Ciribob Posted October 26, 2015 Author Share Posted October 26, 2015 Unfortunately not. Off the top of my head the easiest way is to pre place (or spawn) the units on the deck. I should have some time tomorrow evening to take a quick look. I'll see if I can knock up a snippet that'll work. 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 Link to comment Share on other sites More sharing options...
Ciribob Posted October 27, 2015 Author Share Posted October 27, 2015 New version of the CTLD Script v.1.35 - 1.5 Compatible! Make sure you have the new MIST 4.0.57 ! Change log: Changed default AA System for Blue back to the HAWK and KUB for Red Ships can now be used as a pickup zone by adding the ship UNIT NAME to the ctld.pickupZone list Added an extra option to the pickupZone configuration to store the current number of groups available in a zone in a flag. You can use this flag number and value in triggers Added Mission Editor function ctld.unloadTransport so you can unload a transport using a DO SCRIPT as long as the transport is on the ground Added Mission Editor function ctld.changeRemainingGroupsForPickupZone so you can add or remove the remaining number of groups at a zone. When upgrading a 1.2 mission to 1.5: Remove and Re-add the beacon.ogg and beaconsilent.ogg using a Sound to country Action Make sure you have the latest mist loaded as a DO SCRIPT before CTLD's DO SCRIPT. You must not use "On Mission Start" or "Initialization Script" as these are bugged Double check your zone names and coalition match the new pickup and dropoff zones list. Option to set a zone for use by both sides for ease and most zones are active by default Please see Readme and Github for latest code and how to use Link:https://github.com/ciribob/DCS-CTLD As always, please let me know if you have any issues or suggestions! 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 Link to comment Share on other sites More sharing options...
pdmarsh Posted October 31, 2015 Share Posted October 31, 2015 I am having a similar issue with CTLD that I first experienced with CTTS. After dropping AI troops, they will not engage the enemy. In the case of CTLD, the troops will begin to move toward the enemy troops, but not only are they in single file, they stop as soon as the first shot is fired and will not engage or move any further. In my mission, the AI troops have to move up a slight incline to see and engage the enemy. As soon as the first AI troop reaches the crest, shots are fired and the AI troops stop moving as I noted, so the rest don't even see the enemy as yet. In the case of CTTS, this problem was resolved by script written by Chump and posted below. I tried to replace the findnearestenemy script in CTLD with this code, but it didn't work (which I was afraid would be the case). If anyone has any suggestions on how to improve the behavior of the AI troops, I would greatly appreciate it. I am trying get one of my missions updated from DCSW 1.0 to DCSW 1.5. Thanks, Paul -- Find nearest enemy to coalition according to a reference position function FindNearestEnemy(refpos, radius, groupside) local minDist = maxDistEnemy if radius == 0 then minDist = 50 end local EnemyPos = nil local destination = nil local xdest = nil local ydest = nil local selected = nil local group = nil local groupName = nil local units = nil local leader = nil local leaderpos = nil local dist = nil local RedList = coalition.getGroups(1, Group.Category.GROUND) local BlueList = coalition.getGroups(2, Group.Category.GROUND) local tbl = nil if groupside == 2 then tbl = RedList elseif groupside == 1 then tbl = BlueList end for i = 1, #tbl do if tbl[i] ~= nil then groupName = tbl[i]:getName() group = Group.getByName(groupName) if group ~= nil then units = group:getUnits() if units ~= nil then for x = 1, #units do if units[x]:getLife() > 0 then leader = units[x] break end end if leader ~= nil then leaderpos = leader:getPoint() dist = GetDistance(refpos.x, refpos.z, leaderpos.x, leaderpos.z) if dist < minDist then minDist = dist EnemyPos = leaderpos end end end end end end if EnemyPos ~= nil then xdest = EnemyPos.x + math.random(100, 200) - math.random(100, 200) ydest = EnemyPos.z + math.random(100, 200) - math.random(100, 200) else xdest = refpos.x + math.random(0, radius) - math.random(0, radius) ydest = refpos.z + math.random(0, radius) - math.random(0, radius) end local destination = { x = xdest, y = ydest, } return destination end [sIGPIC][/sIGPIC] DCSFlightpanels - Utility for Saitek Pro Flight Panels for DCS World Custom Saitek B.I.P. Tiles for DCSFlightpanels Saitek Switch Panel Template for DCSFlightpanels Link to comment Share on other sites More sharing options...
