Jump to content

nighteyes2017

Members
  • Posts

    154
  • Joined

  • Last visited

2 Followers

About nighteyes2017

  • Birthday 03/25/1974

Personal Information

  • Flight Simulators
    DCS
  • Location
    netherlands
  • Interests
    sims!

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Flying tank or not. Whenever i encounter a mi24 in my F16, a single sidewinder hitting it full on, NEVER, brings down this helicopter. So i now know i always have to fire at least 2 missiles. More often than not, even a second full on hit still isn't enough, and the thing just keeps on flying. These are always AI btw. Would that make a difference? It really shouldn't. But anyway, yeah i agree, the thing is disproportionally strong. A full on missile hit should not be survivable by any rotor, let alone two.
  2. found this in another topic: copy the leapC.dll file from the ultraleap programs folder to your dcs folder.
  3. following the discussion about backwards compatibilty a few posts back, I too have over a 100 missions that heavily rely on this pack. 3 of my squadron mates all have over 30-50 missions with this mod pack and are now facing the same problem. At this moment, i cannot see a solution to this problem other than abandoning this and future updates, and sticking with the old version. Switching mods live is not an option for us, since the entire squadron synchronizes its mods with our own repository. We cannot ask people to keep switching the mod version on a per mission basis. either a tool or some smart workaround is the only option. And i don't really see that happening. I would even pay some money for that if someone is smart enough and able to do it. A smart 'search and replace' and then hope for the best doesn't sound like an option either. So we are really out of options here, other than abandoning the updates.
  4. today i noticed this for the first time too. I looks horrible. The ships suddenly appear and 'grow' from the water. Something to do with LOD settings probably.
  5. Hmmm, the j11. Hadn't even considered using that one. Usually stick to the more, 'traditional' M29, Su-30 stuff. thx for the suggestion. Tried BVR with the M31 and the R33. I still havent been able to setup the engagement in such a way, that the M31 gets the first shot off before i do in an F16 with slammers. I tried making it fast and high, set max range firing, tried setting it to attack my group, but still the AI is slow to fire. My aim120 is already well on its way before the AI fires his first missile.
  6. So i want to make the A2A BVR more difficult in the missions i am creating. Which Red Aircraft armed with which missiles would be the most deadly/difficult for human players do you think? (players flying F16's mostly) Are there any settings that make the AI more agrresive in BVR engagements? Up till now Ace skill settings, and max range launch, generally aren't that challenging. So far, the human F16 still gets the shot off first most of the time. I'm trying to find some way to make the AI way more aggresive than they are now. Any suggestions?
  7. Copy that. In that case: Would it not be a good feature then to implement? It would be nice to be able to clear out the backed up data, then uninstall the mod, thus cleaning out all the installed data? or maybe an option to not backup data?
  8. yes i understand that it clears out the data. but it clears out the status of the installed mod as well. So it clears out that the mod was installed in the first place and leaves all the files in the modded folder. So you cannot uninstall the mod. backup data or not.
  9. playing around with mod manager at the moment. My squadron would like to step away from OVGME and start using this. Looks good so far. Noticed something weird though: It seems that mod folders or livery folders can get very 'dirty', let me explain: When installing a mod, if there are any files left from a previous install, mod manager starts backing those files up. This results in very large backup files. Now you would think that using the 'discard backupfiles' option might solve this, but it doesn't. That option deletes ALL backup data for that mod, including the fact that the mod was actually installed at that moment. So now mod manager thinks it is not installed at all, but it actually is. So the only option mod manager now shows, is to install that mod again. Because all the files are already there, the entire mod is backed up again. This results in a complete extra copy of the mod in your backup folder.
  10. Ok i have a host and client track file. track files start paused. I have 2 triggers. One triggers a sound after 5 seconds on the DED, the second after 10 seconds. Both sounds were heard by both client and host. mission file used included. sound to unit MP test client.trksound to unit MP test host.trkSound To Unit MP Test.miz
  11. I can share a track, or a mission, but would a track file from a MP mission show the bug? I mean, i hear the sound (sound to my unit set), but the other player also hears the sound (wich he shouldnt) . Would the track file show this? --- So the setup i used in the MP test mission: place a zone. place a 2-ship group F16. when UNIT in zone (the lead unit) -> sound to unit (again the lead unit) this resulted in both units in that group hearing the sound. --- Reason i stumbled on this is because i have a instructional mission file, that several instructors use. The instructors are reminded with a sound and a message to unit when they should ask certain questions, without the student/wingman being alerted. However the wingmen hear the sound to unit as well (incorrect) , but not are not seeing the message to unit (correct)
  12. So i received mine today, and it took some steps to get it to work properly. At first i thought to install the simshaker software, but couldnt get it to work. While troubleshooting, i stumbled on this vid: Now that still didnt solve the problem for me. However, then i did two things at the same time, so i don't know wich of these actually made it work in the end. 1) I installed a loopback network adapter (google how to do this, its easy) 2) I de-installed the simshaker software, and manually went to the scripts folder in my savedgames/dcs folder en removed the simshaker scripts, as well as the lines in the export.lua that refer to the simshaker script. Also, i noticed that either the hf8 software, or the simshaker software, had made a backup copy of the export.lua and replaced it with their own. So i copied the single line that referred to the hf8 software, en put it in the backup export. Then removed the export.lua file and then renamed the backup file back to 'export.lua', thus restoring the original file, but now with the hf8 extra line. after these steps, it suddenly started to work hope this help you out.
  13. Tested in multiplayer. When using a 'sound to unit' action, the entire group that unit belongs to is hearing the sound as well.
  14. Yeah ok, seems to be working. trick is how the flag was set from the mission editor. When using flag on/off, the value is a 1 or 0. when you use an if statement to test the value, you should use a integer or boolean value to test for it, and not the string value. setting flag random value (max 100) works too. userflag test.miz
  15. Well, i got it to work a moment ago. then changed something, and now it isn't working again....interresting. working on it....
×
×
  • Create New...