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Cp

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Everything posted by Cp

  1. I've noticed that most of the time Artillery (Self Propelled Guns) refuse to accept any form of order (Both set through the mission editor and as Ground commander / game master) As can be seen in the attached track, I've placed all SPGs available and tried giving them move orders with mixed results. Artillery.trk
  2. Ah yes, thank you: looking at my warthog activations: Number of activations spent/total: 2 / 12 the rest of the affected products are at 1/11 seems like all dcs world keys have been reset to 10 activations so that renders my original question unnecessary I suppose, no excuse to not active them now :D Thank you.
  3. What? No, not that I know of, The only place that I know where I can check how many activations I have left is the window right after activating something. I don't expect that I've been credited anything considering that I haven't "activated" 1.2.1 yet, like I said, I'd rather wait until the actual problem has been fixed and I can proceed without activating anything again, as in using my old 1.2.0 activations for 1.2.1. I'd like to stress that I'm not trying to be rude and I'm not trying to hurry anything along, I'm simply asking, Is there going to be a fix for this or is the only option to activate all my products again?
  4. Will this issue get fixed or is the only way of getting around this to actually activate and then get the activations back? Because I'd rather wait until this issue is fixed than mess around with activations, mostly because I'm in no hurry. but as far as I've seen there hasn't been any mention of a fix for this problem being worked on, just a lot of talk about activations and deactivations. Like I said, I'm in no hurry and I'll gladly wait until this issue is fixed whether it takes a week or a month, All I want to know is, Is the core problem here going to get fixed or is my waiting in vain?
  5. Those would be Joint Air-to-Ground Missiles (JAGM), which if everything goes to plan (which it didn't for its predecessor, the joint common missile) will replace all hellfire, tow and maverick missiles. On the inboard station theres a rack of longbow hellfires.
  6. Yes, 10 at the same time is the maximum, but to do that I'd need at least 9 other human players to lase targets for me since you can't change the laser code on the AI JTACs.
  7. LIES! :D GBU12pair.trk
  8. It used to be like that in back in the beta IIRC, not anymore though. Make sure you're using the correct maverick, only the G and K have the force correlate mode.
  9. You could move the screenshot folder from your user folder to the install folder of the sim and then create a symlink back to your user folder, thus the computer thinks it saves the screenshots in the user folder but instead they go in your install folder.
  10. Of all places I didn't think that old urban myth would show up here, anyways: http://www.snopes.com/horrors/techno/radar.asp
  11. Thought I'd make a post about my findings here. Recently in one of my frequent searches through the game files, I came across a new folder amongst the sounds, simply called APU. This folder contains 7 sounds files which I assume have been added in 1.1.1.0. What I did was replace the old APU sounds currently used (I assume these new ones will be used in the future?) with the new ones. There are as I said 7 new sounds but only 4 old sounds to replace, thus I couldn't use the remaining 3 as I have no idea what I'm really doing and when it comes to coding or anything like that I'm clueless. Luckily, simply renaming 4 of the new files that seemed most suitable as replacements for the old ones and overwriting the old ones with the new and renamed files seems to work just fine. As for the result: I've got no idea if these new sounds are more realistic or not, All I know is that they sound different and that's good enough for me. Not that there's anything wrong with the original APU sounds, I've just always found it weird that the A-10's APU sounds identical to the Black sharks. To install either download this zip containing the new and renamed sound files and follow the instructions inside: http://files.digitalcombatsimulator.com/en/131371/[url=http://files.digitalcombatsimulator.com/en/131371/][/url] (Basically copy paste new sounds over old sounds) Or do it yourself with the files that are in your own install by going to, "Eagle DynamicsDCS A-10CSoundsEffectsAircraftsA-10APU" Copy and rename the following 4 files: "APU_Noise1.wav" -> "APU.wav" "APU_Starter.wav" -> "APUBegin.wav" "APU_In.wav" -> "APUBeginIn.wav" "APU.wav" -> "APUIn.wav" Take your renamed files and paste them in: "..Eagle DynamicsDCS A-10CSoundsEffectsAircraftsEngines" Remember to take backups of all the files involved, before starting to mess about with them. I'd like to state that I in no way take any credit for any of these new sounds. All sounds have been made by Eagle Dynamics and the files in the zip haven't been edited by me in any way apart from renaming them.
  12. You shouldn't need farp resupply vehicles at airfields. I've noticed that simply placing yourself at mission start at an airfield isn't enough to "capture" it, you need a ground unit from your coalition near the airfield to hold it at mission start, which you didn't need in A-10 1.1.0.9 or BS1. For example: here's a screenshot from DCS:BS 2, I'm spawned at Senaki on parking space 5 with no other friendly or enemy forces around. The airfield is neutral and not in my control, thus I can't rearm. Here's a screenshot from DCS:A-10C 1.1.0.9, Same airfield, same parking spot still no friendly or enemy units around, but this time the airfield belongs to my coalition
  13. I've found a really elaborate solution that I rarely use. (in fact I haven't used it in the latest couple of versions, so It might have changed) First swing the TGP on to the target, then slave your mavs to the TGP (the mav page has to be open on one of the mfcds, but they dont have to be selected in the dsms.) The gun pipper won't obscure the mav reticle on the hud, so now you can see where the target is whilst strafing it :)
  14. Cp

    Bingo?

