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Mith86Arg

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Everything posted by Mith86Arg

  1. Hey there, this is not TTI, Deadly and I did similar missions but he was the first one, and both uses different ways and tools to direct players to missions. I know he was using Ciribob JTAC script to lase targets like i do now (i was using MOOSE Auto lase), but honestly i think that's not the problem, im also an A2G pilot and didn't see that bomb behavior btw, at least on my end... i'll test more. EDIT: wait a minute "F-14, GBU-10s, Litening Pod, Point Track, self-lased lased target on level ground." are u using the Auto Lase or manual lase after release? remember that there is scripted JTAC unit there with default bomb code 1688, if u want to manually launch bombs first don't use default code if you do this and release the bomb it will follow the JTAC laser direction, then your F-14 laser will trigger (can't remember how many seconds before impact) and there you have a conflict between your plane laser and the JTAC one = bad target 'cuz your bomb is making corrections on the final stage before the impact for troubleshooting, try a level bombing first -no litening, just bomb release with default code-, i can guarantee it's a 100% pin point strike if that line above happens, then do a litening self lased release BUT manually activate the lase ALL THE TIME UNTIL IMPACT or set a different code for your bombs to avoid conflicts
  2. Yw buddy, 2.1.6 has some Q.O.L. changes if you are a VR user :thumbup: Have a good one!
  3. https://www.reddit.com/r/hoggit/comments/gwyf8u/call_me_crazy_but_i_am_pretty_sure_this_shouldnt/?%24deep_link=true&correlation_id=71a89e9c-5a2c-4ef2-b09b-973c51685940&ref=email_digest&ref_campaign=email_digest&ref_source=email&utm_content=post_title&utm_medium=digest&utm_name=top_posts&utm_source=email&utm_term=day&%243p=e_as&%24original_url=https%3A%2F%2Fwww.reddit.com%2Fr%2Fhoggit%2Fcomments%2Fgwyf8u%2Fcall_me_crazy_but_i_am_pretty_sure_this_shouldnt%2F%3F%24deep_link%3Dtrue%26correlation_id%3D71a89e9c-5a2c-4ef2-b09b-973c51685940%26ref%3Demail_digest%26ref_campaign%3Demail_digest%26ref_source%3Demail%26utm_content%3Dpost_title%26utm_medium%3Ddigest%26utm_name%3Dtop_posts%26utm_source%3Demail%26utm_term%3Dday&_branch_match_id=788201709245053490 Report to Nick Grey instead?
  4. ★ CHANGELOG VER 2.1.6 - Added A2G tasking system for HELOS (Simple Strikes for now), it's standalone, you can have it disabled if you want. - Created a whole new set of spawn locations for helicopter exclusive tasks, much more closer than the ones for planes (40 new spawn points) - Created more targets templates for helicopter tasks - Removed a lot of annoying msgs - Removed the JTAC MENU - Disabled almost all JTAC update msgs - Because the 2 lines of above, added info about the jtac code on the kneeboard - Turned OFF Command Center notifications (yeah the big wall of text when you join a task is gone FOR REAL, update msgs are still on and you can turn 'em OFF like always) - Disabled the ability of clients to abort a task (to prevent 'accidental' fubar of the script) - Removed the menu option to enable the flashing of the task status (now is on demand and will be displayed ONCE) - Added more ordinance types in the 'Damage +' script - Included single seat helicopters to the list of CSAR helos, i know, it's not real, but maybe you have the KA-50 only and who i am to prevent you of having fun doing rescue missions? - Updated the PDF guide to reflect A2G tasking changes The Round Table - ♻ Dynamic Sandbox (Gulf) The Round Table - ♻ Dynamic Sandbox (Caucasus) The Round Table - ♻ Dynamic Sandbox (NTTR)
  5. Hey there Martin, you can change 'em on the lua, yes, but those changes of course are not going to be reflected on the knee board pages... that's why i don't make radios / tacans of support units "editable" via mission editor.
