American Grumman F-11 Tiger, the British TSR-2, the Russian Yak-141 or the Canadian Avro CF-105 Arrow. Lots of material arround! In the case of the Tigershark, accurate data is technically available, and since the real project was cancelled, there should be no "security concerns". It had the same radar as the F-16A, could carry more missiles (even a couple Sparrows) than the F-5E, evening the odds against, say, Mirage F-1s, and the thrust-to-weight ratio would really let it go toe-to-toe with the Mig-21bis. Well, just saying.
  5. I don't know about the guidelines, but the livery is superb! Gooooood Job!! Personally, I don't see any reason why you would get in trouble for doing ED extra publicity, given the fact that nobody needs to ask permission to post DCS World tutorials in Youtube, for example. But try to contact Matt "Waggs" Wagner and ask him directly. He should be somewhere here in this forum. Good luck and keep up the good work!
  6. Giullep, A otros sí que nos interesa el avión. Lo que no nos interesa es lo que usted piense. El mundo no gira en torno suyo. Trate de no ser un Stronzo de alta categoría y le garantizo que le va a ir mejor en la vida. Now, about the J-8, good choice Dekka Ironworks: it will fit very well in Mid to Late-Cold War servers either as J-8 Finback itself, or as a Su-15 Flagon-proxy. Besides, we have a lot of western mods coming down the pipeline already and Redfor needs a little bit of love too!
  7. Here the Briefing in spanish! Cheers! Sagas of the Raven Kings Briefing Espanol.pdf
  8. I would like to invite teams of 10 players to challenge each other and try my server in its very first mission. I will try to keep it up 24/7 and will be working on more missions in the next months. Its name is "Sagas of the Raven Kings". This first mission´s name is: "The Apple of Discord". Attached is General Briefing. Enjoy! Phoenix Sagas of the Raven Kings Briefing English.pdf
  9. Thank you very much, Sedlo! Excellent contribution! The chopper pilots in my server will be delighted to have a TACAN to go back to a very well hidden FARP!
  10. Hi, everybody! I am developing a tiny server, low on numbers, high on tactics. In this server, all ground units on both sides are to be "invisible" and only discoverable by either Cockpit Visual Recon mode or by entering specific moving zones centered on either an enemy "RC-101EB Reconjet", an enemy "RL-39C Recon Albatross" or enemy infantry. In order to achieve that, I set up all ground vehicles as "Invisible on" with pushable tasks ("Invisible on / invisible off"). The problem is that I am using CTLD and I need the infantry that will be carried by helicopters to have those "invisibility characteristics" from the moment it spawns, and also that it can get assigned a pre-created "infantry detection threshold" moving zone, for it to discover and engage enemy tanks and other infantry as soon as they get into a certain distance, say... 300 meters. Those options don´t exist in CTLD, as far as I know. Furthermore, I want no crates, no transportable vehicles and no SAMs (Buk and Hawk) deployed by the choppers. I just don´t have the skills to to that. Somebody pleeeease help me!! I attached the CTLD file for a Good Samaritan to modify it and I would be eternally grateful for the assistance! My best regards, Phoenix CTLD.lua
  11. If you mean the problem with ground units mobility, nope. Not fixed yet. You can check it on my server: Sagas of the Raven Kings. 78.48.154.121:10308
  12. A basic setup for an client-operated ECM platform for wiser heads than mine to program in CTLD. It brings a new dimension to MP. ECM-1 Simple Escort Jammer.miz
  13. Actually you are right. Thanks buddy! Just corrected it. 78.48.154.121:10308
  14. I just started a new tiny server, specialized in "private parties". It is for organized groups of 10 to 12 to challenge each other. The emphasis is on strategy and tactics. Reconnaissance and coordination are fundamental. (Cockpit Visual Recon required, except for Mig-21s). It will be based on Proxy Wars between Third World Countries between the early 60's and late 70's I.E. mostly Third Gen Fighters. I need people to test the server at its max capacity of 22 players. There is so far one mission, more will come later. Name of the server: "Sagas of the Raven Kings". IP Adress: 78.48.154.121 The server is mostly 24/7 available, but if you and your fellow pilots are interested, send me a PM and I will set it up for you at a particular date and time. Thanks for your help! Luis (Phoenix).
  15. Try to reproduce this one. I chose this very (in)convenient moment to start a project for a new server, and in my very first open-to-the-public mission most of the tanks/trucks/arty either don´t move when given a path, don´t follow the streets and highways, use the bridges as parking lots or make a single jolt forwards, fart once and move no more. Either they got the digital version of Poliomielitis or somebody replaced their universal carburetor with that of a Hyundai Elantra and poured marihuana in their fuel tanks. I´ve got even my toes crossed for a quick fix.
  16. Not only the A.I. aircraft. Also the ground vehicles suffer from a serious Poliomielitis problem: I chose this very (in)convenient moment to start a project for a new server, and in my very first open-to-the-public mission most of the tanks either don´t move when given a path, don´t follow the streets and highways, use the bridges as parking lots or make a single jolt forwards, fart once and move no more. I´ve got even my toes crossed...
  17. Dear ED. As soon as you get past fumigating all 2.7 bugs, I'd like your MP division to address something that looks trivial but is not. And here are my 3 requests/suggestions/proposals: -FIRST: Until now, when we enter a server, the only possible limit to the number of clients is a general value. That means we are having very unbalanced battles with for example four blues against 20+ reds or vice-versa, and players are not really forced to work as a team. I'd like to have a server in which, no matter how few players there is on one side, you can't have more than a fixed number on the other, independently of the total slots allowed. So, any new arrival can only "reinforce the underdog". That has the added advantage of mission creators being able to start a new modality of "kill teams": 10 against 10, each side limited to a certain level of manpower but with a wide array of options to log into: 1-All 10 driving tanks, 2-All 10 planning on F10, 3-All 10 delivering troops via Helos, 4-All 10 on a Deepstrike mission, 5-All 10 on CAP, 6-All on Anti-Ship and so on... or ANY COMBINATION of the aforementioned. We need to be able to "play chess at a deeper level", and that single change would be an "option multiplier" all by itself. -SECOND: Some funny clowns tend to switch sides for a while just to sabotage the opponent in many creative ways, and come back to their original team. I don't like "double agents". We need, thus, an additional option in the MISSION OPTIONS menu: a switch that allow us to prevent clients from hopping from coalition to coalition as they like. It already exists as a LUA script, but better if it is implemented. -THIRD: I LOVE Cockpit Visual Recon mode!! It has so much potential, particularly when you combine it with all ground units on "invisible ON" mode!! The problem is that, so far, I mark say, an Armour Formation for my Tactical Cmdr and it remains marked on the F10 map indefinitely, until I get killed or untill I switch to another slot, whether the target moves or remains on that position. Hmmm!.... sub-optimal.... I want CVR to mark a target for a while. Better if I can choose for how long. And it should not depend on me staying alive, unless I device some kind of Photo-Reconnaisance Mission, in which "the rolls have to be brought back to base and processed". Even better if I can choose which units can do CVR and which not. So I can have "dedicated recon platforms". That's it for the time being. Please give it a thought. Thanks'n cheers! Phoenix
  18. Just in case this somehow slipped past the Community's Inquisitorial Division: I am starting with a new server, and I noticed that since 2.7, the ground units either "jump back a meter" and don't move anymore, every time I give them a path, and/or move for just a quarter of the distance after I send them for a second time. That with individual vehicles. Multi-vehicle units do the same. with the added complication that they don't necessarily follow the road and at the end of the path they make a total mess of their formation. Getting them back on the road requires driving each one directly. I tried also with a couple A.I. Mi-24's and they don't even take off from the base, so I guess it is a generalized bug, not only ground-related. This is happening both in the Mission Editor and the server itself and is particularly damaging for servers heavy on Combined Arms. If you were already informed, my apologies. Thanks'n cheers! Phoenix
  19. A-4C Skyhawk, now in beta 3 version. It passes IC, more armament, very realistic flying characteristics, 4 (FOUR! VIER! CUATRO!) Sidewinders and full comms menu!

