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Everything posted by Miguel21
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Hi Enyak Thanks for the info, here's a fix. Otherwise, it is to know that in multiplayer I voluntarily limit to 2 F14 on a CVN (client with AI) And I also limit F18s like this: 2 F18s (client with AI) 4 F18 (client only) Otherwise, there's not enough room to spawn on the CVN... ATO_FlightPlan.lua
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When the wingman can take off from the CVN... Anyway, when it's playable whithout bug...
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Hi, There are so many, so many other problems with the open.beta that we've moved on to the release.
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Hi, You just have to try to carry out the planned mission, if there is too much opposition: you have to accept it, cancel the mission and generate another one.
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I'm sorry, I wanted to create a modification for you but it's going to take a lot longer than expected, I'm working on the new campaign. And... it's stuck... ^^
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Which campaign and version?
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Uh, no, it's an essential brick of DCE, you have to see it with Mbot or hope that DCS fixes its bug. If you want to do without the start-trigger, you have to accept to have lags at the launch of the planes during the mission.
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Hi, I don't know if ME erases these "Start-trigger", you can test it ^^
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This trigger was a solution found by Mbot who wanted to make the planes take off with a "delayed departure" while making them appear at the beginning of the mission to avoid the lags. When using the mission planner, it "erases" the "Start-trigger", so if the planes can no longer follow the flight plan (depending on their speed and the ATOs to follow or not), they land immediately. But this is not always the case, it all depends on whether or not the aircraft can follow the flight plan without the "departure delay".
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Thanks to you, because, thanks to your request, I was able to find another way to offer MP, and in the future: we'll even be able to offer PVP thanks to you ^^.
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Hey, Do you use the "mission planner" before flying? If yes, then you have to stop, because it disturbs the aircraft's "start" trigers.
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try these files Backup the old files and add them to: ..\Mods\aircraft\FA-18C\Missions\EN\Campaigns\Hornet over PG\Scripts https://www.dropbox.com/sh/jbmdmik7kfvnkso/AAA1ee6h3qSDXdmXaLKyqWJaa?dl=0
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It's an excellent idea :), thanks
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Oh, yeah, it's actually having trouble working in this case. I'll look into it.
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The campaign is Hornet over PG? If so, the Hornet must have a TASK MAIN and the F-14 escort. So, I'm offering: Multiplayer 2*Fa-18 (for example) Random (or Anti-ship strike) 2*F-14 (for example) and it works. I'm also guessing you changed the F16's carry-on because it's not the same as my version.
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Oops, yes it's true, you can't select the second task, but the principle is there, the first one has to be a TASK that accepts to have a support. Can you post your files here, I'll take a look.
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Hi to increase the chances of having a MP package, it is absolutely necessary to select a MAIN task for the first one and a SUPPORT task for the second one. (or vice versa) example: 1-Task: STRIKE 2- Task : Escort If it doesn't work, make your modified files available here.
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Hey, I think PBO Cef solved the problem by disabling the frenchpack.
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Multiplayer is intentional. Because several people complained, and so did we, during our tests, that there was lag. So I lowered the settings and activated the prune_script by force when the multiplayer was selected.
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? In single ou multi player?
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Hi, well, actually, the whole file Hornet over PG You can compress it and add it directly to the post of this forum via : Additional Options Manage attachments
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Great, thanks for the information Rivvern. :thumbup:
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That's a very good question. Maybe the scenery there too (USN)
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