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Cyclops

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Everything posted by Cyclops

  1. Thank you Heatblur for adding the ability to set the full Link-4C address using the kneeboard. This has been invaluable for multiplayer use where the flight may be broken up among multiple 'groups'. Would it be possible to add a setting for the default Link-4C address (all four digits) and D/L frequency in the 'Aircraft Additional Properties' tab in the Mission Editor? The use case I have for this are 'backup slots' that I often include for players who are having issues (CTD, poor connection, etc.) and need to jump back into a game partway through. Since these 'backup slots' are air spawns the players do not get the option to configure these settings themselves. It would also allow mission designers to allocate addresses and frequencies ahead of time, lessening reliance on supplemental information (like custom kneeboard pages) and troubleshooting before takeoff (getting Link-4C to work requires very specific setup, it would be nice for newer RIOs if I could make this as easy as turning the system on). If allowing the full address and frequency to be preset in the Mission Editor is not feasible, the first two digits should be enough since the rest of the address and the frequency can be set in the cockpit. Thanks!
  2. @Slant I have also had this issue; it seems the 'Navigation Target Points' settings are not being applied to dynamic spawns. I am unsure if this is an ED Dynamic Spawn issue (which other aircraft use this tab?) or if this is something Heatblur can fix themselves.
  3. nullLua templates in multiplayer activated after mission start are spawning statics submerged in the carrier deck. The templates work properly when activated using a mission start trigger, and both activation methods work correctly in single player. I have attached an annotated image and a track file to demonstrate this bug. Track file description: this is a miz file that I am using as a sandbox to test some new techniques. Some "baseline" statics are spawned at mission start (at the island, junkyard, patio, and finger). Additional configurations can be activated via the radio menu to place aircraft on the bow catapults (recovery), on the fantail (launch), or remove all but the baseline (clean). Thank you for taking a look! Cyclic Ops Test 2-20220511-160544.trk
  4. Forgot to respond to this, thank you @Hardcard this fixed it!
  5. @lee1hy same here
  6. Hey @Hardcard, been putting together a multiplayer mission but I am having some issues with SWAPR. The static units spawn correctly, but do not despawn when a player fills the slot. Any ideas of what could be causing this? Works fine in singleplayer with "SP" selected. I have attached the mission file, the hook lua, and a screenshot of the incident. Thank you! 20210606_June_Campaign.miz SWAPR_1_4_Server_Hook.lua
  7. I have a question concerning changing the BuNo number in the cockpit. I have tried starting from the original and adding this to the Lua: {"f18c_cpt01-console-arg466", 0 ,"f18c_cpt-tex01", false}; The texture does change, but a lot of artifacts are introduced. I have tried replacing my edited file with the original and it works (no artifacts) so I do not think the Lua scripting is at fault. What I do think is happening is my DDS settings are incorrect in some way (maybe I need to apply an effect? Save in alpha only?). Attached are a screenshot of the original and edited textures. Note a lot of the weathering disappears and a nearly all the yellow caution paint disappears, except for a small rectangle on the ECM Jett panel. The last image is a closeup of the ECM Jett panel texture in Photoshop showing the same rectangle. This is not something I added. Any help on this would be appreciated, thanks!
  8. Yeah, if you look through the CoreMods textures the helmet, visor, and patch files were all updated when the SC released.
  9. Would be awesome if two LSOs would pick up the phone and hold up the pickle when an aircraft was in the groove.
  10. Hey everyone, I have some questions about skins for the Hornet pilot model. Patches are done, new helmet skins are almost done, but I am stuck on the visors. I gave my group the option to choose their own (i.e. clear, mirrored, smoked, etc...) but I am struggling the get the results I am after. For mirrored I know that will involve adjusting the Roughmet. For the clear and different colors I have tried to adjust pilot_f18_visor and am definitely doing something. Note the bit of yellowing (I tried making the DDS completely yellow). However, the lens is still dark overall. Am I missing something? Thanks! https://scontent-lax3-1.xx.fbcdn.net/v/t1.0-9/97422693_2323141051313360_136091450432552960_o.jpg?_nc_cat=110&_nc_sid=b9115d&_nc_oc=AQkky8HZycZt8w89pGxHwpQcLqdnvN1vKuwAUF_lM-dCWEm8IUYPG-NTdqZGnWCogaE&_nc_ht=scontent-lax3-1.xx&oh=2ba2d4536c73f154d5372d07fefec593&oe=5EEF98DB https://scontent-lax3-2.xx.fbcdn.net/v/t1.0-9/99428172_2323141157980016_5674137756385673216_o.jpg?_nc_cat=106&_nc_sid=b9115d&_nc_oc=AQk6YU-3qFEFE6NGUNQciQm_CgICwIlHEK_Bo5smk1cWDTn7a0Y5vu0X7L-VxCbph9M&_nc_ht=scontent-lax3-2.xx&oh=50bbd184a98a6c425b83aa73656bd9f8&oe=5EEE26E5
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