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Complete Transport and Logistics Deployment - CTLD


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There is my mission:

http://www.2shared.com/file/RcKxCfyw/TakeBack.html

 

Using CTLD 1.23 and Mist 3.7.51

System Specs:

 

Windows 10 Pro x64, NVidia GeForce GTX 970 Gigabyte G1 Gaming 4GB, FX 8350 4.0 Ghz ( Cooled by Custom Cooler ), 8GB DDR3 1600 Mhz , ASUS M5A97 R2.0, x1 240gb ssd (Windows) x1 120gb ssd (DCS World) x1 500gb hd, Thustmaster T Flight X, CH Pro Throttle and CH Pro Pedals

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Hi Ciribob can you clarify one question please?

 

Are you saying that the stock sling load option for DCS could crash a MP mission when using together with CTLD scipt and you recomend to use the "Virtual " Option?

 

Thanks in advance.

 

Yeah the stock sling option can crash if your heli is shot down and crashes while sling loading, or if you drop your sling load in water, or if you crash into water with a slingload. It only seems to happen if there are more than two clients on multiplayer and never occurs on single player.

 

If you've never had a crash, I'd carry on with the stock sling loading as it's more "real", but if you do start having crashes, switch to the "virtual" option which i've now set as the default.

 

To switch back to real sling loading, just set ctld.slingLoad = true at the top of the script

 

:)

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

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There is my mission:

http://www.2shared.com/file/RcKxCfyw/TakeBack.html

 

Using CTLD 1.23 and Mist 3.7.51

 

Thanks. You've got a lot of scripts in there!

 

The error is from the GCI.lua script not the CTLD

 

If you change this line in it from

if (not status) then env.error(string.format("Error while handling event\n\n%s",err), true) end

 

to

 

if (not status) then env.error(string.format("Error while handling event\n\n%s",err), false) end

 

The "true" to a "false" then if the error occurs it wont show an error box and should carry on working.

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

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Thanks Ciribob.

 

So a regular mission without the script loades hasn´t any adverse effect?

" You must think in russian.."

[sIGPIC][/sIGPIC]

 

Windows 7 Home Premium-Intel 2500K OC 4.6-SSD Samsung EVO 860- MSI GTX 1080 - 16G RAM - 1920x1080 27´

 

Hotas Rhino X-55-MFG Crosswind Rudder Pedals -Track IR 4

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Thanks Ciribob. I disable CGI script, anyway i dont need it anymore :)

System Specs:

 

Windows 10 Pro x64, NVidia GeForce GTX 970 Gigabyte G1 Gaming 4GB, FX 8350 4.0 Ghz ( Cooled by Custom Cooler ), 8GB DDR3 1600 Mhz , ASUS M5A97 R2.0, x1 240gb ssd (Windows) x1 120gb ssd (DCS World) x1 500gb hd, Thustmaster T Flight X, CH Pro Throttle and CH Pro Pedals

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Thanks Ciribob.

 

So a regular mission without the script loades hasn´t any adverse effect?

 

Sorry Mirmidon, not sure what you mean.

 

If its an offline single-player mission:

  • Without CTLD and Sling Loading - It'll never crash (or the crash won't be caused by crates :) )
  • With CTLD and Sling Loading - It'll never crash (or the crash won't be caused by crates :) )

 

If its an Online Multiplayer mission with more than a few players:

  • Without CTLD but Sling Loading using Mission Editor Crates - Possible to crash server while Sling Loading (if get shot down or you crash)
  • With CTLD and Sling Loading (spawned or mission editor added crates) - Possible to crash server while Sling Loading (if get shot down or you crash)
  • With CTLD and Simulated Sling Loading - CTLD script wont crash the server, other bugs might :thumbup:

 

Hope that helps!

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

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Ahhh, thats crystal clear for me now.

 

So, the crash problem related to sling loads is a DCS problem not a CTLD problem.

 

I didn´t know that when flying with a sling load in DCS and getting shot donw DCS could crash....