    Depends on which airfields you use, take nalchick for example, no matter where the winds come from the ATC will tell you to take off from rwy 06 and land on rwy 24. I dont think this is a bug, but because theres a city pretty close to the threshold of rwy 06 so they probably don't want you flying there. If you look at the actual runway you'll see that there are only black tire marks on one end of the runway on the airfields where only one side is used for landings. Here's Nalchick: Its the same thing for Batumi, only one side is used. I'm not sure why though, could be the because that there are mountains near rwy 31
  15. Got it to work thanks to what slackerD said. Assuming you've got a fresh 1.1.0.8 install: This might not work if you're using an old "unitPayloads.lua" you copied from 1.1.0.7. (Remember, Do backups and don't use the default MS notepad to edit the .Lua files!) Create your payloads in the mission editor and save it. Exit the game and copy the unitPayloads.lua from "C:\Users\"username"\Saved Games\DCS Warthog\MissionEditor" to "C:\Eagle Dynamics\DCS A-10C\MissionEditor\data\scripts" just like before. Open the file and (*) search for the name of your payload. At the end of the coding for your payload (just before the line where the next payload starts with "unitPayloads["A-10C"]["tasks"][32] = {}" ) Type (or copy-paste): unitPayloads["A-10C"]["tasks"][XX][XX]["category"] = "Show" Replace the X's with the numbers that your payload has (each payload has its own set of unique numbers) For example my payload had the numbers [31][51], yours might not be the same but just look at the rows above to see what numbers yours has. I've put all my custom payloads into the category "Show" because theres only one payload in there by default so theres plenty of space. If you want to have your payload in some other category just replace the word Show with the name corresponding to your category of choice. If you have created more than one custom payload go back up to the asterisk (*) and start over again with the next payload, until you've done all your payloads. Save the file and test ingame. Heres what my complete custom payload looks like in the file: unitPayloads["A-10C"]["tasks"][31][51] = {} unitPayloads["A-10C"]["tasks"][31][51]["name"] = "Show - AGM-65D*4,GBU-12*6,CBU-97*2,M-257,TGP,ECM,AIM-9" unitPayloads["A-10C"]["tasks"][31][51]["pylons"] = {} unitPayloads["A-10C"]["tasks"][31][51]["pylons"][1] = {} unitPayloads["A-10C"]["tasks"][31][51]["pylons"][1]["launcherCLSID"] = "{DB434044-F5D0-4F1F-9BA9-B73027E18DD3}" unitPayloads["A-10C"]["tasks"][31][51]["pylons"][1]["num"] = 11 unitPayloads["A-10C"]["tasks"][31][51]["pylons"][2] = {} unitPayloads["A-10C"]["tasks"][31][51]["pylons"][2]["launcherCLSID"] = "{A111396E-D3E8-4b9c-8AC9-2432489304D5}" unitPayloads["A-10C"]["tasks"][31][51]["pylons"][2]["num"] = 10 unitPayloads["A-10C"]["tasks"][31][51]["pylons"][3] = {} unitPayloads["A-10C"]["tasks"][31][51]["pylons"][3]["launcherCLSID"] = "{E6A6262A-CA08-4B3D-B030-E1A993B98453}" unitPayloads["A-10C"]["tasks"][31][51]["pylons"][3]["num"] = 9 unitPayloads["A-10C"]["tasks"][31][51]["pylons"][4] = {} unitPayloads["A-10C"]["tasks"][31][51]["pylons"][4]["launcherCLSID"] = "{E6A6262A-CA08-4B3D-B030-E1A993B98452}" unitPayloads["A-10C"]["tasks"][31][51]["pylons"][4]["num"] = 3 unitPayloads["A-10C"]["tasks"][31][51]["pylons"][5] = {} unitPayloads["A-10C"]["tasks"][31][51]["pylons"][5]["launcherCLSID"] = "BRU-42_3*GBU-12" unitPayloads["A-10C"]["tasks"][31][51]["pylons"][5]["num"] = 4 unitPayloads["A-10C"]["tasks"][31][51]["pylons"][6] = {} unitPayloads["A-10C"]["tasks"][31][51]["pylons"][6]["launcherCLSID"] = "BRU-42_3*GBU-12" unitPayloads["A-10C"]["tasks"][31][51]["pylons"][6]["num"] = 8 unitPayloads["A-10C"]["tasks"][31][51]["pylons"][7] = {} unitPayloads["A-10C"]["tasks"][31][51]["pylons"][7]["launcherCLSID"] = "{5335D97A-35A5-4643-9D9B-026C75961E52}" unitPayloads["A-10C"]["tasks"][31][51]["pylons"][7]["num"] = 7 unitPayloads["A-10C"]["tasks"][31][51]["pylons"][8] = {} unitPayloads["A-10C"]["tasks"][31][51]["pylons"][8]["launcherCLSID"] = "{5335D97A-35A5-4643-9D9B-026C75961E52}" unitPayloads["A-10C"]["tasks"][31][51]["pylons"][8]["num"] = 5 unitPayloads["A-10C"]["tasks"][31][51]["pylons"][9] = {} unitPayloads["A-10C"]["tasks"][31][51]["pylons"][9]["launcherCLSID"] = "{6D21ECEA-F85B-4E8D-9D51-31DC9B8AA4EF}" unitPayloads["A-10C"]["tasks"][31][51]["pylons"][9]["num"] = 1 unitPayloads["A-10C"]["tasks"][31][51]["pylons"][10] = {} unitPayloads["A-10C"]["tasks"][31][51]["pylons"][10]["launcherCLSID"] = "{647C5F26-BDD1-41e6-A371-8DE1E4CC0E94}" unitPayloads["A-10C"]["tasks"][31][51]["pylons"][10]["num"] = 2 unitPayloads["A-10C"]["tasks"][31][51]["category"] = "Show"
  16. Is the rocket pod mounted backwards or am I imagining things?
  17. No, hes right, 3 minutes after you shut of your engines (no need to turn the avionics or battery or anything else off) the repairs are initiated and the plane starts to float a meter above the ground (even says that you took off from the airfield in multiplayer) all the doors and hatches are opened, the plane gets repaired, everything closes and you are dropped down on the ground again. Unlike lock on and black shark, you don't actually get a new aircraft. it just gets repaired, which I think is a great change seeing as all your weapon profiles and CMS programs are saved and even the INU stays aligned if you ask for ground power before powering down your engines.
  18. Wow! The Libyans have set up their radar exactly like in this video uploaded in 2007! Even the trucks are in the same position relative to the radar, And the tracks on the ground are identical! I didn't know the libyans were into war reenactment. :D (also strange tomahawk, guided by a cursor, I'd say its more likely an AGM-130) (this post was in no way intended as an insult against anyone except the one who reuploaded that clip on youtube with a false title. There's enough misinformation in this and most other conflicts as there is, thank you.)
  19. Thank you :thumbup:
  20. Yes, Please :)
  21. Neat, thanks. I've got a request though, Could you add the runway headings as well? Would make setting the ILS course a lot easier.
  22. Cp

