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Everything posted by Friar
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So, had an issue (or so I thought with the 0 on the number pad of my pc keyboard not working, or so I thought... Must be a duff keyboard I thought. So I bought a new one, only to find that this new one is doing the same. I have a pin that I need to type to enter my windows 10 account on my pc. It has a 0 in it. The number pad will work for that. If I open notepad for example and try hitting the 0 nothing happens (and before some smarty-pants comments the 0 in this post are entered via the the top row). The number pad 0 does nothing? Joystick / throttle NOT plugged in so no binding override. Any ideas?
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Stalingrad Campaign - Concept Map available on server
Friar replied to Friar's topic in IL-2 Sturmovik: Great Battles Series
That sounds really weird, and defiantly needs checking? Hopefully Mr Walker or Mr Daniels were not playing with you? @Sid - I will look to move the monument to a more discrete position. @Ben griffiths - As Sid described. In order to check things like cargo unloads and para drops I need to use a device called a "Complex Trigger". They are heavier on cpu cycles so should be used with caution. For the landing and unloading I can turn them on and off based on the airfield being captured. For a para drop they would need to be on all the time. -
Salute Some you may have noticed a new Stalingrad map on the server. I have today just updated it to demonstrate the concepts I am hoping to use in the next campaign event. The new features are as follows; I have done away with the "flag". I think this may have been a contributor to the multi-player overload messages and replaced it with just the monument we used in the Arras Campaign. All you have to do to capture a town is to drive up to the monument. Capture points will be indicated by a YELLOW marker when neutral. If captured by Russians it will turn RED, if captured by Germans will turn BLUE. Capture points are indicated by a circle, a square or a triangle. The circle will indicate 100% of units available once captured. the square 50% and the triangle 25%. Once a town has been captured the spawn point will be 2km in the rear. This means that each side will have its own spawn points and not a single one for both sides as before. Should a side loose a captured town, they will retain their spawn point for a limited time (in testing 20 minutes but may go to 30). This will give them an opportunity to re-attack. The defending side may choose to continue their advance and attack the spawn point. There will be a number of airfields that can be captured and used by either side. Ground forces can capture an airfield. Once captured the airfield will only become fully operational once a plane has landed and unloaded cargo within a zone 100m in front of a couple of hangers. Should opposition ground forces capture the airfield, the airplane spawn point will be disabled until they can land a cargo plane. There is no tank spawn available at the airfield. If you want to have a look for yourself there are a couple of towns and airfields with test tank spawns nearby to save time travelling. I am planning to add a small number AAA units to the airfield and also some Anti-tank units to the spawn points. Please let me know what you think of these features.
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Dogz ending a little "Jolly" the only way Dogz can... https://youtu.be/SYq1XSgBfUE
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"Look, you said you left it parked by the hanger, if its not here where has it gone?"
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"I thought you said you were going to stay in the plane..."
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That's what I was thinking. Perhaps that's what you get flying a modern jet as opposed to an "older" model (place tin hat on head - take cover from in bound F14 missile)
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The co-ordinates I gave to Fenrir were those presented to me via the binoculars and using the Lazer option. This was the same target that I worked with Fruitbat the other day (and I am pretty sure the same numbers) I will check to see if the display from the tank can be changed to the pilots required format. Nice post Fen (as always) I am wondering if the format I got was based on my F10 settings? hmm....
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Edit: We (well DD_SID) have found the cause for the lack of sound in the Bronco. You will also need to edit another file in the "aircraft" folder The file is called "OV-10AAircraft.lua" Open this file in Notepad. At the top of the file there is a line which says dofile("Tools.lua") this also needs to be changed to match the name of the Tools file as previously updated dofile("OV10-ATools.lua") We have also noted the same file structure for the A4-E and Blackhawk so this will need to be updated as well using the example above.