 

Thanks for your clarifications.

" You must think in russian.."

[sIGPIC][/sIGPIC]

 

Windows 7 Home Premium-Intel 2500K OC 4.6-SSD Samsung EVO 860- MSI GTX 1080 - 16G RAM - 1920x1080 27´

 

Hotas Rhino X-55-MFG Crosswind Rudder Pedals -Track IR 4

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Ahhh, thats crystal clear for me now.

 

So, the crash problem related to sling loads is a DCS problem not a CTLD problem.

 

I didn´t know that when flying with a sling load in DCS and getting shot donw DCS could crash....

 

Thanks for your clarifications.

 

No worries :)

 

Out of interest, have you had any crashes on your missions with the script? Or have you never been shot down? :D

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

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Zero crashes but that´s because we have never used a sling load in our missions.

 

But all, and i´m saying, ALL, runs smooth and flawless. Beacons, cargos, transports, etc. For all clients and in any condition. No matter how many aircraft change in the MP session, or connect-disconnect number.

 

It´s a great script and a great job. Our missions will never gonna be the same thanks to you.

" You must think in russian.."

[sIGPIC][/sIGPIC]

 

Windows 7 Home Premium-Intel 2500K OC 4.6-SSD Samsung EVO 860- MSI GTX 1080 - 16G RAM - 1920x1080 27´

 

Hotas Rhino X-55-MFG Crosswind Rudder Pedals -Track IR 4

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Zero crashes but that´s because we have never used a sling load in our missions.

 

But all, and i´m saying, ALL, runs smooth and flawless. Beacons, cargos, transports, etc. For all clients and in any condition. No matter how many aircraft change in the MP session, or connect-disconnect number.

 

It´s a great script and a great job. Our missions will never gonna be the same thanks to you.

 

Thanks! Glad to hear its been working! :D

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

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Can you correct me, if i am wrong:

with ctld.createRadioBeaconAtZone, i can place a radio beacon with a random frequency - is it possible to add a new parameter? To give the radio beacon a fix frequency (and by default, keep it on random)?

Playing: F-16C

Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof.

Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh

Ghost0815

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Can you correct me, if i am wrong:

with ctld.createRadioBeaconAtZone, i can place a radio beacon with a random frequency - is it possible to add a new parameter? To give the radio beacon a fix frequency (and by default, keep it on random)?

 

Currently it doesnt support that, It would have to be 3 frequencies, UHF, VHF and second UHF in the low megahertz for the huey FM radio but it shouldn't be too hard to add. Although I could make it so you can add one or two and it'll pick a random frequency for which ever is missing.

 

I'm pretty busy over the next week or so but I'll have a look at adding it!

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

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May i understand it still wrong - how do i know, with freq. the script set for the zone.

 

Example: i set a trigger zone and use ctld.createRadioBeaconAtZone. How do i know which freq. need to set in the A-10C oder Mi-8 or UH-1H?

Playing: F-16C

Intel i7-13700KF, 64GB DDR5 @5600MHz, RTX 4080 ZOTAC Trinity, WIN 11 64Bit Prof.

Squadron "Serious Uglies" / Discord-Server: https://discord.gg/2WccwBh

Ghost0815

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May i understand it still wrong - how do i know, with freq. the script set for the zone.

 

Example: i set a trigger zone and use ctld.createRadioBeaconAtZone. How do i know which freq. need to set in the A-10C oder Mi-8 or UH-1H?

The script will add an f10 radio command so all aircraft that are the same coalition can see the beacon frequencies :)

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

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  • 2 weeks later...

Hello all !

I discovered this scipt two days ago and i am testing width it. It give a new dimension to de helis misions !

Thanks a lot and congrats for your work!!

 

And now, a couple of cuestions/issues...

I am making a mission where you need to rescue some hostages, those are transported in a enemy bus width some scorts vehicles. The idea is eliminate the scort and then, the bus stop. In that moment i want to spawn the hostages outside the bus, and then rescue them width a helo.