    Red Stations

    Right, So I just gave your mission a go and like you described you start off with the GBU-12 and the M-151 rockets red on the DSMS (which is a bit strange I have to admit. I have no idea whats causing that and I haven't experienced it before) Reloading the data from the cartridge doesn't work either, just like you said. But creating profiles for the weapons manually like I described in my earlier post did work on the other hand, without any issues. You don't have to do anything in the inventory page (INV) the issue is that there are no profiles for the GBU-12 or M-151 rockets in the DTS cartridge and therefor you have to create them manually. (don't confuse the status page (the default page you get when you press the DSMS OSB) with the inventory page or the profile page) Edit: attached a track from your mission DSMS-profile.trk
  23. Cp

    Red Stations

    Who's talking about making a GBU-10 profile for the GBU-12s? Going from this screenshot you posted: It's quite obvious that the reason why the GBU-12s and the M-151 rockets are red on your DSMS status page is because they don't have a profile. You have a profile for the GBU-10s (which I assume where hanging on station 4 and 8 before you replaced them with GBU-12's) and a profile for the GBU-38's aswell as one for m-274 rockets, but no profile for the GBU-12s or M-151 rockets.
  24. Cp

    Red Stations

    You have to create a profile for the weapons, simplest way is to reload the DSMS data from the data store cartridge. but you can also do it manually by selecting the stations with the same type of weapon and then going into the profile page: next enter a name of your choice for the profile (you can alter any options like CCRP/CCIP while your at it if you'd like) and press save: the profile will show up on the profile list like you'd expect, go back to the stat page: and the red stations will no longer be red, but green. Ready to be used: Now just repeat that for all stations with different weapons (in my case, I would have to create a new profile for the GBU-38's and a new profile for the M-156 WP rockets.)
  25. At least they get to go outside and stretch their legs mid-flight. (they are paratroopers, aren't they?)
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