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nighteyes2017

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Everything posted by nighteyes2017

  1. at this moment, i cant seem to reach any ILS frequency around Ben Gurion. None of the ILS freqencies are working for me. Others are. First i thought i was doing something wrong, but since others are working.... Does anyone get any ILS at all around Ben Gurion?
  2. For future reference if anybody comes across this: What i was trying to do was to get both oa1 and oa2 to show up at the same time. Turns out you can only do that in VIP or VRP mode, wich i forgot to turn on using the msel button while in the vip ded page.
  3. Setting up both an AO1 and an AO2 for my steerpoint. First off, they arent visible at all. I have to reselect the steerpoint before they come visible. However, as i recall, both should be visible right?. When reselecting the steerpoint, i only get the first one. Reselecting again, i get only the second. Then, reselect again, i get none. And the cycle repeats. oa1 oa2 toggles.trk
  4. is this ever gonna be fixed in MT?
  5. Steps to reproduce: setup a four ship F16s, set as clients, takeoff from ground. Change the callsign Setup a bunch of dummy static F16's, same type (so not actual units). save the mission. (only shows up if you save the mission) go to setup the datalink and the statics will show up as possible datalink choices. Also, the callsign abreviations are not updated. picture shows setup with several groups, but it shows with a single group and some statics as well.
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  6. Ben gurion, night mission. Starting a takeoff roll on runway 03, (but at the same spot a during landing), the runway lights turn suddenly off. Way too early and it is really hard to stay straight if you can no longer see where the edges or centreline actually is. also happens on runway 08. Didnt test the 3rd runway.
  7. It isn't mission scripting. It is a script from the Hook directory. So not in de mission file itself. Otherwise, it wouldn't be a problem. So this is available: https://wiki.hoggitworld.com/view/DCS_server_gameGUI
  8. Writing my first hook in the savedgames/scripts/hooks folder. When a player kills an AI unit, i want to know if it was a ground, air, sea or static type. catching the 'kill' game event, gives me access to the unittype. I then try: DCS.getUnitTypeAttribute( UnitType, 'category' ) but this does not give me anything. I tried: DCS.getUnitTypeAttribute( UnitType, '"DisplayName"' ), and this works, so the routine works, however i cannot find a list of what other strings i can access with the second parameter. anyone figured this out?
  9. i am getting some very weird missile behavior from the SA20a launchers. The missile spins around at the launch site constantly changing directions. anyone seeing this? sa20 weird missile behaviour.trk radar horizon testing.miz
  10. no such file in that folder, or anywhere else. Cant get Massuns pack to work.
  11. For me also, the new incorporate objects do not show up. The log does not mention any errors, or that it is even searching for something. But what's worse, is that now, even after installing the original mod (version 2.3), none of my missions are loading in the M92 objects that were created with that mod. Even though the objects are showing in the mission editor when i install the 2.3 mod version. I can create new missions with that version, and load them back in, but all my other missions won't load any m92 objects at all anymore. That destroys about 100+ missions.
  12. Will the visor get functionality like putting on sunglasses in the cockpit? Right now it only looks cool in external views.
  13. having the same problem today with the update. turned of antivirus, but still freezes during update, then starts the whole process from start, after validating the entire DCS install. edit: solved it. Posting here for future references: As soon as the install freezes, go to the task manager and go to the performance tab, then use source control at the bottom and then look at the harddrive to see wich file it is working on. Stop the install, restart your computer and delete that file.Then restart the install process. In this case, is was the Kola map giving problems. there was a 56GB file called Kola.surface5 wich prevented further installs. I ended up first de-installing the Kola Map, then updating, then reinstalling the Kola map again.
  14. what the heck are you carrying on your kneeboard? the encyclopedia galactica?
  15. Lately, i've noticed the the TGP is able to spot targets on the ground through thick clouds. Although i haven't investigated, a friend told me the F18 tgp is able to do this too, so it might be a more general thingy. Track file with demo included. tgp look thru clouds.trk
  16. actually. this could be the w11 zip bug. if you download an archive that contains another archive, w11 for some reason downloads and unpacks only the embedded archive. Just install winrar or 7zip, and you wont run into this again.
  17. Yes, flying against AI's. So judging from what i'm reading here, Player and AI mi24's have different damage models? Kinda weird, but alright then. So would it be possible then to modify the AI damage? Because it seems very much overpowered.
  18. 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.
  19. found this in another topic: copy the leapC.dll file from the ultraleap programs folder to your dcs folder.
  20. 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.
  21. 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.
  22. 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.
  23. 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?
  24. 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?
  25. 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.
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