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Reccelow

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Everything posted by Reccelow

  1. Having trouble with some AI not trapping just bolter after bolter....
  2. Now, if someone could make this livery, I'd be overjoyed. I think its called the "Shamu" paint scheme after the orca...
  3. Ok this all got me interested in the KC10 Drogue again, I decided to dig in and think I got it sorted finally. First off here are the coordinates for the drogue as reported by DCS modelviewer. Modify your KC10_Extender_D.lua file with these values. I commented out (add -- in front of the line) the originals and inserted mine right below them. Now....its still a little tricky but at least the probe will contact the drogue in the right place. Here's what I find and its working: 1. The probe contacts the drogue in the proper location now and you get two calls "Contact" followed right away by "Breakaway". 2. Once that happens DONT LOOK AT THE BASKET, as it will slowly appear to creep away. Get a good sight picture, fix it in place. No /minimal relative movements and HOLD THAT POSITION. 3. Disregard the basket. It will start to creep away slowly and you get the call "You're taking fuel" DONT CHASE THE BASKET. 4. The basket will slowly creep back and forth to your probe but DONT FOLLOW IT, hold you sight picture and you'll keep taking fuel. Here's my sight pictures and demonstration of the ready precontact, contact and taking fuel views I hold. Note the fuel total increasing. I've done it 3 times now and works each time holding position by focusing on the area I've circled in red. You will likely need to find your own points, everyone's viewpoints will differ.... Cant stress this enough DONT LOOK AT THE BASKET
  4. Sorry, this is the latest version 1.3.1...... Mod5_Pretense_caucasus_1.3.1.miz
  5. No problem, here you go. Note the heavy mod usage too, you'll need to get these or edit them out of the Mission file. As I play single only, I've added lots of AI help: Barcaps, CAS, wild weasels and patriots batteries for bluefor... ["requiredModules"] = { ["SAM Sites Asset Pack"] = "SAM Sites Asset Pack", ["Massun92-Assetpack"] = "Massun92-Assetpack", ["CLP_P8_MOD"] = "CLP_P8_MOD", ["FRENCHPACK"] = "FRENCHPACK", ["Navy Equipment"] = "Navy Equipment", ["NASAMS 3 SAM"] = "NASAMS 3 SAM", ["S_70B_Seahawk"] = "S_70B_Seahawk", ["CLP_UH60A_MOD"] = "CLP_UH60A_MOD", ["USNS Patuxtent"] = "USNS Patuxtent", ["Military Aircraft Mod"] = "Military Aircraft Mod", ["Modernized US Navy Ships by Currenthill"] = "Modernized US Navy Ships by Currenthill", ["EA_6B"] = "EA_6B", ["MIM_104_Patriot"] = "MIM_104_Patriot", }, -- end of ["requiredModules"] Mod3_Pretense1.1.11.miz
  6. I haven't used any workarounds. I set Moose, Airboss, and my extra spawns at the top of the list as Mission Start (I assume they execute first?) I can send you those scripts too if you want to try them. And yes, I get complete Pretense missions, options, XP awards all from the carrier. See my earlier post on how to add a carrier to the mission.
  7. I'm still having success with Moose and Airboss in each iteration. Also using Moose SPAWN for recurring carrier Barcap and strike. Using Moose 279 (dev branch). Looking forward to trying the MANTIS
  8. Thanks to Beldin for allowing me test of the FORD class. So far this is great! I've got Moose and Airboss working for automated carrier cyclic ops. Attached for others is the modified MOOSE.lua base script and the test Airboss script for CVN-78 (just the Ford so far I'll add the others in next) To use: Create a mission. Add the Moose and Airboss scripts in the ME as Mission Start triggers (Moose first), add CVN-78 and 3 Late Activated airframes (placed anywhere, dosnt matter for late activated) with a start time of 10:20, weather is up to you as the ship will begin it's turn into wind about 10:25 for a 10:30 cycle: 1. E2D : Group name Wizard, and give it the callsign Wizard too 2. S3B (Or even better the F/A-18E mod tanker) :Group name CVNTanker 3: SH60 or UH60: Group name CVNRescue Happy CQ Important : Group name AND ship name for Airboss to work is CVN-78 AirbossCombo_CVN78_Test1.luaMoose2719FORDNoWO.lua
  9. Yes, regarding the KC10 drogue tanker , have your wingman tank from the basket first and note the offset when he is "connected". Pause the sim at that point and take few screenshots from numerous angles. Its been some time, but I think the spot was a few feet behind and to the right of the the basket.....