The thing is.. i never know where the bus is going to stop, so i can't use ctld.spawnGroupAtTrigger() becouse i dont have a trigerzone.

I can preload the bus with the units(hostages), using ctld.preLoadTransport() but how i can drop they when the bus stops?

And probably, i will need to setup the coalition of the dropped hostages, or they probably want to shoot me down !

 

 

I was thinking to have a function that permits drop the units widtout triggerzone, and the posibility to select the colation of the dropped units. Something like : ctld.spawnGroupAtUnit()

 

Another posibility is a function that create a triggerzone at the position of one unit, and then spawn the hostages in that triggerzone.

 

Any ideas how to make something like this?


Edited by Capt Zeen
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Another problem is if you are using enemy vehicles as escort. They will destroy your hostages transport. I have a solution for you... Let me look for it. Bit bassically i would do.

 

When escort 1, escort 2... Vehicles are destroyed.

 

Then do script: teleport to the point where the bus hostages is in this moment. I ll tell you later the exact script

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Another problem is if you are using enemy vehicles as escort. They will destroy your hostages transport. I have a solution for you... Let me look for it. Bit bassically i would do.

 

When escort 1, escort 2... Vehicles are destroyed.

 

Then do script: teleport to the point where the bus hostages is in this moment. I ll tell you later the exact script

 

Muchas gracias !

 

This is more or less what i am doing, The bus only stops when the 2 scorts are eliminated, and then is when i want to spawn the hostages, near the bus.

 

i was thinking about the posibility to teleport the hostages from a diferent side of the map. but i am really new to the mision editor, and really dont know if i can teleport to the position of one unit, using Mist or something else.

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Muchas gracias !

 

This is more or less what i am doing, The bus only stops when the 2 scorts are eliminated, and then is when i want to spawn the hostages, near the bus.

 

i was thinking about the posibility to teleport the hostages from a diferent side of the map. but i am really new to the mision editor, and really dont know if i can teleport to the position of one unit, using Mist or something else.

 

Teleporting is probably the way to go as you'll know the group name for subsequent triggers so you can detect when they're rescued.

 

Did you manage to get it working? I've been away but I could probably knock up an example over the weekend if you want?

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

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Hi,

 

I'm relatively new to mission building. I did use the CTTS script in the past but reading about this one really got my attention.

 

I want to make a transport mission comprising of 2 UH-1s (1 player and 1 AI) in which I'll be using Turkish hueys to transport US infantry to a carrier. I would like both hueys to unload their troops upon landing on the carrier or at least the AI huey should unload its troops automatically while I unload them manually.

 

The mission starts at Batumi. I have already added a USS Carl Vinson carrier battlegroup off the coast of Batumi. I have MIST as the initializing script for the mission and have used the DO SCRIPT FILE command for CTLD.lua as shown in the screenshot on the GIthub page for CTLD.lua. If have no idea what to do next and I know very little about using the editor.

 

If possible, I would like the troops not to be pre-loaded at mission start for both choppers. I would like the troops to load after both choppers have started up. It can be automatic for the AI but manual loading for me.

CPU: Core i7 7700k, Mobo: GA-Z270x Gaming 7 rev. 1, RAM: 2 x 8GB DDR4 Corsair Vengeance 3200 MHz, GPU: Zotac GTX 1060 Amp Edition, SSD: Samsung 850 pro 512 GB, SSD: 2 x Samsung 850 EVO 512 GB (RAID 0), Intel 530 Series 240GB SSD, HDD: WD 2TB Caviar Black, TrackIR 5, Logitech Extreme 3D Pro, CH PRO Pedals.

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Hi,

 

I'm relatively new to mission building. I did use the CTTS script in the past but reading about this one really got my attention.

 

I want to make a transport mission comprising of 2 UH-1s (1 player and 1 AI) in which I'll be using Turkish hueys to transport US infantry to a carrier. I would like both hueys to unload their troops upon landing on the carrier or at least the AI huey should unload its troops automatically while I unload them manually.

