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jmarso

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Everything posted by jmarso

  1. About pulling my hair out with this damn thing. Not talking about wingmen here, but a separate AI group. First question- does the game recognize the OSAs as ships for an 'anti-ship' mission or are they too small? I've tried all sorts of different ordnance loadouts. Nothing works. Not maverick, not rockeye, nothing. Tried it as 'anti-ship' and even as SEAD. I've given the group a specific 'perform task' order to hit the target group, both using 'AUTO' for weapons and picking the weapons specifically. The group will. Not. Engage. Anyone have some insight on this? I built another mission with almost the same profile for an attacking group against a swarm of speedboats, and they dive right in and attack. I cannot for the life of me figure out what the hell is going on here.
  2. Seconded. Not necessarily as player flyable aircraft, but mission building assets. Almost essential for any extensive naval warfare scenarios. As current events point to...
  3. Yeah, but I use the Alerax LSO mod and often have those freqs set as presets in custom missions; I'd like to be able to tell Jester to switch presets without having to read off the whole frequency. He's not going to understand keywords like "Marshal" or "LSO."
  4. While we're on the topic of Jester and communications, can anyone using the VoiceAttack mod with the AIRIO plugin riddle me this: Is there a voice command to make Jester change preset channels (or 'buttons' if you prefer), without having to tell to do a manual frequency switch? (Such as: "Radio tune one two seven decimal five.") Can't find a reference in the table in the manual, and nothing I've tried by voice gets it done, either. I always have to make it a manual frequency change.
  5. I know that when you load a sound file into a mission in the ME, it becomes integrated with the mission file and the .ogg file used doesn't need to be included separately as part of a mod file. Do scripts work the same way? Example: I'm building a 10-12 single player mission pack in the Persian Gulf for the Tomcat, and I have the Alerax_LSO script automatically built in. Does all this integrate with the mission or would someone need to have that entire mod / script loaded separately in order for it to work? Trying to work this stuff out, because after the last update (my first, being relatively new to DCS) I learned first hand (and the hard way) how these updates can suddenly break missions using other mods. I guess, bottom line, if necessary, I can go back and make a version of these missions for upload that are as 'clean' as possible in terms of not requiring other modules. One of them HAS to use them, however, due to surface units involved. Thanks!
  6. Cool deal. Domo arigato!
  7. What's the difference between the carrier script and the wrench functions script?
  8. Agree with the above. Don't need to relive my days teaching the 'Level Speed Change' to a FAM-2 in the Tormentor. Much rather conduct Alpha Strikes on North Vietnam. :D
  9. Used it once or twice, generally do better with the 'Linda Blair' in TrackIR.
  10. This is frustrating, but there are a couple of tricks you can use to alleviate the problem- a bit. It's important to remember that your wingman, or especially Dash-4 if your're flying a 4-ship, are always going to be hurting on gas more than you as the lead. This is even more true if you are climbing out at full military power and they are forced into burner to chase you and join up. I've noticed using the flyby views that when a wingman gets too far behind, he'll go to full burner to get back into position. If you are launching from a runway/carrier with 3 wingman following you, try making a slow circle back around the ship as they launch in order to give them 'angles' to join up, and not having to chase you for 20-30 miles in burner. On the climbout, go a little shallower and set about 96-97% RPM- that gives your wingmen a little 'wiggle room' on power to help them keep up and keep gas consumption down. These things will help, but not really solve the problem completely. Even being careful, it always seems like my flight is screaming that they're out of gas when I've got a ton.
  11. Actually, you can do the same thing with a simple time flag as well. I have made that work in the ME.
  12. jmarso

    Wind

    So all this time my carrier sailing 'into the wind' has in fact been sailing away from it? That explains all those 4-wires and bolters. But not the 1-wires and ramp strikes. :p
  13. One of the things I really love about this mission editor is the "RETURN FIRE" ROE option. You can set things up with opposing sides, essentially creating a standoff, but nobody with that option will fire until fired upon. Great for those 'hassling' situations like surface ships transiting the Strait of Hormuz under the stink eye of the Ayatollah.
  14. Another potential solution for this issue (disclaimer- I haven't tried it myself yet) is to set a trigger zone over the carrier, moving with it. Then set the trigger so that as a flight group exits the zone (after launch), the next one spawns on the cat behind it. So on and so forth. You wouldn't see them all sitting on the deck before your own launch, but it ought to work.
  15. Many thanks! I was searching around the main sounds folder. :thumbup:
  16. If you set a trigger and use the Sound to Player action in the ME, can you make Jester deliver one of his one-liners? I'm polishing a mission where the IRIAF will launch interceptors if the player breaks the 12 mile limit in the strait, and I'd like Jester to throw out his 'CO is gonna kill us' line. I can't find the voice files for Jester anywhere. Anyone have the skinny on this? Thanks.
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