Jump to content

funkyfranky

ED Closed Beta Testers Team
  • Posts

    2523
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by funkyfranky

  1. Also wanted to ask for more axis inputs. I know how to tweak the default.lua, but as LeCuvier said, what we can add is by no means optimal. Creating a curve does not fully solve the issue. It would be nice that if an aircraft gets an overhaul, the inputs were also brought to the standard of the newer aircraft. Especially, when this is an update we have to pay for. Thanks.
  2. Yeah, I have seen that as well. Did not record a track file yet, but there is definitely an issue. My mission was working just fine. But that changed in one of the last updates. Not the latest. The bug is around already a bit longer. It looks a bit like they perform a strange dance ;)
  3. When switching to the beta version, should we uninstall the stable version first? Or can we simply install the beta "on top"?
  4. Good job and good info! Thanks, Flappie :thumbup:
  5. It is important that you realize that an access violation CTD is 99.9% a DCS issue and should be looked at by ED. Of course, it is good to inform the author of the lua script,so he can maybe have a look at a potential workaround. But it is certainly ED's job to eliminate the root cause of this issue.
  6. You have to enable it now via https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Rat.html##(RAT).RadioMenuON
  7. Check your second trigger ONCE(SAR Helo) in the miz. You are loading Moose (twice) instead of the helo script.
  8. Could be a couple of things. For example, Bassel Al-Assat could be out of range from the departure airbase(s) you set.
  9. Oh, that would be terribly confusing for everyone ;) The airbase name are always exactly the same as spelled in the mission editor. They are retrieved from the DCS API functions.
  10. :lol:yeah, that stuff always looks nice. Use for example :SetTerminalType(AIRBASE.TerminalType.OpenBig) to avoid the hardened shelters for bigger aircraft.
  11. Parking spots with hardened shelters are of terminal type 72 as returned by the DCS getParking function. That should be 68. Furthermore, all other parking spots are of type 104, which is generally for larger aircraft. Some should be type 72. Helo spots (type 40) seem to be correct. This makes dynamic spawning extremely difficult! Attached an image of Incirlik but it applies to all airbases.
  12. yeah, finding parking spots for larger aircraft is really difficult in DCS. you can set terminal types but the big ones often make problems. I implemented a scan that checks the vicinity around the parking spot for statics and scenery. Not sure if it is enabled by default. Make sure you use airbase names exactly as spelled in the mission editor. For example, Dubai is called "Dubai Intl".
  13. You have to specify the name of the carrier unit ("Unit #001") not that of the group ("CVN-71") in the script. (A ship group could have multiple carriers and the script would not know which one you mean.) Note: There might be other issues as you also have the RESCUEHELO and RECOVERYTANKER in your script file but I do not see any late activated groups in your pics.
  14. Something like local Speed=50 -- km/h local Formation="Off Road" local zone1=ZONE:New("Zone Alpha") local zone2=ZONE:New("Zone Bravo") local wp={} wp[1]=zone1:GetCoordinate():WaypointGround(Speed, Formation) wp[2]=zone2:GetCoordinate():WaypointGround(Speed, Formation) GROUP:FindByName("My Mobile Ground Group"):Route(wp) will route them off road to trigger zone "Alpha" and "Bravo". In general, you need a set of coordinates, create waypoints and use :Route() on the waypoint table.
  15. Your script looks good. There is no reason I can see why there is a difference between what you do and the demo mission. Do you see the subtitles on the right or left side? If you see them on the right side, you have no radio relay (which you script suggests). The subtitles are then messages you see independent if you have the sound files in the right place or not. So two things could be: 1. You don't have all sound files in the right place. 2. You did not change your frequency to 264 MHz to hear the LSO calls. Hope this helps :)
  16. Which is a pity as it makes it very difficult to destroy a group of targets with a single "fire at point" task, even if you launch 20 missiles :cry:
  17. Infantry won't move if alarm state is red. Set it to auto.
  18. Please allow naval and ground groups to go backwards (negative speed). This would enable us to solve a lot of problems where these groups get stuck. (Of course, better solutions for this long standing problem are also welcome).
  19. Yeah, i was also positively surprised when I noticed the fireworks. Check from timestamp 7:10
×
×
  • Create New...