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pcoud

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Everything posted by pcoud

  1. Not sure at all I can help, but let's try. My very first question: why do you want to destroy units you've just been told they were dead ? If you go into the DEAD event then your unit is dead and should just disappear by itself ? What is randmathORos, a function you've defined somewhere ? SpawnScheduled( 3 + ii, .5 ) : what is "+ii" ? RedShip1 = UNIT:FindByName( "RedShipSpawnA" ) I think "RedShipSpawnA" is a group name, not a unit name Would need the actual mission to go further And on a more general note: I am not an expert, but my piece of advice would be: make it work simple. Forget about all random stuff, scheduled spawns etc. to start with. Make it work with minimal options, then add things one by one.
  2. Thx for the reply @Rokkett Could make sense, yes. It was on a small road in the mountains, quite north of Syria map, there weren't a lot of scenery objects (if any at all) and still 5 unknown destructions were accounted... I'll keep your explanation in mind anyway, thx
  3. @oldmanflan, just want to add that I have the exact same issue, and was never ever able to find an explanation. More than that, when I am flying with friends, I am the only one (among 6-8 players), having the issue
  4. Something I always wondered, and which is now causing me some trouble within a scripted mission development: does anyone know what the AGM-65F(181) means in the herebelow debriefing screen ? And why this line and the following ones are showing up ? I am actually shooting one single AGM-65F to an APC which is part of 2 elements convoy (ie I have APC1 and APC2 moving on a road, rather close to each other, APC2 following APC1). As we can see I have all the events related to my shooting, hitting, and killing the APC, with the right initiators, targets, etc. But then, there is a hit event with no initiator, no target and this "AGM-65F(181)" followed by quite a number of hit, destroyed and kill events, also with no initiator / target ? Many thanks iif anyone can enlighten me
  5. Reviving this thread, as I have the same issue. I don't think it's an F18 related issue though. A tanker is set in the ME with a 38Y tacan. In game in an F18, setting the TCN to 38Y, T/R, A/A won't work (distance info missing, no info on HUD), but 38X will work. Has progress been made or an explanation given on this issue ? Tanker tacan 38Y.miz tanker tacan 38Y.trk
  6. Thx @chase, I had EPLRS on (otherwise it wouldn't have worked for any channel)
  7. Fair enough, thx
  8. Thanks for your replies @Tholozor and @Joni I understand what you're saying @Tholozor: being in the recommended range guarantees it'll work, being outside it may or may not work. And by the way, I did some quick tests with 38X and it worked so far, always. I remain quite puzzled though: 1) I'm part of 12 people squadron, our missions always have a tanker set on A/A 5Y, and we never ever had an issue with that 2) I played with them two days ago, I was the only one having the problem 3) I remain very surprised, statistically speaking, that among the hundreds or more people designing missions with the hornet and that, we can assume, did not know about these recommended ranges, the issue was not raised several dozen of times So apparently I'm the only one, and since very recently... Makes me believe something went wrong with MY config (I tried repairs to no avail)...
  9. This is kind of a follow up of a message I recently posted in the general forum. I don't think it actually is a bug, but I can't get rid of the problem. I'm running the test mission here attached. One client F18, one awacs and one tanker on the blue side, 3 transports on the red side. Initially the tanker has an A/A TACAN set on channel 1X. I launch the mission and display the SA page of my Hornet. I can see the awacs as a donor, and I can see all bottom parts of the various HAFUs (the tanker and the 3 red planes). Now I run the mission but I set the tanker's A/A TACAN to 5X. My SA page looks like this: No datalink... I can't see the awacs anymore nor any of the bottom parts of the HAFU symbols. This is 100% reproduceable on my setup, BUT I recently played a MP mission with friends, there was a tanker with its A/A TCN set to 5Y and I was the only one not getting the SA page... If it may help, I am also attaching a log of my test missioin run with a 5X A/A TACAN, resulting in the loss of the datalink. Test SA page.miz dcs.log
  10. Wow, many thanks @Harker I am now really surprised I couldn't find that many threads on this topic, unless everyone knew this but me
  11. Thank you @Harker. Is that documented somewhere ? Even in the very latest FA18C manual I could only find that TACAN channels 68 and 69 should be avoided. When you say "Some TACAN frequencies interfere with datalink frequencies", do we know which ones ? Is WAGS quote hereabove still valid ? Does that mean I have to choose whatever A/A TACAN channel between 37 and 63 ? Thx !
  12. I am currently working on designing a mission in the ME, including an awacs, a tanker and a Hornet. I couldn't get the SA page working in the Hornet. After investigation, it appears that if I set the TACAN of the tanker on channel 1X, 2X or 3X, the SA page of my Hornet is working fine but is not working anymore if the tanker's TACAN is on channel 4X, 5X, or 6X (I only tested these 6 channel values). Are some TCN channel values interfering with the Datalink ? Should some TCN channel values be avoided ? Has this something to do with the herebelow quote (from Wags Feb2019) ? (I must say I don't really understand what is explained herebelow)
  13. Thank you solidGad. That's my understanding and that's what I do.
  14. +1 : many thanks for this outstanding work !!! A very minor question, but that puzzles me to the point where I think I misunderstood something: what is the use of the "pass turn" button ? I understand you use it at the very beginning (turn 0) in order to start turn1 with all the stuff you bought during turn0. But normally, you don't use it anymore after that, do you? Which leads me to question 2: after playing turn1, you buy units. But these units won't be available for turn2, am I correct? And therefore question 3: why not make the units you buy immediately available? In which case, you'd buy units beginning of turn1, then play turn1 then buy beginning of turn2, then play turn2 etc. and no need for a pass turn button just for the very first turn.
  15. Same here, stuck at 100, 38
  16. pcoud

