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rwbishUP

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Everything posted by rwbishUP

  1. I can't get AI units to activate when set to "takeoff from ramp/ uncontrolled". I've went over it in the manual and tried setting every AI activation trigger I can find, setting triggers in the groups triggers and using regular "rules for trigger" panel. They never activate. Could someone tell me what I'm doing wrong or forgetting?
  2. Only allows hangar parking, can't exit the hangar, AI crash then fire mosquito bug.trk
  3. would be a lot of development, but since starting DCS. I've wondered what it would be like to combine a full ground combat simulation world with DCS. I think it would already be really fun, if there were enough ppl that would use the combined arms mod in a mp server, for both red and blue coalitions. Coordinating CAS, strike, BAI, etc. over comms.
  4. Just discovered your marine mods, these are awesome, thanks for sharing all this hard work!
  5. Nice update, been trying out the new features. Takes a little getting used too, but an awesome upgrade for SP and MP player/jester Tomcat crew. Thanks for making the F-14 a lot more versatile HB!
  6. Can not get Mav-F to fire over 3 miles range from target. Target is locked/tracking, get in range que, still won't fire until 3mi or less, by then it's a kamikaze attack.
  7. @FETUS, hey sorry I haven't had a lot of time to reply, but. I found out the problem was a crappy cheapo usb hub, I had my HOTAS and TrackIR connected to it, it was also leading to weird CTD problem I was having to, after trying the advice from a link that @silverdevilshared with me on that topic, somehow my tgp problem in the Harrier was cleared up too, now I can use sensor select switch click to select the tgp with no problem, I have no idea how that hub was messing that stuff up but after rearranging my USB connections, everything is working right! Thanks for bearing with me and helping me out
  8. @silverdevilI had my trackIR connected to a usb hub with a couple other things. I went to topic you posted, after reading. I done some usb rearranging and changed the power setting. So far no more crashes. I used to get trackir disconnect msg occasionally but it never stopped working so I didn't think anything of it. So hoping that was causing the conflict. Thanks a lot for helping me out!
  9. I have TDC slew mapped to x56 axis stick/button on flight stick, and yeah, I can slew the DMT just fine, that's the only time the tpod will slew is when the DMT is powered on
  10. @FETUS yeah, I've followed manual proc, I've used Chucks guide, I've watched tutorials, it's driving me nuts.
  11. Have found that CTD occurs, when any airborne object impacts the ground. Doesn't matter if it's an AI aircraft, released weapon, etc. I have tried with a simple mission. Now it won't even let me send an in game crash report, and can't find a saved track file for crashed mission. Even when ground/water impact isn't in view. Just flew a simple, module included mission, it recorded full report for this one..... dcs.log-20210919-153619.zip
  12. *UPDATE* found that also getting CTD, when viewing the weapon impact from inside the cockpit. Not every time, but more times than not. *edit* Problem must be progressing with each launch, has gotten to point where if anything linked to aircraft is destroyed, gamed instantly CTD, unplayable.
  13. Can't slew the TGP independent of the DMT. Have been through manual, followed steps and TGP still will not slew without DMT powered. The only thing the TGP does is snap to the DMT focus point. Even when MPCD screen is displaying TGP, I try and slew it, it doesn't move in real time. It actually just snaps to where I just slew the DMT to. I've powered off the DMT, I've set it to LST, when I do this the TGP will not slew or snap at all.
  14. CTD every time, @ ground impact point, when tracking weapon or aircraft in external view. dcs.log-20210918-064202.zip
  15. Thanks @Flappie, I had a ch-53 mod installed that I forgot about. I thought I had removed all my mods a while back.
  16. no mods, but this is how my interior panel lights look. anyone else?
  17. Wasn't sure which topic to post under, this is affecting all of my modules with targeting pod capability. I can't get targeting pods to detect JTAC designations. I have tried every module that I have, that carries a TGP. I have tried different des codes, maps, terrains, altitudes, etc.. I can use nvg and clearly see the laser, and even place the TGP on the target and LST will not detect the JTAC laser. The farthest I have been able to detect a designation via the TGP is within around 3000ft / 914m of the actual designated tgt. The laser guided mavs are working fine, they detect spots like normal.
  18. Wasn't sure where to ask this, but. Would it be possible for me to implement Abubis Herc to my single player TTI maps?
  19. @skywalker22, I've noticed some weird tank/skin anomalies to. I can't get any of my skins to use their own liveries on their bags, they all use the default clean livery. I even made a custom tank skin and added it to my livery and still goes to default. Can't find any errors in the description.lua or anywhere else, it's driving me nuts.
  20. @Exorcet, sorry for the late reply. It's basically a pass/fail mission, if the 2 primaries aren't destroyed, regardless of collateral units, it's a failed mission. I used your first suggestion, but added a few more parameters to get the full effect I wanted. I used increment zone, and set my different mission end triggers based on the zone that the airfield would be inside of when RTB. I wanted to force the pilot to have to do a complete park and engine shutdown @ the airbase. Before the message would be passed to them. Sort of a, see the mission completely through, regardless of outcome. I'm trying to learn how to implement flags and a little more advanced trigger actions, since I've not really worked with them a lot. Thanks for the reply and for the help, friend.
  21. I think, the way the carrier is implemented, if you were able to set take off from ground and place it on the carrier. The aircraft wouldn't bind to the carrier deck, it would just slide off of it, or the aircraft would just drop straight through the carrier on mission start. And I would say to fix that would take a BIG rework on the carriers and probably the bodies of water. Would be nice though.
  22. I'm building a ground attack mission. It allows only one bombing attack pass. There are multiple units in a condensed tgt area, but the main objectives are two, dark Mobile Anti Air units. I know how to set triggers to finalize the mission for successfully damaging the two particular units. But, I was wondering what would be the best way, to finalize and set a mission failure after player has landed, if these two units escaped without damage? I'm trying different flag combos, but can't get the result I need.
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