     

    All hail Megatron!! 

    Screen_210419_065608.png

  20. I need help with that. There's very little information about it, and a bit confusing. The manual doesn't seem to include it, although it is potentially a very powerful tool in multiplayer. My questions are: 1-Does it work in Multiplayer at all? 2-Does it mark the targets on the map or just relays an audio/text warning? 3-Does it work even if the targeted units have the option "Invisible" on? 4-If I fly in multiplayer and the F10 setting is for "Map Only" or "My A/C", does it still mark the target on the Tactical Cmdr's map view? 5-If yes to the previous, how long does a unit remain visible to the opposing coalition after being marked? 6-Why don't the Mig-21 and ground units have the option to Cockpit Visual Recon? Thanks in advance for the info.
  21. I need help with that. There's very little information about it, and a bit confusing. The manual doesn't seem to include it, although it is potentially a very powerful tool in multiplayer. My questions are: 1-Does it work in Multiplayer at all? 2-Does it mark the targets on the map or just relays an audio/text warning? 3-Does it work even if the targeted units have the option "Invisible" on? 4-If I fly in multiplayer and the F10 setting is for "Map Only" or "My A/C", does it still mark the target on the Tactical Cmdr's map view? 5-If yes to the previous, how long does a unit remain visible to the opposing coalition after being marked? 6-Why don't the Mig-21 and ground units have the option to Cockpit Visual Recon? Thanks in advance for the info.
  22. Ahaaa!! Question 62 of that video. Yep! It is a matter of profitable business, which I can understand. Now, taking on account that the fans made already a lot of the work with the A-4, if ED could get the permission from Boeing and rework the mod, I have no problem with actually buying it. It'd be a product guaranteed to succeed because everybody loves it already. 30 bucks, 40 bucks. No problem. That's between 60 to 80 beers and I don't drink. :D
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