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Posted

I'm creating a training map for the KA-50 and I put one on a carrier and one on a destroyer type ship on the back. I noticed that when I have the boats moving and I try to start up on the destroyer - the KA-50 is sliding all over the place and eventually falls into the water. On the carrier it does the same, but usually I can take off before it happens.

 

Any suggestions on how to fix this? I"m creating this in the DCS World 1.2.0.

Coder - Oculus Rift Guy - Court Jester

Posted

Work around for training missions - have all the ships stationary :-/

Lyndiman

AMD Ryzen 3600 / RTX 2070 Super / 32G Ram / Win10 / TrackIR 5 Pro / Thrustmaster Warthog HOTAS & MFG Crosswind Rudder Pedals

Posted

Unfortunately the anchor system from the Lynx is not installed on the Werewolf.

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

Posted

I found a workaround for this:

 

Place destroyer etc > Helo on top (Take off from ramp)

Create trigger zone over them

Trigger that on mission start turns Ship AI off

Trigger that when departing trigger zone turns Ship AI back on

 

Best thing I've been able to figure out with my limited ME skills...

Posted

Last I checked, multiplayer clients won't slide off moving ships, just server hosts and single player players.

Intelligent discourse can only begin with the honest admission of your own fallibility.

Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/

Lua scripts and mods:

MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616

Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979

Now includes remote server administration tools for kicking, banning, loading missions, etc.

Posted
Very clever. Cunning like a fox :D

 

who is professor of cunning at oxford university.

 

:D

Always remember. I don't have a clue what I'm doing

Posted
I found a workaround for this:

 

Place destroyer etc > Helo on top (Take off from ramp)

Create trigger zone over them

Trigger that on mission start turns Ship AI off

Trigger that when departing trigger zone turns Ship AI back on

 

Best thing I've been able to figure out with my limited ME skills...

 

Tested this with other clients last night and they kept exploding on mission start...worked great for host though.

 

Speed, have you figured out a practical way of using ships for launch/recovery? This is Tuk btw.

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