    Fuel management

    Thanks Ramsay, I appreciate. I am currently doing quite some testing too. It took me a while to understand those "bingo charts" that you can find in the natops performance charts, but now that I think I have understood it would be great to be able to use them :-) The only remaining small issue is the drag index since it is obviously not modeled properly, but when you are RTB, back from a mission, you generally not have much weapons left under the wings (or you can jettison them), and you can consider that the drag index is in the 20ish (or a bit more if you are carrying the tpod and/or the gunpod). Will continue testing :-)
  17. Hi AV8B veterans, Does anyone know: 1) if the basic drag index (BDI) that is shown on the VREST page is actually correct ? Is this BDI something calculated by the vrest computer or something that needs human input ? In DCS, the vrest BDI value changes when you load / unload either the gunpod or the litening pod, but does not change for any other loads (bombs, missiles, etc.) which does not seem to be correct (at least as far as I understand). 2) if the cruise and bingo pages are actually functional ? The right column (optimum cruise) in the cruise page seems somewhat correct to me, but not the left column (I don't even see the max range parameter decreasing over time). Note: there's also a BDI value shown on the cruise and bingo pages, but it is stuck at 18.5 I'm currently working on fuel planning / management, bingo charts, etc. and any enlightment would be highly appreciated :helpsmilie::) PS: you can manually change the BDI value on the vrest page via the ODU, but not on the cruise / bingo pages.
  18. Thanks Baltic. Just wanted to check since it is sometimes explicitly mentioned when things are not functional in your missions. Which by the way are really more than excellent :-)
  19. I have some minor discrepancies when going through M02, and I'd appreciate to know if I am misunderstanding, doing something wrong or if it happens to everyone: 1) APU start: it is said that STBY TRU light should illuminate momentarily. It doesn't for me. 2) After engine start, another warning lights test is performed (with the LTS switch): it is said :"wait for LIDS light to illuminate". Well, the LIDS light illuminates immediatly. The LIDS light actually also illuminate when I perform this test at the very beginning, just after switching battery ON, and I am not sure it should (?) 3) Can't make the SAAHS test work. It is said: "initiate the SAAHS BIT from the BIT1 page on the right MPCD". It seems it is rather on the BIT2 page, right? When I initiate the test by pressing the SAAHS button on the BIT2 page, nothing happens."TEST" does not appear next to SAAHS legend, and DEP RES, YAW, PITCH and ROLL lights do not illuminate. Can't figure out what I'm doing wrong.
  20. Many thanks BD, great great work. I tried the FOB TM08: failed miserably the first time, landed "almost" on the road the second time (one wheel in the grass :-)), but once on the road the plane collides with the traffic. Unless I did something wrong, I believe you should set traffic off for this training (?)
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