  6. yeah, i'll turn 'em off later, indeed they are for debugging and you are all my beta testers :P jokes aside, i leave 'em ON in in the last update cuz i know some ppl uploading videos on YT and since i cant play my own mission but i can watch a gameplay it's a good feedback for me to know what is working and what is not without falling in the need of directly talk to some users, asking them for logs and stuff... I sincerely apologize for that, i'll shut 'em off in the next 1 or 2 updates :thumbup:
  7. yeah, it was a typo in the callback function to spawn them :doh: already fixed it, sry for that, just updated the files in the userfiles section, not going to make a version change for that tiny little fix. thanks for report buddy
  8. ★ CHANGELOG VER 2.1.5 - More sound issues fixed - Tweaks on some enemy / allied spawn locations - Added a new function to destroy AI when they land (actually i upgraded the method i was using with a function) The Round Table - ♻ Dynamic Sandbox (Gulf) The Round Table - ♻ Dynamic Sandbox (Caucasus) The Round Table - ♻ Dynamic Sandbox (NTTR)
  9. why are you guys in Stable branch lol!? Come to the DARK Open Beta SIDE, 100% guaranteed we get totally unknown bugs on every new patch plus max compatibility (and earlier access too!) with anything released, including my s***ty mission :D
  10. mmmm worth to check, thanks, i'll update about this asap copy, checking this too EDIT: NO WWII units on the maps.... MULTIPLAYER CAUCASUS: F14 NO AIRBOSS ENBLED MULTIPLAYER CAUCASUS: F18 WITH AIRBOSS ENABLED Have you tried jumping to another plane? every plane is spawning you in the air?
  11. @solid & @Tripack let's do some troubleshooting will ya? Just uninstalled the SC module and the mission is loading fine on my potato. Are you in Open beta right? Are you Up to Date in open beta? You can still open the mission in the mission editor? Did you run a clean and repair on the install folder? I don't rly know if the SC was released in stable (i think not yet), if not and you are using it then maybe that's the problem.
  12. ★ CHANGELOG VER 2.1.4 - Updated Moose - Added new spawn points for CAPS (they are random, if u see more than 1 CAP spawning from the same location at the same time is just RNJesus) - Now, if Airboss is enabled (true), it will make use of a new AIRBOSS function to spawn deck stuff on dynamically each recovery stage (thanks FunkyFranky for this) - Few little tweaks her and there The Round Table - ♻ Dynamic Sandbox (Gulf) The Round Table - ♻ Dynamic Sandbox (Caucasus) The Round Table - ♻ Dynamic Sandbox (NTTR)
  13. Hey there Solid, i think this is not related to my mission, i mean, if the mission is locked 'cuz the Super Carrier is a requirement you wouldn't even be able to load the mission. If the load hangs in that step, I would instead check to see if I am using a terrain mod that is no longer compatible with the latest update and as a last resort I would clean and repair the DCS installation
  14. Thanks for the feedback buddy! 1) Im afraid not, the msg system is generated by the moose script, im just using the included functions to generate the tasks, those complicated menus are a MOOSE task dispatcher for humans "feature" indeed... so, maybe should i go and ask 'em for a switch on this (and get ignored) oooor you can try asking there and if had better luck, they push a update or something with a new option to get rid of those damn msgs :music_whistling: I WANT IT TOO! 2) Indeed! you are right about the only one spawning point, but a random location is picked inside that single trigger zone whenever a new CAP spawn, so, a quick solution for your server is to make that trigger area REALLY big and BAM, you'll get spawns from everywhere :thumbup: 3) It can be done, atm tankers and AWACS follow a route based on the direction where the CVN-74 goes, quick solution, move CVN-74 further from the enemy front line, slowest one, wait my next update and maybe i have this sorted out or even i add a new option to let the user decide over which unit the tanker/awacs do their flight pattern.
