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Everything posted by Pawsie
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I'm up for some not-too-serious fun! Just the group name itself...that's simply me!
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By chance, I had my first chance of trying this with a friend a few days back. I picked up the beacons, he did not. Not quite sure if the thing bugged out, or if my friend did it correctly - it was his first time turning any of those switches :music_whistling:
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Huey and landing! Where are those experts pilot with quick landing :)
Pawsie replied to Frag's topic in DCS: UH-1H
Nice landing, Eagle_Rising! I often go for that kind myself. Things can go very bad very fast, though :music_whistling: -
Tbh, I haven't really played around with this stuff much. I just read people had problems with radio nav, so I decided to try it. I'm kinda weird that way. I'm more of a leisure pilot. I make sandboxes for me and a friend to play around in. These sandboxes tend to get big: we want all the birds available, we want ground targets, play around with triggers etc. My PG sandbox has some of those guys hidden around, so we can test radio navigation/homing. Haven't tested in mp, but works most of the time in sp. I am starting to suspect, however, that the larger the mission, the higher the chance of repeating transmissions for navigation, those soldiers waiting for airlift etc just sort of times out - seems to happen to those soldiers I have set up transmitting on fm band, and waiting for airlift. As to why the Vannipos way works and the others don't...I dunno, because like I said - I just started fiddling with it myself 'Paws
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2 suggestions for you, Furia: 1. Have an extra ship with an uncotrollable Huey transmitting on the FM band (30-75.95MHz) like shown in Vannipos mission, and use the AN/ARC-131 fm radio set/course deviation indicator 2. Same ship/helo setup, but have the Huey transmit on the lower AM band (190-1750KHz), and use the AN/ARN-83 ADF set/ radio compass. Would be nice if ME let us make the ships themselves transmit "homing beacons", like every other unit type can. Same with switch/go to waypoint. 'Paws
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[REPORTED] No 'Descent' menu options
Pawsie replied to TAW_Impalor's topic in Missions and Campaigns
I want paratroopers in my Mi8, and I want them to jump (then descend) when I press the signal horn thing! Sorry, just had to... About the horn in the eight, though... why does it not stop buzzing when using a bound key? I have to mouse-click the button on the left panel to make it stop... 'Paws -
[REPORTED] No 'Descent' menu options
Pawsie replied to TAW_Impalor's topic in Missions and Campaigns
Lol - just noticed this being an Mi8 thread - and all my experiments have been with the huey. Same problem applies though. Covering more than one aircraft - maybe this should be moved to DCS2.5 B&P? -
[REPORTED] No 'Descent' menu options
Pawsie replied to TAW_Impalor's topic in Missions and Campaigns
Man, there really is no way of getting consistant results in this thing! I made a new mission; Nevada this time. One Huey, 2 separate infantry units - one on flat ground, the other on a slope. At first, I could not for the life of it make any of them give me any descent menu options. Then, after making a trigger zone that triggered their embark task (under triggered actions): voila! I could no pick up both units. Then back to my PG sandbox. I looked more closely at the difference between the groups I had had no problems with, and the groups that often failed. Troops at Abu Musa had ai task push after a certain time after mission start. Still...even after having been in mission for quite some time, entering the Huey there always let me pick up the troops. The troops near Jask, meant for FM homing practice...they had ai task set when part of unit entered a certain area. Setting one group with ai task push one minute after mission start, it left me no option under descent. The other unit, with zone triggered ai task set still seem to work. Starting to think that - especially in missions where plenty of other stuff is going on - the units' desire for an airlift times out. But then, why do not the Abu Musa (working) units not seem to time out? Despite having the ai task push tasking the embark at set time after mission starts - does it remain dormant if no client controlled units are nearby? Sandbox mission included. I know, it's crap and prolly has a lot of weird stuff. And some music, just to play around with that as well. Just rename it from .zip to .miz Gulf.zip PS: FM homing (with some old music) for the Jask units is on 33 and 34MHz. Works in sp, but I keep forgetting to get it tested in mp -
[REPORTED] No 'Descent' menu options
Pawsie replied to TAW_Impalor's topic in Missions and Campaigns