ESAc_matador Posted October 31, 2015 Share Posted October 31, 2015 I am having a similar issue with CTLD that I first experienced with CTTS. After dropping AI troops, they will not engage the enemy. In the case of CTLD, the troops will begin to move toward the enemy troops, but not only are they in single file, they stop as soon as the first shot is fired and will not engage or move any further. In my mission, the AI troops have to move up a slight incline to see and engage the enemy. As soon as the first AI troop reaches the crest, shots are fired and the AI troops stop moving as I noted, so the rest don't even see the enemy as yet. In the case of CTTS, this problem was resolved by script written by Chump and posted below. I tried to replace the findnearestenemy script in CTLD with this code, but it didn't work (which I was afraid would be the case). If anyone has any suggestions on how to improve the behavior of the AI troops, I would greatly appreciate it. I am trying get one of my missions updated from DCSW 1.0 to DCSW 1.5. Thanks, Paul -- Find nearest enemy to coalition according to a reference position function FindNearestEnemy(refpos, radius, groupside) local minDist = maxDistEnemy if radius == 0 then minDist = 50 end local EnemyPos = nil local destination = nil local xdest = nil local ydest = nil local selected = nil local group = nil local groupName = nil local units = nil local leader = nil local leaderpos = nil local dist = nil local RedList = coalition.getGroups(1, Group.Category.GROUND) local BlueList = coalition.getGroups(2, Group.Category.GROUND) local tbl = nil if groupside == 2 then tbl = RedList elseif groupside == 1 then tbl = BlueList end for i = 1, #tbl do if tbl[i] ~= nil then groupName = tbl[i]:getName() group = Group.getByName(groupName) if group ~= nil then units = group:getUnits() if units ~= nil then for x = 1, #units do if units[x]:getLife() > 0 then leader = units[x] break end end if leader ~= nil then leaderpos = leader:getPoint() dist = GetDistance(refpos.x, refpos.z, leaderpos.x, leaderpos.z) if dist < minDist then minDist = dist EnemyPos = leaderpos end end end end end end if EnemyPos ~= nil then xdest = EnemyPos.x + math.random(100, 200) - math.random(100, 200) ydest = EnemyPos.z + math.random(100, 200) - math.random(100, 200) else xdest = refpos.x + math.random(0, radius) - math.random(0, radius) ydest = refpos.z + math.random(0, radius) - math.random(0, radius) end local destination = { x = xdest, y = ydest, } return destination end this is a DCS issue. WHen they got shot, they stop and start firing. If you want them to move forward in F10 view, put them in red condition... problem is they move and they got fired, and probably killed. So, you have to do this with other group covering. i suggest you to use the firesupression script. Link to comment Share on other sites More sharing options...
ESAc_matador Posted October 31, 2015 Share Posted October 31, 2015 Onother one!!! Now, we have the automatic loading in a pick zone. THen we have the preload option. Now, ctld.unloadTransport. My intentions is to have also a ctld.loadtransport. so,any extractable unit will load into the tranpsort. WHat i want to do is, witha single radio command ( i can do myself) activate a flag to load such transports. I guess it wont take you too long. ;) REgards!!!! Link to comment Share on other sites More sharing options...
pdmarsh Posted October 31, 2015 Share Posted October 31, 2015 this is a DCS issue. WHen they got shot, they stop and start firing. If you want them to move forward in F10 view, put them in red condition... problem is they move and they got fired, and probably killed. So, you have to do this with other group covering. i suggest you to use the firesupression script. @ESAc_matador -- You could very well be correct, but I must say that the script written by Chump as posted did indeed resolve the issue, so I'm doubtful that it is strictly a DCS issue. Yes, lots of the AI troops do get killed, but it makes for a heck of a battle to watch. You just keep dropping fresh troops until the job is done. I will try the firesupression script again, but the last time I tried it I was getting game crashes. In any case, thanks for your response and suggestions. Paul [sIGPIC][/sIGPIC] DCSFlightpanels - Utility for Saitek Pro Flight Panels for DCS World Custom Saitek B.I.P. Tiles for DCSFlightpanels Saitek Switch Panel Template for DCSFlightpanels Link to comment Share on other sites More sharing options...
