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Miguel21

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About Miguel21

  • Birthday 01/01/1970

Personal Information

  • Flight Simulators
    DCS
    Cliff of Dover
  • Location
    France
  • Interests
    Plane

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  1. I need to take a closer look at the changes in aircraft carrier operations. I have to admit that I haven't looked at that for a long time. Are you on the sixpack or somewhere else?
  2. yes it's another bug, don't worry the fix is coming (sorry, all this is under construction ) the DCE bubble? it's something we're testing to reduce the PC load on large DCE jobs: if the units are far away: they are deleted if planes are approaching: deleted units are recreated, which can create lag all this is being tested and I don't yet know whether it will be released this UTIL_Functions.lua
  3. you're a hard man to deal with save everything and try this if you get lags during the game, disable this variable in ‘Mission Scripts/AddCommandRadioF10.lua’. useBubble_DisableEnable_Group Let's test an activation bubble 534.zip
  4. if you use 525 script version, try thisATO_FlightPlan.lua
  5. the bug is reproduced, thanks for the info. It's true that I rarely test interceptors
  6. are the names/coordinates of the ejectedPilots. Yes, I know, I should post something more meaningful
  7. here's a fix (save all your files first) if you still have your end-of-mission files from the previous mission (the one that crashed the code), you can use the DEBUG_DebriefMission.bat file to try to recover the result of your last mission. Alternatively, you can skipMission.bat Unless I'm mistaken, I see you've reached 40 missions, MEGA congratulations We didn't think anyone would go that far. As a result, you're likely to have even more bugs when you get close to the end of the campaign ^^. We've always had trouble generating a “clean” campaign end, so let us know how it goes. And to “anticipate” the next bugs, I suggest, in conf_mod, activating this variable:backupAllMissionFiles it will give us the latest files for faster troubleshooting. Translated with DeepL.com (free version) 527.zip
  8. I'm on it, I should be able to get a fix out today.
  9. start of the track, your Tarawa is damaged ["LHA_Tarawa"] = 38,
  10. yes I know ^^ I was busy, sorry. unfortunately you didn't send me the files that would allow me to reproduce the bug, so I'll have to find another way. By any chance, do you still have the temporary end-of-mission files? null
  11. can you send me the .zip file in debug that corresponds to the mission played? The mission_0x folder with all the files in it null
  12. Hello, there's a pdf to install and use DCE. For example, in the latest campaign: TF-71 - Blue version Campaign. Having said that, we've already been criticized for the 2 extremities of this PDF: - we're criticized for not being complete enough - or we're criticized for being 50 pages long, because we try to detail all the steps to help everyone. (not easy to please everyone ^^) But we've also added tooltips when you leave the mouse over a path selection button. Anyway, back to the path: root: this is the DCS installation folder, if you've left it as default, it should look something like this: c:\Eagle Dynamics\DCS World saved game this is the DCS configuration/ MOD folder, usually like this: C:\users\YourName\Saved Games\DCS Wordl OvGME is a third-party program, often used in the games world to (easily) modify internal game files. It's out of our hands, and there are plenty of tutorials on how to install it. The required path is to the folder where you place your MODs, so that OvGME can then install these MODs in the game. Zip Campagne is simply the folder where you put the campaign file you downloaded, to install it in DCE. (this can be the download folder, which is not very important). null
  13. ScripsMod524.zip still undergoing testing, here's the latest DCE scriptsMod (524) ==:20.81.524:== 524 modified [loadout] -- V178 - Tu-22M3 no escort and Minscore 0.1 for TF-80-Full -- V177 - Mirage F-1EE big Fuel tank -- V176 - update of speed/altitude of MirageF1/Mig21/Su17 etc... from IIW following new consumption script 523 modified [consumption] prohibits PC after takeoff. Don't worry, we reinstated it later (I think ^^). 522 modified [loadout][consumption] many loadouts updated to take fuel consumption into account. Consumption found thanks to new tool (there are still many, many loadouts to modify in the future) 521 fixed [code_loadout] loadout code is sometimes incorrectly recognized 520 fixed [generator][MP] there's never a “runway attack” spot for players 519 fixed [generator] it is sometimes impossible to generate a mission, as the generator skips missions one after the other 518 fixed [generator][SEAD][MP] there are never any SEAD (“client”) flights for PMs 517 fixed [generator][SEAD][IA] There are very few IA SEAD flights, if any. 516 modified [helico][get-out]the “Get Out” menu F10 (essentially) for human helicopters has been revised: you can now leave a grounded helicopter even if it's undamaged. Note that there's no confirmation of the action once you've clicked: you're free of your module ^^ . This action creates an EjectedPilot that can be rescue later. 515 fixed [helico] despawn problem 514 fixed [helico][SAR] SAR flights are not activated 513 added [debug] creates a folder for each mission-n in \Debug, very useful for debugging 512 modified [generator] added tools mission (campaignMaker) 511 fixed [generator] take-off time does not match 510 fixed [generator][callsign] callsign for wingman doesn't make sense 509 fixed [debriefing][stats] stats for your own package are rarely displayed 508 fixed [debriefing][stats] rescue” and ‘kill’ not counted correctly 507 fixed [debriefing][stats] rounding problem refusing a 100% destroyed target 506 fixed [inter] interceptors and CAPs ordered to leave a SAM zone no longer return to combat 505 fixed [inter] campaigns with dates prior to 1970 can freeze. Because of UNIX time 504 fixed [inter] some missile detections caused the interceptor script to fail
  14. this bug is reproduced, and will be corrected in the next release. If you can't wait, please add to this file (DC_UpdateTargetlist.lua) this line of code: if target.alive < 1 then target.alive = 0 end normally on line 182
  15. for once I can help...
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