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shdwp

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Everything posted by shdwp

  1. Not at the moment. In the next version there will be the ability to start the mission from any airfield or carrier in proximity, but still not from multiple ones simultaneously. I haven't found both reliable and easy way for AI to strike ground targets, so this remains unimplemented, sadly. Am I correct assuming that when you load the mission there's no planes to pick and you start as observer? Have you set the values in the second column of the scramble menu. It specify amount of client slots available. Also, are you playing on DCS 1.5? I haven't tested it on anything but latest DCS, and I highly doubt that it would work on version that old. What do you mean "doesn't want to compile"? Error popup? If so I'd want to see what it tells in the error log. Mission doesn't load in DCS? DCS has no problems with spawning tanks at the bottom of the ocean, so that's likely not the case. The problem with M2Ks and F5s on the red side is the absence of playable airframes to fill the budget categories. Like, you have Flanker and Fulcrum, but those are more modern ones, high-end even, but what about the lows? Fishbed is pretty much the only thing. Mid-range? I can't even think of one. And if you take in addition that not every player owns the whole aircraft collection, the problem becoming even worse. I could think of option of separating those two lists between player and AI (so that AI would use aircraft more appropriate to the side), but I doubt that would be high on development priority list. Yeah, thanks, I planned to do that a while ago but always forgot about it. IIRC c101 doesn't even carry weapons for the few first missions. As stated previously in this response - I doubt this would be a possibility in the observable future, sadly. There's a Configuration menu, there should be option for labels. I don't remember if it's in the current version, if it's not - it will be in the next release. I need details. Mostly mission direction and strength of the attacked base. Also there's an option to get the logs from the application, those will also be really helpful in determining what happened, also miz file is great too. The simplest way is to edit the miz files before loading, or asking ground crew to change the loadout. To change them in the application itself you can refer to the modding guide, there's a guide specifically for changing the default loadouts (although it's pretty limited TBH).
  2. This is my biggest gripe with the Viggen. I'd absolutely love to love the damn thing, but I can't, because in VR instruments are too small and dark to read and HUD is too low contrast to comprehend. I've tried poking around the lua files and while I did find interesting looking constants in there changing them led nowhere. Could there be something? I know you can change HUD font size in the A10C, could that be done for the Viggen? What about making it more sharp and contrast? It's really hard to go back to the desktop from the VR and Viggen feels like an aircraft I'd fall in love with, it's just that I cant really operate it without constantly zooming in on instruments and HUD. Thanks.
  3. Didn't have the plans for it, I'll look into it. It should, albeit I haven't tested it.
  4. Is it them crashing into you while still on the deck? I've found that they'd disregard the player plane and just ram it. If you get off the deck fast enough then they would take off just fine.
  5. New update with MP debriefing bug fixed: https://github.com/shdwp/dcs_liberation/releases (Thanks https://github.com/calvinmorrow).
  6. If it looks just like it does in the video - that's how it is. I haven't really spent much time on that part. I haven't found a reliable way to get AI to strike ground targets, while giving the player ability to actually select what he wants to target. If it's AAA you can usually order the attack (of the nearest vehicle) by the radio, but not on buildings. Missions are made the way that you'd usually need a single player strike plane tho, + AI escort.
  7. Its been requested probably, but it's a pretty major thing to implement tbh. I doubt there's support for that. Might add, shouldn't be that hard. Sounds like a bug. Care to specify the details? Especially what mission type that is, and was it offensive or defensive. Will look into and adjust in next build. Planned.
  8. Should be easy enough, I've added this to the list of enhancements. I've had this in mind, probably add it too at one point.
  9. Those seem pretty much fine, fancy creating a pull request? Without those obviously (should be a setting in the config instead of ripping it off completely): I'll look into it. I haven't specifically set it the way it is, maybe I've missed something.
  10. I've looked trough it, it's not properly generated. You've probably didn't do the instructions correctly. I'll make a video tutorial for MP since it is a very confusing thing to actually get right.