 

The mission starts at Batumi. I have already added a USS Carl Vinson carrier battlegroup off the coast of Batumi. I have MIST as the initializing script for the mission and have used the DO SCRIPT FILE command for CTLD.lua as shown in the screenshot on the GIthub page for CTLD.lua. If have no idea what to do next and I know very little about using the editor.

 

If possible, I would like the troops not to be pre-loaded at mission start for both choppers. I would like the troops to load after both choppers have started up. It can be automatic for the AI but manual loading for me.

 

If you've managed to set it all up you're pretty much there :)

 

If you name the two Hueys helicargo1 and helicargo2 that'll make them able to load an unload troop. I'd preload the troops into the AI Huey but you can either load the troops from a zone you create or create an infantry group and name them extract1.

 

If you create a trigger zone on the carrier called dropzone1 then the AI Huey will automatically drop troops when it's in that zone but you'll have to manually unload the troops.

 

Have a look at the example mission on Github if you get stuck as there are examples of preloading troops as well as auto load and unload zones.

 

Good luck and feel free to ask for more help if needed :thumbup:

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

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Teleporting is probably the way to go as you'll know the group name for subsequent triggers so you can detect when they're rescued.

 

Did you manage to get it working? I've been away but I could probably knock up an example over the weekend if you want?

 

Well, i was making some test creating a new function using mist.getLeadPos() and then passing the position to ctld.spawnDroppedGroup()

 

But when i call the function nothing happens, so probbaly i am doing dsomething wrong.

 

This is the function, if you want to check:

 

 

function ctld.spawnGroupAtGroup(_groupSide, _number, _GroupName, _searchRadius)

 

 

local posicion = mist.getLeadPos(_GroupName)

 

 

 

local _country

if _groupSide == "red" then

_groupSide = 1

_country = 0

else

_groupSide = 2

_country = 2

end

 

if _number < 1 then

_number = 1

end

 

if _searchRadius < 0 then

_searchRadius = 0

end

 

 

local _groupDetails = ctld.generateTroopTypes(_groupSide, _number, _country)

 

local _droppedTroops = ctld.spawnDroppedGroup(posicion, _groupDetails, false, _searchRadius);

 

if _groupSide == 1 then

 

table.insert(ctld.droppedTroopsRED, _droppedTroops:getName())

else

 

table.insert(ctld.droppedTroopsBLUE, _droppedTroops:getName())

end

end

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Well, i was making some test creating a new function using mist.getLeadPos() and then passing the position to ctld.spawnDroppedGroup()

 

But when i call the function nothing happens, so probbaly i am doing dsomething wrong.

 

This is the function, if you want to check:

 

 

function ctld.spawnGroupAtGroup(_groupSide, _number, _GroupName, _searchRadius)

 

 

local posicion = mist.getLeadPos(_GroupName)

 

 

 

local _country

if _groupSide == "red" then

_groupSide = 1

_country = 0

else

_groupSide = 2

_country = 2

end

 

if _number < 1 then

_number = 1

end

 

if _searchRadius < 0 then

_searchRadius = 0

end

 

 

local _groupDetails = ctld.generateTroopTypes(_groupSide, _number, _country)

 

local _droppedTroops = ctld.spawnDroppedGroup(posicion, _groupDetails, false, _searchRadius);

 

if _groupSide == 1 then

 

table.insert(ctld.droppedTroopsRED, _droppedTroops:getName())

else

 

table.insert(ctld.droppedTroopsBLUE, _droppedTroops:getName())

end

end

 

this is what I use.