  10. If I add a ship to a mission, I don't see the CA control. It is available in some missions I've downloaded, but not one I create. CA ir working fine in other aspects, so there must be a setting or script to run in the ME? This illustrates the issue. First image is from a mission I downloaded, second is one I created. If I add a CGN to my mission, no CA control....
  11. I get that too, try disabling jester (its a jester menu item from the front seat) before you start setting up for the lgb bomb run. This works for me, but sometimes I forget to re-enable jester on the egress and wonder why he isn't painting targets on the radar.......
  12. Regarding the KC-10. What I did in the past is to make my wingman tank first (the AI were able to last time I tried, some time ago...) then when it's apparent he's taking fuel, pause and examine the AI pilots probe position closely. As someone stated its off by a few feet so takes a bit imaginative vision to get it. I was able to get the contact call after much jousting, pausing and screenshotting the cockpit views to nail a couple reference points. Then the tanker went into a turn and I gave up..... good luck!
  13. Ok, figured a method to add carrier ops in for single player. I don't do multiplayer so cant say if this works or not for that. 1. Add in your Moose & Airboss script triggers as "Mission Start" item and at the top of the list 2. In ME, find the "Batumi" command trigger zone zone that covers the whole Batumi base area (not any of the smaller zones inside it). It is a DCS "Quad Point" trigger zone. 3. Click "edit" to extend two sides of the zone out to an area that can cover your carrier placement. I've used a distance of 180nm which gives my carrier a run of 40nm and dosent distort the stock area over Batumi too much, enough to cover a typical carrier cycle of about 30nm (I set my Airboss recovery windows for 1 hour which matches well) then the carrier will run back to its starting point to begin the second cycle still in the extended Batumi command zone. 4. Now when you spawn on deck, you can select and accept missions.
  14. Excellent job on this, enjoying it a lot. I only fly SP and was able to test adding a carrier and Moose/Airboss. Both work, no issues. Can I add a linked trigger zone in ME to the carrier then configure it to a Blue Command zone to accept missions on deck? For now I'm launching, landing at Batumi, rearm & dial/accept a mission.
  15. No sorry. I've posted the EDM file , it's as far as I got. Hopefully someone who knows what they're doing can get it going.
  16. I thought I had seen this livery made for the 60L, but cant find it now. Anyone have it? null null
  17. Fantastic work and skins. Is the paintkit available somewhere? Looking to do this for CVW-8 (Fear the Bones F-14 Campaign...)
  18. Have had good luck by removing TacView. Holding past 5 missions now with no freezing.
  19. Pretty tough to troubleshoot the F2 freezing, no consistant errors in the logs. Have disabled all mods with no effect. Tried removing TacView. So far 5 mission complete with no F2 (or any) game freezing. Added back all mods, cycling external views with carriers and all kinds of AI for a good 30 minutes....still good. Fingers crossed...
  20. On Syria map, flying out from Haifa to the (super) carrier. I do have static and AI F-14's on the deck placed via ME. Midflight hang, in cockpit. Last entry in log: 1.) Torso: Step=Undefined, Unit=Torso1, Airframe=F-14B) 2022-10-30 17:36:23.310 ERROR APP (Main): Error: Unit [F-14A-135-GR]: Corrupt damage model. 2022-10-30 17:36:23.325 INFO SCRIPTING (Main): EMBD.fuelTest event birth found 2022-10-30 17:36:23.325 INFO SCRIPTING (Main): EMBD.fuelTest event birth found, fuel: 0.65541642904282 2022-10-30 17:36:23.325 INFO SCRIPTING (Main): EMBD.collectSpawned started 2022-10-30 17:36:23.325 INFO SCRIPTING (Main): EMBD.collectSpawned unit is a flying thing, removed
  21. Happened to me too today first time ever. Set up a test run on 2.8, Syria map doing a sightseeing tour in the F14B and did a F2 view and got a hard freeze.
  22. Hi, I dont see these on the user files. Would you still have them? Cheers
  23. I cant recall exactly, I experimented on and off for some time (as I really don't understand what the values do...) Changing some would "cut" the wake in sections, some would make it stop and start. I just kept tinkering with it until it worked out to the way I wanted. Very much akin to the "infinite monkeys typing on infinite typewriters will produce a masterpiece..." methodology. I encourage anyone who understands the coding/scripting to keep going on it. Hopefully ED will incorporate the best results into a release for everyone.
  24. You're welcome, the difference it makes in Cat 1 approaches is amazing. The "crossing the wake" is a real SA boost for me. Keep up your excellent work, looking forward to the RAG
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