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Salute, Having only recently started playing with the tanks in the Combined Arms module I discovered that I did not have any vehicle engine sounds in a large number of vehicles eg, the Abrams MBT, WW2 Sherman Firefly. So, I set about finding the cause. It turns out that this issue is caused by installation of certain mod planes and the sound file structure they use. The A4-E, Bronco and UH60 Blackhawk helicopter are three so far that been identified as culprits but there may be others. Planes such as the T-45 Goshawk and Phantom mods use a different method and they do not seem to be a cause. Ships also do not seem to be a conflict. If you discover an aircraft that is not included below, check the file structure and if it is the same as what I describe below, this same fix hopefully should work. When I set about finding the solution to this issue I contacted the development teams of the A4-E and the Bronco and a big shout out to 08jne01 Joshua Nelson from A4-E dev team who responded quite quickly with a fix. It was through this fix that I was able to work out how to transport the fix to other aircraft. I would also like to give a shout out to my squad mate DD_Sid who also assisted in getting this solution together. The fixes are very simple but do involve the renaming of one file and the editing of one file per aircraft (I used NotePad - other editors are available) so you may want to do a quick back up if you feel uncertain about editing the files. Please find below the steps required, as I say, if you have any other installed mod aircraft and still do not have vehicle sounds after completing these steps, check out the files and you should be able to replicate the changes I describe here on those. Please add a post if you do find another aircraft that this change works for. The fixes have been tested on 3 individual set-ups plus a server where the A4-E and Bronco are mandatory mods on our server (www.dangerdogz.com why not come and check us out, we are a fun group with no set rules about flying. We play DCS on Monday and Thursdays in the evening UK time from about 19:30 until 23:00 approx). We also fly GBS on Sundays and Tuesdays. Please Note I am not some coding guru so can not answer any questions other than what I have described below. These fixes were worked out via a desire to resolve the issue and a curious mind. Use the steps below for each applicable aircraft. I reiterate, this fix only applies to aircraft that use files within the "Sounders" folder. If you have an aircraft that does not use the files listed below and can fully prove that the plane still causes an issue for you, please let the community know. Testing Notes DD_Sid when testing has reported back that the engines sounds when flying the Bronco do not now seem as loud as before the fix and also lack sound bass resonance. If anyone reading this knows more about this (anyone from the Bronco devs perhaps?) and can contribute I am sure the community would be grateful. EDIT: See following post - This issue has now been resolved. Fix Navigate to your DCS "Saved Games" folder. The default location will be on the "C:" drive under users and your name. You may have moved yours. When there, open the "DCS" folder. Open the "Mods" folder. Open the "aircraft" folder. Within this folder will be all the folders for your installed mods. You may also have some folders that relate to saved custom views for example. When these fixes were being tested on one of our squad mates he had a Spitfire folder and that was because he had saved his cockpit view. A4-E Open the "A-4E-C" folder. Open the "Sounds" folder. Open the "Sounders" folder. Rename the "Tools.lua" to be "A4Tools.lua" Open the "Aircraft" folder. Open the "Engines" folder". Edit the file called "J52P8.lua" with notepad or similar. Edit the first line which says dofile("Tools.lua") to read dofile("A4Tools.lua") Add a second line that says dofile("Curve.lua") Save and close the file. Bronco Open the "BRONCO V1.08" folder Open the "Sounds" folder Open the "Sounders" folder Rename the "Tools.lua" to be "OV-10ATools.lua" Open the "Aircraft" folder Open the "Engines" folder" Edit the file called "T76.lua" with notepad or similar Edit the first line which says dofile("Tools.lua") to read dofile("OV-10ATools.lua") Add a second line that says dofile("Curve.lua") Save and close the file. Blackhawk Open the "UH-60L" folder Open the "Sounds" folder Open the "Sounders" folder Rename the "Tools.lua" to be "uh60l_Tools.lua" (this reads uh'sixty' lower case L) Open the "Aircraft" folder Open the "Engines" folder" Edit the file called "uh60l_engine.lua" with notepad or similar Edit the first line which says dofile("Tools.lua") to read dofile("uh60l_Tools.lua") Add a second line that says dofile("Curve.lua") Save and close the file. Start up your game and hopefully enjoy the magnificent tank engine sounds!
