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Everything posted by buceador
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Supercarrier not working entirely - Sim PostStart
buceador replied to AceDuckling's topic in Bugs and Problems
The easiest way to test is to rename your mods folder to something else like MODSx then load the game and the see if everything works ok- 34 replies
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Supercarrier not working entirely - Sim PostStart
buceador replied to AceDuckling's topic in Bugs and Problems
It's probably the SU30 mod and remember you don't have to have the MODs active in your mission, simply having them in the MOD folder will cause problems.- 34 replies
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Let's keep it civil guys! Snap!
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Another strange anomaly... This mission is a test as I have a problem with this airfield - I place a F16 at Nevatim set to take off from ramp. I run the mission and the aircraft is in the air. MOD folder empty - SCRIPTS folder empty - Repair done. Any insight is appreciated. Take off from ramp.trk Nevatim Ramp.miz
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I am almost reluctant to admit this but... The main reason I could no hear the SOUND TO ALL is because I was listening OUTSIDE of the aircraft and I have COCKPIT SOUNDS ON EXTERNAL VIEWS switched off!
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Okeydoke! I have removed all mods and scripts as I mentioned so I'll run a repair! Thanks.
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I set up a sound to all trigger in ME - the sound plays in ME when you click on the play button but NOT when the mission is running. This mission uses different MODs and so I created a blank mission, renamed the MODS folder renamed the SCRIPTS folder and added the trigger, again silence. If I include a MESSAGE TO ALL in the trigger for testing purposes the message displays but not the sound. I have tried different sound files to no avail. Any insight would be appreciated. No siren.trk
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Changing the counter measures is very quick to do, setting up the jet for A2G ordnance, RWR power up, lighting controls, we perform lots of tasks when we start up, it's not much of an issue, it adds to the immersion and it will all be more streamlined with the advent of the data cartridge. (I would respond to _UnknownCheater_ but I don't really understand what he/she is saying...)
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Talking of lighting (and not wanting to derail this thread) am I the only one who finds the F-16 taxiing / landing lights way too dim?
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A choice made by the Devs? Clearly it was a choice, the only other alternative would be an accidental coding error, IMO it was a bad choice, as people have said it is often unreadable.
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You need the "Countermeasures Management Switch - Fwd" bound to the key you wish to use, it seems like you have it bound to panic mode at the moment.
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Splash Damage 2.0 script (make explosions better!)
buceador replied to Grimm's topic in Scripting Tips, Tricks & Issues
I didn't realise that! -
Splash Damage 2.0 script (make explosions better!)
buceador replied to Grimm's topic in Scripting Tips, Tricks & Issues
Ok, I definitely don't see a blast wave and yes the trigger is set, I'll do some more checking... Thank you. -
Splash Damage 2.0 script (make explosions better!)
buceador replied to Grimm's topic in Scripting Tips, Tricks & Issues
Hi! Thank you for the reply, I do have the message "SplashDamage script running" at the mission start and the bombs are standard MK84 2000 pound LDs. Have you run the mission? Am I expecting too much? ED. Olympus is also running if there a known conflict? -
You don't need to uninstall your mods, simply cut them from your DCS/...MOD folder and paste them into another backup folder...
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Splash Damage 2.0 script (make explosions better!)
buceador replied to Grimm's topic in Scripting Tips, Tricks & Issues
This is probably pilot error but... I have added the script via ME to a practise MIZ - the AI drops the bombs - vehicles are damaged to the extent they always are, in other words the script does not appear to be working? Splash_Damage_2_0.lua Splash Zone.miz -
Radar elevation can sometimes be the problem, especially look-down, if you are at 25000 feet and the bandits are on the deck you won't see them on radar unless you manually alter your radar elevation.
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mod conflict Ground units visible in ME but not in mission
buceador replied to buceador's topic in Mission Editor Bugs
Ignore this! Although not being used the Su-30MK_SFM v2.08 Mod was in the MOD/AIRCRAFT folder and was the culprit! -
mod conflict Ground units visible in ME but not in mission
buceador posted a topic in Mission Editor Bugs
Certain ground units, specifically SPAAA ZU-23-2 Mounted URAL 375 appear in ME but not in the mission - any ideas? (no mods - repair done) TIA dcs.log Missing GND units.trk
