Jump to content

GTFreeFlyer

Members
  • Posts

    594
  • Joined

  • Last visited

Everything posted by GTFreeFlyer

  1. How can I disable the output to the DCS.log file? I don't want it writing there for a few reasons. Thanks in advance.
  2. Brand new version 2.2 just uploaded. A massive list of changes since the original V1.1 released many months ago. Mainly, added SAMs around the area if you stray too far off-path. Also added OPTIONAL enemy bandits. Episode 1: Another Day in Paradise Full change list: -Added two KA-50's per request. Also added more Hogs and another L-39ZA. -Changed enemy spawning from 66% chance each 3 minutes to 75% chance. -Slight rewording of briefing. -Removed Viper 6. Added Jeff 1 and Jeff 2 (JF-17's) -Tomcats: Stored ref alignment and set default TACAN and ICLS. -Added Shell and Texaco tankers -Deleted all client Hogs and re-added due to bug where their DSMS wouldn't load. Thought to be from bug related to using Prepare Mission. -Shuffled around positions of AAA and ManPADs -Added SA-10 to Shiraz, Kerman and Lar. All SA-10's set to AUTO alarm state. -Changed direction, altitude and speed of tankers -Added two Mig-21 bandits to Lar. They start when any AAA in the south part of town has been killed. -Added two Mig-29 bandits to Kerman. They start at mission time = 30 minutes -Added two Phantoms bandits to Kerman. They start at mission time = 45 minutes -Added Red AWACS, takes off from Shiraz 15 minutes into the mission. -Added Red "kill team" of Mig 29's (qty. 8 that arrive at end of mission to engage anyone in the air. -Added 3 ships off shore Bandar for G2A support. -Preloaded Harriers with NVGs -Hawgs 9 and 10 changed from A-10C to A-10A -Cleared out junk files in the .miz that prevented A-10C DSMS from loading. -Texaco tanker: Changed callsign to Texaco (was Shell). Also increased speed and changed from KC-130 to 135MPRS -Both tankers: Previously they would orbit waypoint 1 instead of flying a racetrack. Fixed. -Red fighter kill time: Changed thier arrival time to earlier -Moved Lar SA-10 closer in -Changed 1 L39 spot to a 3rd Jeff. -Deleted the auto-restart triggers, and the restart mission option from the F10 menu -Added option to enable enemy bandits to the F10 menu. Kill team out of Shiraz remains active for end of mission. -Changed AI Hornets to CAP
  3. Option now added to the F10 comms menu to enable/disable voice guidance. If enabled, you will receive voice guidance once you are within 300 meters of your slot. Also, if you are close enough to where you should be, you won't hear anything.
  4. New feature added. You'll now get voice guidance to help you get into and maintain your slot position. For example, "higher", "lower", "come left", etc. I'll be adding a feature soon to allow you to turn this on/off at will, but for now it is always enabled until I have a chance to get back to the script. Enjoy, and let me know what you think. Cheers.
  5. Please note that due to the current bug with the Stennis, you should use land-based planes until DCS fixes the bug.
  6. Do a carpet bomb with a group of B-17's and all works well. Now go back and add advanced waypoint action at the initial WP for ROE weapons free and test the mission again. You'll see that only the lead in the group drops only one bomb, then all planes turn away. Without setting ROE, they all drop all their bombs.
  7. One group of 4 B-17s, set to WW2 Carpet bombing. Works well, except only the lead of the group opens up the bomb bay doors. The other three just drop all their bombs through the closed doors.
  8. So no one actually thought of the FCS and how the Hornet works? You have no, nada, zero, zippity zip direct control of the controls surfaces in the Hornet. There’s no such thing as an aileron or elevator stick. If you move your stick sideways, you are telling the Hornet you want to roll. The Hornet gets to decide what surfaces it will move in order to make that happen. You as a pilot are simply a “voting member”. No airspeed or low airspeed? Guess what happens when an aileron moves down... that side of the wing stalls even sooner. Not ideal when you are low and slow. For a good aerodynamic lesson on this phenomenon, search YouTube for “Turn Smart”. That is a key video all pilots should watch at some point. Did you notice how both Hornet rudders are deflected inward when you are getting ready for takeoff and soon after takeoff? The Hornet has a mind of its own and this is to help pitch the nose up because there is a horizontal component to the vertical tails. Watch them slowly come back to neutral position as your airspeed builds up in the climb. Cheers!
  9. Any chance for a stay-at-home sale coming up?
  10. I've been using the MIST functions successfully, but does anyone know if there's a way to count the number of ALIVE objects in a zone? For example, if I put a triggerzone around a city, I'm looking for a function to return how many objects are in that city. Thanks.
  11. It is down today until approx. 5pm Pacific time. Sorry for the inconvenience.
  12. It’s my favorite plane but no. They are too slow to keep up with the rest.
  13. Server will be closed off for a private squad event from 1600z to 1900z tomorrow (Sunday).
  14. New exponential bonus points system in place. Reap the rewards when completing formations with larger groups. Tell your friends to join in!
  15. Great fun in there last night. Thanks guys!
  16. Question to those of you that hop in regularly: I like to change up the weather every now and then. Would you be interested in nighttime formations once in a while? If no, then what if we did something like double points during nighttime?
  17. Hey Greg, the log showed you were in and saved your score of zero. Just FYI, you need to get out of the airspace ASAP when you're done. You stuck around and were losing all your points for not being in the slot before you exited the airspace.
  18. Roger that. If there is ever a time where you want a different version and no one else is online, you can shoot me a message and I’ll switch the mission as soon as possible if I’m awake and available. I can do it remotely from my phone.
  19. I had to reset the Warbirds server to keep the B-17 as the Lead. I didn't want this because it requires the WWII asset pack, but it is the only Warbird that can currently stay aloft for more than a few hours in DCS. It isn't practical for me, or the server, to have an AI Lead plane with a short fuel endurance. I apologize for the inconvenience, and will replace the B-17 when DCS releases a new aircraft with a bigger fuel tank. I will run the Jets version of this mission 2-3 times more often than Warbirds in order to keep you flying more in case you don't have the assets pack. Also, in the future, I plan to have the Lead simply despawn and respawn, which should eliminate this fuel issue, but I haven't had the time to get around to that yet. It's seems easy to do, but I need to make sure it works well with the lua script that controls this mission, and that sort of testing takes time. Thanks for your understanding :)
  20. Excellent detailed answer! Thanks so much.
  21. Well, by dumb luck I actually just found out that if you right-click on any map object in the mission editor, you get a "assign as" pop-up, and it puts a trigger zone on the object along with its object ID.
  22. Like the title says, I'd like to know how to do this without placing an extra unit nearby. I thought I remember seeing a LUA command for this, but can't find it now. I'm comfortable with scripting so if this is the solution then that's fine. If so, how would I know the ID, or name, of the bridge/building in order to create a trigger for it? Thanks!
  23. Some game play from this morning. Fully scripted coordination, no voice comms required :) Come join the fun!
  24. Now on rotation: Warbirds version :) Warbirds and Jets will alternate back and forth. WWII assets pack is currently required for the Warbirds version because the B-17 is the lead aircraft. This may or may not change in the future.
×
×
  • Create New...