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Posted (edited)
I have been having this problem as well, tried with 2 different people hosting, the host can get into their aircraft but the other player cannot.

 

Did you ever get this resolved?

 

Tried it a number of times and have followed both the readme and the suggestions on this thread but to no avail

 

 

 

I have 4 clients and we are experiencing the same issue with only the host being able to enter the cockpit by pressing F1

 

*EDIT- Mbot- I fixed this by opening the Mission after generation, and UNCHECKING the "Uncontrolled" for the players aircraft. The mission worked and saved afterwords, hope this helps figure what is going on there! I was worried this would break out mission but it actually worked correctly, debriefed and saved

Edited by Hook47
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Posted
I have 4 clients and we are experiencing the same issue with only the host being able to enter the cockpit by pressing F1

 

*EDIT- Mbot- I fixed this by opening the Mission after generation, and UNCHECKING the "Uncontrolled" for the players aircraft. The mission worked and saved afterwords, hope this helps figure what is going on there! I was worried this would break out mission but it actually worked correctly, debriefed and saved

 

Had you run the First mission.bat and set the number of players to four beforehand or did you need to edit it after doing that steo?

Posted
Had you run the First mission.bat and set the number of players to four beforehand or did you need to edit it after doing that steo?

 

You have to edit the mission after running the .bat file.

 

I will try and do a test with the previous version of the alpha(2.04) and see if the new patch is causing the problem.

i7 2600k @ 4.4ghz

Asrock Z77 Exreme 4

16Gb DDR3 1866mhz

Samsung evo 850 SSD

Nvidia GTX 970

Posted

First of all thank you Mbot for this outstanding piece of work!!

I've got amazed running the dynamic campaign in Single player. It works flawlessly.

 

On the other hand, tested in MP, the communications with the tower and AWACS are broken. I cannot hear any of them.

We have experieced this comms problem with my squad in MP sessions and the only way to rid off this problem is to build the mission with one flight pack per MP pilot. If you add a flight pack of 4 planes (all as clients) we cannot hear the ATC and the AWACS.

 

Is there any way to modify (for the future campaign versions) the MP slots as individual packs with its own flight path? In that way there wouldn't be any problem with the comms!!!

 

Thank you mate, you have done an excelent job with the dynamic campaign!!

Posted

Got the campaign going last night, and I have to agree with Gandalf although I think we are gonna roll back to version 2.0.4 once the Viggen is in the official, as 2.05 is just way way too unstable. Last night I hosted the first mission for myself and two others. After 1.5 hrs, we gave up as one out of the three of us kept getting crash to desktops.

 

Many thanks though Mbot. Shame I cannot give the campaign a true review, but once I can I will give credit where it is due.

 

Question to anyone who has tried this in multiplayer in 2.0.4, is it stable in 2.0.4 and does the ATC work okay as in Gandalfs post?

i7 2600k @ 4.4ghz

Asrock Z77 Exreme 4

16Gb DDR3 1866mhz

Samsung evo 850 SSD

Nvidia GTX 970

Posted

On the other hand, tested in MP, the communications with the tower and AWACS are broken. I cannot hear any of them.

We have experieced this comms problem with my squad in MP sessions and the only way to rid off this problem is to build the mission with one flight pack per MP pilot. If you add a flight pack of 4 planes (all as clients) we cannot hear the ATC and the AWACS.

 

Is there any way to modify (for the future campaign versions) the MP slots as individual packs with its own flight path? In that way there wouldn't be any problem with the comms!!!

 

Since this is a DCS bug, I'd rather wait for ED to fix it properly.

 

 

Later this week I want to spend some time to finally fix that painful coop spawn problem.

Posted (edited)

Since Version 1.02 I have a little problem with my wingmen : they refuse to move and take off with me :(

Escort F-5 of my package took off and made it's mission but I was alone for mine ...

Version 1.01 was working well ...

Can't find where the problem is in mission editor !

Edited by PB0_CEF

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted
Since Version 1.02 I have a little problem with my wingmen : they refuse to move and take off with me :(

Escort F-5 of my package took off and made it's mission but I was alone for mine ...

Version 1.01 was working well ...

Can't find where the problem is in mission editor !

 

Am I the only one with this problem ?

[/url]All known Dynamic Campaign Engine Campaigns

Last DCE news : Crisis in PG - Iran-Iraq War - TF-71 - TF80s - War over Beirut ...

 

Posted

I don't have the wingman hang up issue but it is a pain that they don't start to taxi with you. So sounds like what the best thing to do is start it and select go task and rejoin then tell them to rejoin when airborn.

Posted

I might just not be understanding something, but I'm having an issue getting my AI wingmen to actually attack the mission objectives.

 

I've found like others that if you wait for the other AI flights to take off before taxiing, and then tell your flight to "go to route", and then tell to rejoin formation after airborne they'll take off and rejoin.

 

However, when approaching the target area I give them the command to engage mission and rejoin and they peel off and fly to some random place on the map instead of attacking the assigned mission targets.

 

Am I doing something wrong?

Posted
Do I have to start a new campaign when upgrading to ver 1.03?

 

I think it should be safe to just replace the scripts folder and using the skipmission.bat once. Then the next mission should be created with the new standard.

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