  11. You mean to add the other aircraft too, not only playable ones, right (cause it's already possible to have AI pilot the scrambled planes if you don't allocate player slot for it)? I don't see much use in it, at least for the roles that are already covered by playable aircraft. Yeah, this is probably the most requested thing. I've thought about this multiple times, will probably be implemented, one day. Also planned. I don't want to force planes at airfield level, I think this is more a question of progression. Enemy AI will start with C101s and Mig21 at first, and those would be replaced first with M2000Cs and later with Su27 and Mig29. Generally speaking, I want the balance and prices to dictate available planes, making user select between 8 gen2 planes or 4 gen4. Sadly, game balance is hard and time consuming to tweak, and I still have more apparent issues with the generator itself to resolve first. And the (Maybe this could be an optional thing? Considering some people may not have all the modules) would still be an issue.
  12. Is the website down only for me? If not - are there alternative links or anything?
  13. I made an issue on github. Will fix. I will need to check whether it's supposed to work. Could you share one of your debrief.log so I could take a look?
  14. It should explicitly prompt the error code with all of the debugging information needed. Care to share it?
  15. Python issue should result in crash, not behavior like this. Please refer to the manual: https://github.com/shdwp/dcs_liberation/wiki/Manual#starting-at-airport-player-attacking-enemy Basically you have to get everyone up in the air, only then the enemy planes would spawn. Need more details. Application will generate it's mission either in "DCS.openbeta" (if that exists), or "DCS". Also there could be problems if your "DCS" folder not under "%UserProfile%". Also you could check the https://github.com/shdwp/dcs_liberation/wiki/Troubleshooting page, it gives more details about handling unusual "Saved Games" paths. No, and I doubt there would be. Maybe skip the t/o altogether and just use liberation_next_quick, which would put you already in the air? Or just sort out the hooking issues.
  16. Thanks, missed that. Fixed. New release - 1.4.1! Only a few minor bugfixes are in there though.
  17. As a temporary solution try with easy comms enabled. Destination should be marked as a waypoint and should have outpost building and grey smoke. I also plan the next major release to include more heli missions and redo current ones. Gazelle is added and will be there in the next release. Haven't really though about this, and, given that the country is not displayed anywhere in the application - I doubt I would. Good suggestion, I'll add this to the enhancements list. Don't really know about this one. I play in VR too and I've settled with minimalistic-looking labels (just a tiny dot). The problem with cities is that application don't exactly know where the buildings are, so nothing prevents it from spawning units inside the buildings. No, not really. Can't tell what's happened there without the logs. Haven't run into such issue by myself. Thank you, will be fixed in upcoming release. Thanks, will be fixed in upcoming release.
  18. I’ll post it on regular release (in few days, probably). Maybe i’ll make a new video to accompany it too.
  19. Oh, if it's in the prompt you shouldn't worry about it. That's only a debugging info I forgot to remove.
  20. Mind sharing the log actually describing the problem? It should pop up in another window when you encounter the error. Sent from my iPhone using Tapatalk
  21. And another hotfix with quite a few things fixed: https://github.com/shdwp/dcs_liberation/releases
  22. No, I haven't encountered it. Could you share logs after such mission? You can do it now by settings. I've also published a hotfix for the release fixing some of the triggers issues and strike mission crash
  23. New Release Candidate, and a pretty big one! https://github.com/shdwp/dcs_liberation/releases Changelog: randomized strike missions for all supported terrains avoid mountains, cities and forests when spawning frontlines, ground units and strike objectives ability to start strike and intercept events from near carriers adjusted start times adjusted base attack units placements and activation trigger size second tanker with the drogue combined arms slots (thanks, @Khopa) improved "proceed to objective" trigger player starts on the south on gulf map UI improvements and bugfixes
  24. Oh, that one. Yeah, I've fixed that, will be in the next release. It would be in the next version, not only for strikes but for other missions too (if in range).
  25. I do have some ideas in mind that could come to fruition for the next builds, just for the sake of avoiding forests and mountains. Currently I don't have any plans regarding this, although I'll keep it in mind. Sorry, I have a really busy month at work so I doesn't really feel like coding when I finally come back home. Could you elaborate a little bit regarding the base attack bug tho?
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