Ciribob Posted October 31, 2015 Author Share Posted October 31, 2015 @ESAc_matador -- You could very well be correct, but I must say that the script written by Chump as posted did indeed resolve the issue, so I'm doubtful that it is strictly a DCS issue. Yes, lots of the AI troops do get killed, but it makes for a heck of a battle to watch. You just keep dropping fresh troops until the job is done. I will try the firesupression script again, but the last time I tried it I was getting game crashes. In any case, thanks for your response and suggestions. Paul Hi Paul, Unfortunately that code above is just a longer version of my findNearestEnemy function and they'll give pretty much the same result but nice try! :) The reason the troops stop is as ESAc_matador says, the troops will stop moving as soon as they come under fire which isn't controlled by the script. You can set their state to GREEN to force them to move but they'll just get mowed down. You can change this line: https://github.com/ciribob/DCS-CTLD/blob/master/CTLD.lua#L3263 To set the initial state to AI.Option.Ground.val.ALARM_STATE.GREEN rather than auto ( AI.Option.Ground.val.ALARM_STATE.AUTO) but then they wont engage when under fire but they will keep running like lemmings :smilewink: 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 Link to comment Share on other sites More sharing options...
ESAc_matador Posted October 31, 2015 Share Posted October 31, 2015 Hi Paul, Unfortunately that code above is just a longer version of my findNearestEnemy function and they'll give pretty much the same result but nice try! :) The reason the troops stop is as ESAc_matador says, the troops will stop moving as soon as they come under fire which isn't controlled by the script. You can set their state to GREEN to force them to move but they'll just get mowed down. You can change this line: https://github.com/ciribob/DCS-CTLD/blob/master/CTLD.lua#L3263 To set the initial state to AI.Option.Ground.val.ALARM_STATE.GREEN rather than auto ( AI.Option.Ground.val.ALARM_STATE.AUTO) but then they wont engage when under fire but they will keep running like lemmings :smilewink: Ups, sorry. You needed to put green state!. Actually, it si more realistic, to stop moving. i dont see many armies attacking "a la Banzai" now a days... If you use the firesupreesion. It is very good for HUEYS giving cover from the air with door gunners or rockets. If not, you have two groops, one shoot and the other advance, but then, it is difficult o do this and fly at the same time. Of course, we are talking about if you have the CA Link to comment Share on other sites More sharing options...
Ciribob Posted November 1, 2015 Author Share Posted November 1, 2015 (edited) New version of the CTLD Script v.1.36 - 1.5 Compatible! Make sure you have the new MIST 4.0.57 ! Change log: Added ctld.loadTransport and ctld.unloadTransport Mission Editor Function Added ctld.countDroppedGroupsInZone(_zone, _blueFlag, _redFlag) Mission Editor Function Added ctld.countDroppedUnitsInZone(_zone, _blueFlag, _redFlag) Mission Editor Function The countDroppedGroupsInZone and countDroppedUnitsInZone need to be run using a CONTINUOUS TRIGGER and will store the current number of extractable units or groups in the two flags specified. When upgrading a 1.2 mission to 1.5: Remove and Re-add the beacon.ogg and beaconsilent.ogg using a Sound to country Action Make sure you have the latest mist loaded as a DO SCRIPT before CTLD's DO SCRIPT. You must not use "On Mission Start" or "Initialization Script" as these are bugged Double check your zone names and coalition match the new pickup and dropoff zones list. Option to set a zone for use by both sides for ease and most zones are active by default Please see Readme and Github for latest code and how to use Link:https://github.com/ciribob/DCS-CTLD As always, please let me know if you have any issues or suggestions! Edited November 1, 2015 by Ciribob 1 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 Link to comment Share on other sites More sharing options...
