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NoFear1979

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Everything posted by NoFear1979

  1. Did some testing about and increased the distance slightly between the infantry units. This somehow sorted out the problem. Before hand they stood quite close together (the blue square icon corner to corner between units), which due to the latest update seem to be to close for them to be able to move out properly.
  2. In relation to the DCS 2.5.6.53756 Open Beta 2020-08-18 updateI've noticed that AI infantry units that have waypoints assigned now won't run to the next waypoint, but rather stands still and spins around their own axis. This was not the issue before the above mentioned update. Hoping for a fix thanx :)
  3. I've done some timer observations: The mission starts at 5:00:00 At 5:00:30 the infantry starts moving to wp 1 (as intended) but turns around and stands still (not intended). At 5:01:57 the infantry moves out to wp 1 as they should. It seems that the further the distance of waypoint from the origin position, the more time is needed for the AI to calculate the process of moving all the way to the far off wp.
  4. So basically my idea is to have infantry units go to waypoint 1 and 2 to get into position to embark onto a client controlled helicopter. This works fine. Now to the issue at hand. I added a 3rd waypoint faaaar away (where the infantry is supposed to be disembarked). However this causes the infantry to turn around and put themselves in a straight line towards the 3rd waypoint. I've created a condition to stop them from going to waypoint 3 which works, so that part is not the issue. The issue is simply that they loose track of just heading for the 1st waypoint straight up. After a while they do, but it's still a weird behaviour.
  5. Announcement - I've created a version for the Mi-8MTV2 helicopter for those who would prefer using that instead. - Please note that the hospital frequencies are predefined for the helicopter as well as a frequency for one of the out of city missions (no spoilers allowed, you can figure it out when it comes to it). - To make the out of city missions more convinient for Mi-8MTV2 pilots I've added information about actual grids of relevance as a reference point along with more specific details on some missions. Due to that all frequencies could not be predefined for the Mi-8MTV2 (which is why the UH-1H is the primary helicopter suited for the mission). - A proper skin for the Mi-8MTV2 is provided in it's mission folder as well. - Download link added in the OP.
  6. Ive created a mission filé with D Day beach landing which is conditioned by the player to neutralize coastal cannons for the beach landings to start. Maybe we could combine our efforts?
  7. Update - Added sortie title and briefing images. - Adjusted Medevac heli positions on hospital landing pads. - Adjusted the skin of armed infantry units serving as police units, now shown in SWAT uniform. - Added military infantry units on certain missions. - Removed static objects that where hidden inside other static objects.
  8. Announcment / Update - Verified all scripted missions to work with exploding vehicles generating wounded units to simulate patients with a timer countdown. All working as intended. Probable cause of it not working was that the script had somehow been lost inside the mission file. - Updated mission 11 and 64 to preplaced infantry units for pickup only. - Mission files are updated. By now I have checked every mission availible so it should be all good. - Future plans will be to add even more mission content and expanding more outside the city (but not to far). - Hope people are having a shit ton of fun with it :joystick: Dont forget to download the latest updated mission file! :pilotfly:
  9. Announcement Noticed that the Medevac Script had somehow dropped out of the mission files. It has been re-added.
  10. Update Noted that some units that are set to explode does not get destroyed, but rather damaged. This does not generate the wounded units through RagnarDA's script - a destroyed vehicle is needed. - Updated mission 64 to pickup preplaced units instead of script spawned ones. I will go through all missions using the sript to make sure that this is not occuring on other missions.
  11. Update - All missions not using the RagnarDA script has been updated with notifications if landing outside the LZ area (trigger zone). This notification will be active and reoccurent until the Medevac has landed inside the LZ area, and the patient(s) has been picked up. Edit: a few missions excepted since they have a different build up condition wise compared to the above mentioned.
  12. Announcement Work in progress: Adding notifications if landing outside of LZ (trigger zones) on missions where the RagnarDA script is not in use. - SORTED Setting late activation on specific mission units which should help to improve play experience with less lag or heavy performance issues. As far as Ive noticed this is only present for a few minutes upon mission start.
  13. Update - Improved conditions on Mission 16 to make it work better.
  14. Appriciation post Glad to hear you enjoy it! Thanks for the feedback :) - Could you specify which mission this is related too? I have noticed that sometimes when troops are spawned in the Ragnar script they have vanished once you land. I think this could be the answer to your question. Simply that they may have died from the explosion or died from the timer countdown based on how wounded they are (or a combo of both). - I can't do much about the billion amounts of messages being spammed. Maybe Ragnar who made the script can develop on it. - Granted the mission may be heavy on terms of what you mention, however I've noticed that it smooths out after a while, so could be related to a loading/processing time of x amounts minutes. In general it has been very smooth once you've been at it for a couple of minutes. - I've fixed the skin so it now shows high quality graphics. - And at last, glad to hear you enjoy it! :) - Thank you for your feedback, I am humbled by your rating of it being one of the best Huey missions you've used o7. Glad you enjoy it and find it to be productive as well as alot of fun! Appriciate your recommendation! :D - Thank you for your feedback, much appriciated! I am glad that you enjoy it! :D
  15. Update - Downloaded a new version of the NatoGF mod into the mod folder, this solves the issue with certain infantry models being invisible. - Rolled back the mission files to include "crew winter" units.
  16. Update Adjusted conditions on Mission 18 and 21 to make them work as they should. Removed the link to the mission version without hospitals due to their status being obsolete. Changed all "crew winter" infantry units to "crew", due to winter based being invisible.
  17. Update Updated "With hospital" mission files: - FARP locations updated to make them even more better to spot and land at in dark conditions, also looks way more immersive now. - Preview pictures added in the OP.
  18. Update Updated "With hospital" mission files: - FARP central, south and north now has additional vehicles and structures present giving some light presence to it - easier to detect in darkness.
  19. Update Updated the ambulance liverie as stated above - better graphic quality provided o7
  20. Update Updated mission 51 with beacon for the "patients" location. This update is done on the "with hospital" mission files.
  21. Update Added Vanilla FARP's at Farp Central, North and South position to the "with hospital" mission files - they were missing.
  22. Announcement The mission is now availible with the previous hospitals again. I downloaded a modpackage including it just for the fun of it, and it worked. I don't know if it's because ED fixed something or that this mod package is somehow working with DCS 2.5.6. Nonetheless the mission is now availible with the hospitals again, but I also have the farp version linked in the OP just in case shit would happen. Enjoy :)
  23. Update Update: Did a testrun tonight on the mission and it works fine. Hospitals replaced with vanilla helipads and tents (for now).
  24. Update Update: The helipad mod has been removed completely since it too seems to make DCS crash after the latest 2.5.6. version. Mods used in the adapted version is: NatoGF and modified version of Civil_Objects mods that no longer include buildings. Summary: It seems structures in both helipad and civil_object mod are causing the same issue. It's a shame cause those buildings and helipads makes missions look hot. Nonetheless a new mission file is uploaded as well as updated mod package files. Hospital buildings are replaced with the single helipad structure and has a tent to make it seem a bit hospital"ish"... Download link in the OP.
  25. Announcement I have good news for those whom really like the mission but haven't been able to play it due to the changes regarding DCS version 2.5.6 and that the civil objects mod has not been working out with the DCS version. I have been able to remove the mod from the mission and through that been able to open it up in the editor and also start the mission! I just need to find a replacement building for the previous hospitals (RIP :( ) I will post the mission file as soon as I am done with it.
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