I'd rather not share it - because it is such a truly crappy mission. A giant sandbox for me and a friend to play around it, is all - making it a too large file. It also has music that probably violates some copyright laws :music_whistling: I did, however, move those troubled groups: first one moved to level ground. Testflight: I could pick up the one group I had moved, but not the one at the old location. Then back to editor, and moved 2nd group. New test flight: now I could pick that group up. I didn't test the first group again though, so dunno if it will show any concistancy. This, and the fact that the groups I never had problems with, had their embarking point set to helipads, seems to point towards the embarking point having to be at a horizontal spot. May have to play around with the embarking zone size at some point as well. 'Paws -
[REPORTED] No 'Descent' menu options
Pawsie replied to TAW_Impalor's topic in Missions and Campaigns
Seems quite random though. I made a mission - well, not really a mission, maybe more like a sandbox to play around with different aircraft, vehicles, troops etc. In this sandbox, I have different ground troops. Some to be airlifted from one island to another (to capture airfield). Another is used just to test the FM homing in the Huey. First group has always let me use the descent menu, both for marking and embarking. Second group is more random: sometimes nothing is listed under descent. Other times, they will pop smoke. Once or twice, they even embarked my helo! The only difference I can spot between the different groups: the troublesome ones are not located on level/horizontal ground (just a shallow incline). Should this matter? -
Night vision only covers a portion of the screen
Pawsie replied to Rolds's topic in Bugs and Problems
Read something about SSAA setting in options. Let me guess: Rolds, you have SSAA set to 1.5x (not really guessing here), and Robin_Hood has 2x? I tried setting it to off, and I can see a slight shade difference in the IR image - but it works well enough to fly/drive (i-e- works both for air and ground units) Edit (again): Setting SSAA to off does not restart game. Not restarting the game left me that weird shade difference, as well as a bug that actually blocked parts of smoke etc. Set SSAA to off, restart and have another look for yourselves -
Night vision only covers a portion of the screen
Pawsie replied to Rolds's topic in Bugs and Problems
Not really the same, but I've gotten some weird stuff on pilot nvg's lately. Annoying as hell! I use normal 1920x1080 screen though 'Paws Edit: tried looking from ground perspective as well: more or less same result as both of you, Rolds and Robin_Hood. Makes night missions rather less interesting, imo, both flying and using ground units. -
[REPORTED] No 'Descent' menu options
Pawsie replied to TAW_Impalor's topic in Missions and Campaigns
Troop carrying has been rather buggy every time I've tried to make it happen in missions. Lately, only way I have managed to haul troops is by making embarking a triggered action, then triggered after a set time. Haven't tested with trigger zone, but I suspect that would work as well. Troops won't attack anything after disembarking though - gonna play around with this today. On the plus side - I actually managed to home in on moving troops using fm radio, which I also read is kinda tricky! -
Yeah, I noticed this as well - but only for outside view, though. The Swedish Thunder is now the Swedish Whisper when using afterburner. New look is awesome, though
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I've encountered the same problem several times - seems to be a mismatch from mission editor. I opened your "mission" (no extension) file in notepad++ and saw what I had been struggling with. I searched for "coalitions". Under red coalition, line 260 reads [3] = 27 << this is correct Now take a look at lines 454-455: ["id"] = 19, (should've been 27) ["name"] = "South Ossetia" (should've been "China") I just started making a wwii mission on Normandy map...and sort of same thing happened. I selected Norway as one of the allied countries, moved Italy to neutral (since I would use Italian Social Republic), as well as doing some other sorting. Trying to place norwergian units, however...nope, same problem as I had had with chinese. So, I opened the mission file again...and coalitions are mucked up again. Maybe a mismatch between the tables where you choose coalitions when starting to build a mission, and the table the mission editor looks up?
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[MISSING TRACK FILE] CVN Tacan/ICLS just shuts off randomly
Pawsie replied to IceFire's topic in General Bugs
Same thing (loosing icls/tacan) happened to a friend of mine last night. We were both kinda suspecting Stennis turned such equipment off as it was under attack. No clue if such AI is actually implemented, though, or if it is a random bug. Carrier strip was also not lit up (full moon over PG) #Edit: our carrier is stationary