pdmarsh Posted November 1, 2015 Share Posted November 1, 2015 (edited) Hi Paul, Unfortunately that code above is just a longer version of my findNearestEnemy function and they'll give pretty much the same result but nice try! :) @Ciribob -- Thanks for the info. I did try setting the state to green as you suggested, but just as you said as well, the troops ran blindly into the kill zone and never returned fire. The next thing I did was change the formation from "Off Road" to "Cone" and that did the trick. The enemy is set to return fire, so enough of my troops get over the rise before the shooting starts and are able to take out the enemy. There is one other thing I'm finding that might or might not be a setting in the CTLD.lua file. When I run the original version of this mission in DCSW 1.0, which uses CTTS.lua, Combined Arms is active and I can control the troops in the F10 map view. When I run the new version of this mission, which now uses CTLD.lua and mist.lua, CA is not active. I can't take control of anything. I did not change any other settings within the mission, such "Player can drive," so I'm not sure what has changed. When I click on the dropped troops, the screen that allows control does not appear. If you have any ideas on this, that would be appreciated as well. In any case, thanks again. I really appreciate the assistance. Paul Edit: There must something else going on with regard to CA not related to CTLD. I just ran my mission on my main sim PC and all worked well. On the PC I used for updating the mission, CA related functionality was as described above. There is probably a setting somewhere that I am missing. Edit 2: OK, I'm stupid. I was testing the mission as an observer, so CA functionality was not available to me. As a player or game master, groups and units can be controlled. All is well with the DCS world. :thumbup: Edited November 1, 2015 by pdmarsh [sIGPIC][/sIGPIC] DCSFlightpanels - Utility for Saitek Pro Flight Panels for DCS World Custom Saitek B.I.P. Tiles for DCSFlightpanels Saitek Switch Panel Template for DCSFlightpanels Link to comment Share on other sites More sharing options...
ESAc_matador Posted November 2, 2015 Share Posted November 2, 2015 Thanks Ciribob!! Regarding the ctld.loadTransport is it posible that the unit calle " tranport1" instead if pick up his group, it can pick up the nearest unit inside a zone? It is better to not link infantry unitss with transport. Better to have the option open Link to comment Share on other sites More sharing options...
Ciribob Posted November 4, 2015 Author Share Posted November 4, 2015 Thanks Ciribob!! Regarding the ctld.loadTransport is it posible that the unit calle " tranport1" instead if pick up his group, it can pick up the nearest unit inside a zone? It is better to not link infantry unitss with transport. Better to have the option open No worries, the transport isnt linked to a group. If you call ctld.loadTransport it'll load the closest group or pickup a group from a pickup zone. It works exactly the same as if a player had tried to load a group into their own transport. 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 Link to comment Share on other sites More sharing options...
Looney Posted November 6, 2015 Share Posted November 6, 2015 Excuse me for asking, I'm a .lua noob. I can't seem to get the CTLD script to work correctly under 1.2.16. It states the demo misison uses a newer version of the misison editor. Does this influence the way the script works at all or is it compatible wiht 1.2.16? [sIGPIC][/sIGPIC] Commodore 64 | MOS6510 | VIC-II | SID6581 | DD 1541 | KCS Power Cartridge | 64Kb | 32Kb external | Arcade Turbo Link to comment Share on other sites More sharing options...
Ciribob Posted November 6, 2015 Author Share Posted November 6, 2015 Excuse me for asking, I'm a .lua noob. I can't seem to get the CTLD script to work correctly under 1.2.16. It states the demo misison uses a newer version of the misison editor. Does this influence the way the script works at all or is it compatible wiht 1.2.16? This version is for 1.2 and the test mission should work fine in 1.2 as well Hope that helps! Link: https://github.com/ciribob/DCS-CTLD/archive/675f1f0d91c067886545cf107c922f0f63861964.zip Just remember if you ever upgrade to 1.5 you need to update the MIST script and CTLD to the latest version here: https://github.com/ciribob/DCS-CTLD 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 Link to comment Share on other sites More sharing options...
Looney Posted November 7, 2015 Share Posted November 7, 2015 Thanks Ciribob, I'll try it. Just for my information as a mission design newb, the script codes you mention on the github page, they need to be typed in the DO SCRIPT window to work, correct? [sIGPIC][/sIGPIC] Commodore 64 | MOS6510 | VIC-II | SID6581 | DD 1541 | KCS Power Cartridge | 64Kb | 32Kb external | Arcade Turbo Link to comment Share on other sites More sharing options...
Ciribob Posted November 7, 2015 Author Share Posted November 7, 2015 Thanks Ciribob, I'll try it. Just for my information as a mission design newb, the script codes you mention on the github page, they need to be typed in the DO SCRIPT window to work, correct? Yes correct. You need to have MIST loaded first as a DO SCRIPT FILE, then CTLD as a DO SCRIPT FILE and then after that any scripts as DO SCRIPTS. Make sure to use the TIME MORE option so all the scripts load in the correct order. 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 Link to comment Share on other sites More sharing options...
