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nighteyes2017

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Everything posted by nighteyes2017

  1. found this in another topic: copy the leapC.dll file from the ultraleap programs folder to your dcs folder.
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. 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?
  7. 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.
  8. 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.
  9. 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
  10. 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)
  11. 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.
  12. Tested in multiplayer. When using a 'sound to unit' action, the entire group that unit belongs to is hearing the sound as well.
  13. 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
  14. Well, i got it to work a moment ago. then changed something, and now it isn't working again....interresting. working on it....
  15. yes i understood that you were trying to GET the flag and not set it. So i'm trying it now. Seeing the same problem. Setting from script and picking it up in the mission editor triggers works fine, just not the other way around. setting true and testing for 1 is the same thing btw.
  16. Last week i used this function the other way around. Setting a userflag from the script and then using that for a trigger in the mission editor: trigger.action.setUserFlag( FlagName, true ) the created a trigger that displayed a message based on that flag. So definitely interaction between scriptflags and mission editor flags. I haven't tried it the other way around yet though, but should work just fine unless there is a bug there. will test it now.
  17. Just came back from a mission with an ILS landing on al dhafra 5 minutes ago. No they are not fixed. freq 111.1 is the ILS for 13 and not for the 31.
  18. agreed with all of the above. datalink settings is not streamlined yet for mission makers.
  19. following the entire discussion along so far, it looks like most of the confusion is around the vis mode and the delta that designating introduces. undesignating puts the spi back on the FPM but does not reset the delta. Like the others, this at first, does did not make sense to me. Why would you move an important reference in the hud in vis mode, and not make it reset? However, as Lord Vader has said, this seems to be real life implementation. So i have been asking myself: why would they design it like this in real life? Then i remembered a handy feature from the harrier that looks a lot like this. Its been some time since i flew the harrier, but i seem to remember it also has a visual marker that is placed at the point where you threw your last bomb. So when you come around for another pass, and are looking for the target area, you have a reference of where that was. Remember, we are talking about visual mode here, wich probably means we are also talking about a target of oppertunity, and not a pre planned target with a steerpoint on top of it, but rather something that doesnt have a reference point at all. So, following those circumstances, if we designate visually at a target location, wich is away from the steerpoint where we started, and we fire a weapon at it, we now have a marker were that was. And then when we come around, we have a reference point. tms down in that case, shouldn't reset the delta, because you would want to keep that reference until you are done launching your next weapon. This is the only reason i could come up with so far as to why the real life designers would implement it like this. It still may be a bug, but looking the logic from the perspective of a target of oppertunity, this makes some sense at least.
  20. So following along so far, i decided to test this myself. So designating in vis mode introduces an offset for steerpoints. What i also noticed that designating in vis mode, is that on the ground radar, wich is not SOI at that moment, a cursor zero appears, which wasn't there before designation. Pressing this, does not negate the offset, but does the same as pressing tms down, reattaching the cursor to the FPM. So the cursor zero appearing and doing nothing in itself looks to me like weird behaviour. Furthermore, returning to NAV mode, the offset to steerpoints stays. So clearly NAV mode does not seem to have a different offset than maverick vis mode. Pressing cursor zero in NAV mode does negate the offset. So as a workaround this works for now. I cannot understand why you would want a offset to be introduced in vis mode in the first place. If your target is located around your steerpoint, and you designate, and then lose your target, how would find the target area again??? by designating you just introduced an offset with the first designation. So in order to reacquire the original point you would have to back out to another mode, CZ, and the re-engage? So looking at all that, if the CZ that appears after designating in vis mode, would actually reset the offset (deltas), than it would solve our perceived problem.
  21. yes, found it. it wasn't under the ins procedure though, but was under cockpit orientation. Must have missed it.
  22. Kudos on the details of the INS in that case. It maybe a good idea then also to mention this in the manual that any movement on the aircraft interferes with the alignment.
  23. Couldn't find if this has been reported, and cant really imagine that this is normal behavior. So during INS alignment, taxi of the aircraft stops the alignment. Normal off course. But wiggling of the aircraft isn't changing the actual GPS position is it? So when bombs get loaded, or if wake from aircraft taking off passes by, it wiggles the aircraft, and alignment stops. Should it? I cant imagine that it really should. I mean, off course there is some gyro involved. And it could be that the shaking hinders the alignment, but I'm guessing that a lot of people are out there wandering why their alignment got screwed up again, even when they did everything exactly the same as last time. Bug? or feature? ins wake test.trk ins rearm test.trk
  24. Nederlands squadron met meer dan 20 jaar ervaring in het vliegen van de F16, in missies met meerdere flights. vliegen met grote packages. formaties. samenwerking tussen meerdere flights. strategie en tactieken m.b.t. wapen gebruik in teamverband. Air to Air tactics. radio comms. werken met Jtac en awacs (human). etc. We hanteren onze eigen squadron SOP's en hebben ons eigen trainingsprogramma. We hebben onze eigen open server die toegankelijk is voor iedereen, waarbij we mensen op weg proberen te helpen. Intern in het squadron vliegen we de zwaardere missies waar je wat meer voor moet kunnen. discord alleen Nederlandstalig. https://discord.gg/EZWWgUTTkg
  25. Yes i use this in VR just fine. There is a 'hack' of sorts though: I use this mod for that: I dont actually use any shader adjustments at all in this mod. The only reason i use it is the scratchpad in VR for copy pasting coordinates. Before i used 'the way' i was using this for coordinates in VR. Now this mod has another small benefit. It puts a small white dot in the center of the map when you check the checkbox under the scratchpad. And that is what you need. Center the dot on the map where you want it. Make sure you have shortcut keys set for 'the way', as described in the github readme.ctr shift s, ctr shift t, cts shift d. now, using the dot from the first mod, you can use 'the way' to setup multiple points acurrately with the shortcuts, and then transfer them to the cockpit.
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