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SpikeGondorff

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Everything posted by SpikeGondorff

  1. Agreed. Good job on the improvements, and thanks for the hard work.
  2. Might already be covered in one of the videos you watched, but I can't refuel unless my wing sweep is in Bombing mode. My joystick has no deadzone, but a 15-20 curve (forget how much exactly). Another trick that I like is to trim the plane so that I need to slightly pull back on it to maintain altitude. This forces me to always make small adjustments, instead of relaxing too much and failing to anticipate where the plane is going. It also makes small adjustments easier, because you're already putting force on the stick.
  3. I'm pretty sure 2.7 will break every mission. I read that 2.7 missions won't work with previous versions, so I'm assuming there will be serious issues with pre-2.7 missions in 2.7. I don't even have OB installed at the moment, so I don't know when I'll be able to get to testing all the missions.
  4. If you don't mind scripting, you can use an inactive group as a template and create new groups from that one. MIST and MOOSE make it easy to do if you have some scripting knowledge. But I don't know of a way to do it with just the GUI mission editor.
  5. If you're trying to trigger a message with the RWR spike from an actual SAM launch, you could use the Missile In Zone. It will trigger when the SAM actually launches, which will be very close to the time when the RWR spikes. If you need a trigger for the search radar just painting you without a launch, I don't know of a way outside of scripting.
  6. Thanks for the kind words, I appreciate it! :) The paid campaign will have 4 or 5 new missions, so hopefully it will offer something to people who already played it (besides voice overs and other enhancements) If I ever finish making this a paid campaign (anyone want to do some voiceovers?), I might mess around with some Harrier or Hornet stuff in Syria. But, I don't know if I'll be able to stop flying the Tomcat. :) Special thanks to Heatblur for making the best module in DCS.
  7. I haven't fully tested the specifics, but I've noticed that in the UI, AI TASK SET -> Swap to Waypoint is broken for me. It either doesn't do anything, or it just sends them to the nearest airbase. If you're using TASK SET, try using TASK PUSH. That has better results for me. If you're swapping waypoints a different way (MOOSE, MIST, etc.), then ignore my point above.
  8. I haven't played that campaign (yet), but you might have more support here: https://forums.eagle.ru/forum/797-f-14a-zone-5-campaign/
  9. Glad you got it sorted. Enjoy the Tomcat!
  10. There is a zoom bind in the axis bindings, too (where you set the throttle, pitch, roll, etc.). Did you check there? If that's not it, then I'm out of ideas.
  11. Check the bindings for the zoom key. Sounds like something else is also bound to the zoom key.
  12. I am positive it's not your fault. I've been reviewing the mission this week and thought those initial zones might be a little small and could possibly be missed. You've definitely confirmed what I suspected. I'll update the mission with bigger zones, and do a quick run through tonight. I'll update the thread when that's done. Sorry for the hassle and thanks for your patience!
  13. Booting you out to the debrief window sounds like a messed up trigger. I'll take a look at it tonight and see if I can reproduce. Sorry for the hassle., and thanks for letting me know. Are you on the Super Carrier or vanilla Stennis version?
  14. There is a Hide Toggle switch. Click the All Units button on the left side of the ME and it will show all the units in the mission at the bottom of the screen. Right above the list is a checkbox for Hidden units. Simply make sure it's unchecked, and it will unhide all units. Check it again and it will hide them.
  15. Oddly enough, it worked, thanks! I was messing around with it, and I don't think I even changed the coalition. I just made that group a RedFor, had the other RedFor follow it, then swapped the original back to Blue. Here's to hoping they don't patch it out. Thanks! Would be curious if anyone else knows why my Follow script is failing...in case they do patch it out.