  15. Thanks buddy, and again thanks for the head ups about the sounds, never noticed that one :music_whistling: Have fun!
  16. ★ CHANGELOG VER 2.1.3 - Added new ME options to control CASE I, CASE II and CASE III starting / ending times - Added a new ME option to turn on or off the ability of the carrier to turn into the wind - Added a new ME option to control how much wind on the carrier deck you want - Added a new ME option to set the skill level of each spawned CAP - Added a new ME option to control how many TASK you want for each type of task available - Fixed a nasty Sound issue persistent since 2.0.3 unnoticed cuz i dont use sound while coding / testing stuff ( music instead :P ) Thanks @zOrg for the report - Fixed CAP spawn names to be detected by the death event handler so the sound msgs work again when air units got shot down - Added bomber attacks to the mission (turn ON or OFF in mission editor, comes enabled by default) - Organized CAP planes list to be "fighters" only, and moved the CAS / Bomber type planes to the bomber list - Merged Super Carrier mission and regular mission in a single one (increasing the number of available clients slots) for both CAUCASUS and GULF missions - Added Airboss script to Super Carrier - Changed a simple line in the script to avoid messy menus for having multiple AIRBOSS controlled carriers at the same time - The mission now is packed inside a .RAR and it comes with a USER GUIDE (this is WIP cuz i'll keep working on the mission and the guide is going to reflect the changes i made - if any) The Round Table - ♻ Dynamic Sandbox (Gulf) The Round Table - ♻ Dynamic Sandbox (Caucasus) The Round Table - ♻ Dynamic Sandbox (NTTR)
  17. NP, have fun buddy! no atm, and i don't rly know what to do about the Super Carrier, because i don't like to have "alternative" versions... maybe i'll end up increasing the number of allied planes available (f-18 / F-14) a group for Stennis and a group for the new SC... Soon, i need to figure out how to do that right cuz i don't want to leave out people who don't have the module
  18. @m0nk & @Rhinozherous Guys have u opened the mission editor and activated the CAPs first? In the mission editor, go to triggers configs and there u can find a few text lines in yellow, search for "CAP SQUADRONS CONTROL", click it, then on the right side, search for --//--ENEMY --// Enable_CAT_Squadron = true Enable_BEAR_Squadron = false Enable_TIGER_Squadron = false --//--ALLY --// Enable_FALCON_Squadron = true Enable_HAWK_Squadron = false Enable_EAGLE_Squadron = false true: enable a cap group false: to disable it DONT TOUCH THE TEMPLATES BTW, U'LL BREAK THE WHOLE STUFF
  19. Indeed, it was just a mission editor unit swap... :P EDIT: Fixed knee board pages and briefing data on both missions...
  20. ★ CHANGELOG VER 2.1.2 - (Rollback) CAP planes (BLUE & RED) difficulty is back to RANDOM - (Rollback) CAP's are of 2 planes - Added TORNADO to the pool list of CAP planes - Cleaned some automatic text msgs when killing units, you can still disable audio msgs via radio commands - (Rollback) Moved Airboss radio relays to the carrier fleet - Added a new Mission Editor option to set how many Random Air Traffic planes you want flying at the same time per session Created 2 additional mission for Super Carriers The Round Table - ♻ Dynamic Sandbox (Gulf) The Round Table - ♻ Dynamic Sandbox (Caucasus) The Round Table - ♻ Dynamic Sandbox (NTTR)
  21. i suggest ya to report that one on the gazelle forums, it's not related to any mission indeed.
  22. I'm already testing this, if you disable AIRBOSS and swap the carrier WITHOUT CHANGING IT NAME it "should" work fine.
  23. Im going to check why u still receive msgs, 2.1.2 was rdy but i'll delay it a little cuz of this, thx for report It means that i already have this "solved" and rdy for next update. (CAP are going to be of two planes)
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