 

mist.teleportToPoint({groupName="hostages",point=Group.getByName("hostagesbus"):getUnit(1):getPosition().p,action="respawn",disperse = false,maxDisp = 20,radius = 30, innerRadius = 20, route = nil,})

 

with this, you will get the Hostages group teleported where the hostage bus is, with the formation position you give them in the editor. If you want you can choos aleatory positions giving "disperse=true" and then the other values, maxDisp, radius, inner radius and route. Check in hoggit for more info, but this should work. i use it for instance in a convoy. When they pass through a certain point, one of the units explode, and I teleported the soldiers to other unit not exploded. You can play around... now, the good point is that you can name the unit "extract" and they can be transported by Helicopter with CTLD script.

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this is what I use.

 

mist.teleportToPoint({groupName="hostages",point=Group.getByName("hostagesbus"):getUnit(1):getPosition().p,action="respawn",disperse = false,maxDisp = 20,radius = 30, innerRadius = 20, route = nil,})

 

with this, you will get the Hostages group teleported where the hostage bus is, with the formation position you give them in the editor. If you want you can choos aleatory positions giving "disperse=true" and then the other values, maxDisp, radius, inner radius and route. Check in hoggit for more info, but this should work. i use it for instance in a convoy. When they pass through a certain point, one of the units explode, and I teleported the soldiers to other unit not exploded. You can play around... now, the good point is that you can name the unit "extract" and they can be transported by Helicopter with CTLD script.

 

Thanks Matador!

 

Thats just what I was going to dig up :)

 

Stuck it in a code block so you can copy paste easier

mist.teleportToPoint({groupName="extract1",point=Group.getByName("hostagesbus"):getUnit(1):getPosition().p,action="respawn",disperse = false,maxDisp = 20,radius = 30, innerRadius = 20, route = nil,})

Scripts: Complete Transport And Logistics Deployment - CTLD / CTLD Examples - Lots of example of how to use CTLD

CSAR Script - Downed Pilot Rescue / Dedicated Server Script - Automatically launch DCS Multiplayer server at startup

Range Scoring Script - Get scores and counts hits on targets for gunnery or bombs / SimpleSlotBlock - Multiplayer dynamic Slot Blocking Script

 

Projects: DCS-SimpleRadio Standalone - DCS Radio Integration for All Aircraft - NO TeamSpeak Required! :)

DCS-SimpleRadio Troubleshooting Post / DCS-SimpleRadio Free Support Channel on Discord

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If you've managed to set it all up you're pretty much there :)

 

If you name the two Hueys helicargo1 and helicargo2 that'll make them able to load an unload troop. I'd preload the troops into the AI Huey but you can either load the troops from a zone you create or create an infantry group and name them extract1.

 

If you create a trigger zone on the carrier called dropzone1 then the AI Huey will automatically drop troops when it's in that zone but you'll have to manually unload the troops.

 

Have a look at the example mission on Github if you get stuck as there are examples of preloading troops as well as auto load and unload zones.

 

Good luck and feel free to ask for more help if needed :thumbup:

 

I named the AI huey as transport1. I had two ground units: extract1 and extract2. However upon starting the mission I would always get the message after 5 seconds that the AI helo has loaded troops (even if the helicopter was airborne). I've tried placing the AI in a pickup zone at startup with and without troops near it, I placed a dropzone on the carrier and setup waypoints for the AI. I can't make the AI landed on the carrier. I also can't load troops on the AI helo.

 

Another problem (which is most probably belsimtek's concern) was that unloading while resting on the deck of the carrier caused the troops to sink into the water and they were running (yes that's right, running) in the black sea instead of swimming. Also the helo seems to be skidding slightly while on the deck of the ship.

CPU: Core i7 7700k, Mobo: GA-Z270x Gaming 7 rev. 1, RAM: 2 x 8GB DDR4 Corsair Vengeance 3200 MHz, GPU: Zotac GTX 1060 Amp Edition, SSD: Samsung 850 pro 512 GB, SSD: 2 x Samsung 850 EVO 512 GB (RAID 0), Intel 530 Series 240GB SSD, HDD: WD 2TB Caviar Black, TrackIR 5, Logitech Extreme 3D Pro, CH PRO Pedals.

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