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evilnate

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Everything posted by evilnate

  1. Everyone has their own opinions and I respect that. From a DCS mission makers perspective, Cyprus has lots of great opportunities for use (launch point for NATO, semi-fictional conflict between greece and turkey, re-creation of op atilla, etc.). Hopefully Urga reconsiders modeling this historic island!
  2. Script Function: Air to air dispatcher, GCI, airboss, respawn Script Tool: MOOSE Notes: Not included in DCS, such as ability to get ships to cycle/loop waypoints
  3. Seems wrong to have this area without Cypress.
  4. For me they are deadly accurate in PP mode.
  5. OB testers really helps ED out, so my answer is only move to stable branch if you have no interest helping ED develop DCS.
  6. I love the new slammers! Before they seemed like bottle rockets.
  7. Open beta bruh
  8. Let’s pray for fast hot fix that doesn’t break more.
  9. Another thread about valid laser codes. https://forums.eagle.ru/showthread.php?t=247289
  10. I’ve had this symptom when the drive containing DCS install didn’t have enough space for the update.
  11. Thanks guys! Moose air boss was the answer, specifically :SetPatrolAdInfinitum(true). This has the desired effect of having the carrier group move back to waypoint 1 after the last waypoint. If anyone tried this and notices strange behaviors, make sure the carrier is #1 in the group. If it wasn’t already, delete the group and start new.
  12. Hi All, Since the release of F/A-18C, i've been struggling to get a simple carrier group to reliably follow a square waypoint pattern. Most of the time the carrier group ignores the first turn and keeps going until it gets beached. Normally I setup each waypoint leg 20nm, for a total perimeter of 80nm with 100 waypoints in total so that the carrier group will keep going for hours. I've tried spacing the ships out and close, which doesn't seem to make a difference. I also set the wind to 0 knots and the ships speed anywhere from 20-25 knots. I've considered using airboss moose script, but I don't have wind, don't want specific recovery times, and don't need scripted AAR or awacs. Since we don't have a command to move to waypoint for naval units, has anyone found a way to reliably accomplish what i'm looking for? :helpsmilie:
  13. It's a shame that this hasn't been answered yet.
  14. Bingo! Thank you very much Bearfoot! The magical [NOT A BUG] can be added to the title! Finished product local us_kc135_1 = SPAWN :New( "us_kc135_1" ) :InitLimit( 1, 99 ) :SpawnScheduled( 15, 1 ) :OnSpawnGroup( function( Texaco1 ) Texaco1:CommandSetCallsign(1,1) end )
  15. I have a similar problem. I have a carrier group following square pattern of waypoints, and distance to each is 17 miles. The fleet passes #1, #2, and never turns left to #3 and keeps going until they reach a coast line. The ships are >2miles from each other. The waypoints are >20 miles from a coast. Any ideas?
  16. I think you nailed it, thanks! I just tried assigning a callsign but get nil value errors. I'm not using the recovery tanker script for my tankers. Is there a way to assign callsigns to spawned tankers without using the recovery tanker moose script? --Enable respawn of AAR spawn_us_kc135_1 = SPAWN:New( "us_kc135_1" ):InitLimit( 1, 99 ):SpawnScheduled( 15, 1 ):SetCAllsign(1,1) spawn_us_kc135m_1 = SPAWN:New( "us_kc135m_1" ):InitLimit( 1, 99 ):SpawnScheduled( 15, 1 ):SetCAllsign(2,1) spawn_us_kc135_2 = SPAWN:New( "us_kc135_2" ):InitLimit( 1, 99 ):SpawnScheduled( 15, 1 ):SetCAllsign(1,2) spawn_us_kc135m_2 = SPAWN:New( "us_kc135m_2" ):InitLimit( 1, 99 ):SpawnScheduled( 15, 1 ):SetCAllsign(2,2) spawn_us_kc135_3 = SPAWN:New( "us_kc135_3" ):InitLimit( 1, 99 ):SpawnScheduled( 15, 1 ):SetCAllsign(1,3) spawn_us_kc135m_3 = SPAWN:New( "us_kc135m_3" ):InitLimit( 1, 99 ):SpawnScheduled( 15, 1 ):SetCAllsign(2,3) spawn_us_s3b_1 = SPAWN:New( "us_s3b_1" ):InitLimit( 1, 99 ):SpawnScheduled( 15, 1 ):SetCAllsign(3,1)
  17. The title of this thread hasn't received the magical [brackets]. Does this mean the problem many are having isn't a bug?
  18. Same. I only see Clara and Kiss off.
  19. Same for me. Even with Case 1 SC mission in hornet.
  20. Personally i’m glad they pushed out the features due to the reasons given. In fact understanding the reasons for delay was a great addition!
  21. TLDW but maximum client spawn slot count is 10? Thought the FAQ said 14?
  22. Hopefully there’s a way to disable that overlay.
  23. IMO please take all the time you need and avoid predictions about release timing.
  24. I’ve learned from my mistakes and no longer believe ED release date predictions. I know they are trying their best, but the accuracy of their estimates is often wrong. If I were them, I would avoid setting expectations for the community. If that’s not possible, then maybe they should estimate, and the multiply that estimate by 1.5 or even 2. I know the SC will be lots of fun, can wait!
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