Looney Posted November 9, 2015 Share Posted November 9, 2015 I got it to work, thanks for a very, very nice script there Ciribob. Managed to get 10 troops dropped off and got a Stinger crate to its destination. Hovering over the crate was hard bu I got it working. One question I have, though not very important, we'd like to set our MANPAD unit, which we use as a human controlled JTAC, to invisible. It is at all possible to set such things to a unit using a LUA script? [sIGPIC][/sIGPIC] Commodore 64 | MOS6510 | VIC-II | SID6581 | DD 1541 | KCS Power Cartridge | 64Kb | 32Kb external | Arcade Turbo Link to comment Share on other sites More sharing options...
ESAc_matador Posted November 10, 2015 Share Posted November 10, 2015 Dont need to script. Just name the group with the manpad 'extract'. Then the guy with CA trhough F10 map can get into the unit. Link to comment Share on other sites More sharing options...
Looney Posted November 11, 2015 Share Posted November 11, 2015 I'm thinkinf of a zone where the manpad unit will be dropped which then, upon a unit being dropped/spawned there to set to invisible. [sIGPIC][/sIGPIC] Commodore 64 | MOS6510 | VIC-II | SID6581 | DD 1541 | KCS Power Cartridge | 64Kb | 32Kb external | Arcade Turbo Link to comment Share on other sites More sharing options...
Cibit Posted November 11, 2015 Share Posted November 11, 2015 Is this working in 1.5 by any chance? i5 8600k@5.2Ghz, Asus Prime A Z370, 32Gb DDR4 3000, GTX1080 SC, Oculus Rift CV1, Modded TM Warthog Modded X52 Collective, Jetseat, W10 Pro 64 [sIGPIC][/sIGPIC] Adding JTAC Guide //My Vid's//229th AHB Link to comment Share on other sites More sharing options...
Looney Posted November 11, 2015 Share Posted November 11, 2015 You mean the script? We did a test yesterday and were able to set-up a HAWK SAM site, drop troops and transport crate(s) to fabricate a MANPAD and HMMV unit. [sIGPIC][/sIGPIC] Commodore 64 | MOS6510 | VIC-II | SID6581 | DD 1541 | KCS Power Cartridge | 64Kb | 32Kb external | Arcade Turbo Link to comment Share on other sites More sharing options...
ESAc_matador Posted November 11, 2015 Share Posted November 11, 2015 I'm thinkinf of a zone where the manpad unit will be dropped which then, upon a unit being dropped/spawned there to set to invisible. Ok, the CA can play as a Gamemaster, this should work Link to comment Share on other sites More sharing options...
Ciribob Posted November 11, 2015 Author Share Posted November 11, 2015 Sorry for the slow reply... One question I have, though not very important, we'd like to set our MANPAD unit, which we use as a human controlled JTAC, to invisible. It is at all possible to set such things to a unit using a LUA script? Glad you got it working, i'll have a look at this tonight. The code to mark a unit as invisible is: local _spawnedGroup = Group.getByName("Some name") local _setInvisible = { id = 'SetInvisible', params = { value = true } } local _controller = _spawnedGroup:getController() Controller.setCommand(_controller, _setImmortal) But catching the units group name or getting the unit will require a bit of thought but I'll have a look. Is this working in 1.5 by any chance? Yes the latest version on GitHub will work fine in 1.5. :) 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 Link to comment Share on other sites More sharing options...
Cibit Posted November 11, 2015 Share Posted November 11, 2015 Thank you. Corupt download for some reason. All good now thanks:thumbup: i5 8600k@5.2Ghz, Asus Prime A Z370, 32Gb DDR4 3000, GTX1080 SC, Oculus Rift CV1, Modded TM Warthog Modded X52 Collective, Jetseat, W10 Pro 64 [sIGPIC][/sIGPIC] Adding JTAC Guide //My Vid's//229th AHB Link to comment Share on other sites More sharing options...
Looney Posted November 12, 2015 Share Posted November 12, 2015 Much appreciated Ciribob! [sIGPIC][/sIGPIC] Commodore 64 | MOS6510 | VIC-II | SID6581 | DD 1541 | KCS Power Cartridge | 64Kb | 32Kb external | Arcade Turbo Link to comment Share on other sites More sharing options...
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