  16. Greetings all, I have what appears to be a dumb problem. The Follow task isn't working for me, and I assume I've missed something. I'm trying to get a Red plane to follow a Blue plane, which precludes the use of the Follow Task in the ME UI. I created stole this script, and literally nothing happens when it's supposed to trigger (plane doesn't move to intercept, no error message pops up, no errors in the DCS log, nothing): local IranF4Follow = { id = "Follow", params = { groupId = Group.getByName ("Overlord"):getID(), pos = {x = 1000, y = 0, z = 1000} } } Group.getByName("IranF4"):getController():pushTask(IranF4Follow) The trigger condition in the UI is just a Time More - 5 secs, and there's nothing else in the mission. It's literally an Iranian F4 and a US E2 that are within about 3 miles of each other to ensure they can see one another. I've triplechecked the Group names (and even changed then copy/pasted them to be sure), checked the case sensitive commands, use the actual groupId instead of the name lookup, everything I can think of, but it's not following. The odd thing is that if I make it a Red following a Red plane, the ME UI Follow task works fine while this script still does not. So I assume it's something on my end. Any help would be appreciated, thanks.
  17. Did you try forcing them to the next waypoint with the Command - Switch Waypoint? You could set up a Bomb/Missile in Zone trigger that increases a flag each time a torpedo drops. When the Flag = # of expected torpedoes, push the command to switch waypoint. If you're asking why they won't automatically move on to the next waypoint, I have no idea. Getting the AI to do what you want is an exercise in patience.
  18. Draconus is correct, in general. There are a few things I can control that might contribute to it. For example, I'll hear the "Unable" call if the AI can't detect the enemy, and if I scripted the AI to turn his radar off... It could be something else, like setting the ROE to Weapons Cold and not changing it (although I thought the player ordering a wingman to attack would overwrite the current ROE). I'll take a look when I get some time. Congratulations on beating it the first time; that's always nice in a mission. And thanks for letting me know about the wonky behavior!
  19. You can overwrite the campaign files without impacting your progress. Your progress is saved in your logbook, which the campaign files don't touch. And there's no cheating in using the ACLS. Another tip: you should be able to land anywhere to advance the mission. I (hopefully) set it up that way so people who weren't comfortable with night carrier landings could still advance (or if you just didn't want to fly all the way back to the carrier). Glad you like it so far! There is no ETA on the paid campaign, as I'm still working on tweaking the old missions and creating new ones. I'm still learning how to edit voice files to make them sound like radio transmissions, so it will still be quite a while. I'm not sure if I should build it out with the super carrier or wait until Forrestal comes out and use that. The super carrier will be nicer (I assume), but I think the Tomcatters and Aardvarks deployed on the Forrestal to help with Earnest Will at the tail end of it in mid 1988. Hmm... If you see any issues with the campaign, please let me know!
  20. Updated the campaign to tweak Mission 9. Friendly forces shouldn't be so unfriendly now. Thanks!
  21. Hah, that's funny. Sorry that happened. Should be a relatively easy fix to flip the RedFor to invisible once you head south. I'll play with it tonight. Sorry again.
  22. Excellent, glad you were able to finish it! Sorry again for the delay in fixing it. Do you still get messages on the right side of the screen if you turn off subtitles? If you do, then this is the perfect mission to forget the subtitles. You will miss some chatter with other planes, but Jester is the boss in this one issuing the commands. If you're also missing Jester's chatter on the right side, then yeah, you might miss some commands.
  23. I'm glad you're liking it so far! It's amazing how the "little" things like AAR and trapping can be such a big deal, especially when Jester gives a nice comment for a 3 wire. Let me know if you have any other questions.
  24. I haven't tested it, but I've seen others state what you have: order of start is based on order of when it was placed in the missions editor. The only way I know how to affect the start order is to simply delay the activation of specific groups. Group 1 is spawned 1 second after mission start, Group 2 is 2 seconds, etc. Play with it until you get the planes where you want them. It's annoying, but until they allow us to set where each plane spawns on the carrier, it's the easiest way. The only quirk with that system is the 6-pack/street area on the carrier. My understanding is that you can only get planes to spawn there at the start of the mission. Any late activations after mission start will never spawn in that area.
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