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I am just about to do the same thing going on TS now to have a look
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One down, one to go... after contacting the A4-E development team directly. 08jne01 commented 16 minutes ago This is fixed on develop if you want the fix before the next update just download the develop branch and replace your current install Sounders folder with the folder from the develop branch. This folder here. https://github.com/heclak/community-a4e-c/tree/develop/A-4E-C/Sounds/Sounders @DDFriar DDFriar commented 14 minutes ago WoW - that is excellent news, many many thanks. I will relay the news to our server managers as well. Salute. @08jne01 Collaborator 08jne01 commented 14 minutes ago @08jne01 - Many thanks. I should have stated that I was in the Open Beta version in case that makes a difference, which I am sure it might, but then what do I know! I did ask one of the DCS Beta testers about this and if they would be investigating from their end but he replied to say that his brief is to check on errors in the vanilla version and that the onus lays with mods to interact with DCS not the other way round so I have my fingers crossed that you may be able to find a solution as it is such a great plane, we have it as a mandatory mod on our server. Yea DCS sounders are very old and not used by most stuff now, ED hid all the sound files a while back but the sounders rely on these hidden files so it's easy to cause a bug in their system because our file would technically overwrite theirs. Getting them working was finicky but now that they are working I was able to go through and actually figure out what files were necessary or not. @08jne01 Collaborator 08jne01 commented 13 minutes ago WoW - that is excellent news, many many thanks. I will relay the news to our server managers as well. Salute. Yea just bear in mind if you use the fix above it's Sounders (with an S on the end) you don't need to replace the Sound folder as the one on github does not have the actual A-4 sound files they are stored elsewhere. @DDFriar DDFriar commented 11 minutes ago Sorry, meant to ask - when is the next full update planned for? if it is not too far away I may wait for the official update? @08jne01 Collaborator 08jne01 commented 8 minutes ago Sorry, meant to ask - when is the next full update planned for? if it is not too far away I may wait for the official update? It's generally whenever plusnine and I get time to do it, I'm pretty busy at work at the moment and I know plusnine is busy too, so it might be a little while. @DDFriar DDFriar commented now ok thanks.
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Just to let those interested parties know, I have contacted both original posters for the Bronco and A4-E mods as well as asking one of the testers from DCS if they are going to look at it or does it rest with the Mod creators.
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Welcome Noisy-Boy Crash is asking your age as we have an over 18 only rule here, that is about the only one mind! We are a pretty much free wheeling bunch, no Command structure or mandatory training, although if you do want to learn we have plenty here that will be willing to help. Our flying schedule for GBS is Sundays from about 19:30 UK time until about 22:30 and similar on Tuesdays. We start the evenings with dog fights where you can practice etc and then move on to co-ops generally created via the EMG or sometimes special events. We are currently running a match against another squad which involves tanks and planes, the next round is tonight (29th) and although we would love to have you join us, for this session it is a bit too close as there are special mods to download etc. If you hook up with us and fly we would be delighted to have you for the next round which will probably be in a couple of weeks, there will be lots of opportunities to join us between now and then of course. For DCS we tend to start around 20:00 and go on a little later. We use TeamSpeak for our comms channel. Look forward to making contact soon. Cheers Friar
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Disappointed no DCS pictures of balloons being taken out yet...
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I am weakening.....
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Salute, Just starting to think ahead of what we might like to do once North Africa is finished. The 352nd guys are working on a Battle of Britain campaign using Syn_Vander generated missions that they have invited us to take part in. Thinking about a combined arms event, I have had an idea about using Stalingrad in the winter of 1942. Both sides made advances and thought a Winter map would be interesting. I was thinking that we would play the Russian side? Would we be ok with that? What do you think?
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Had an idea ref the spawn points. What about the spawn point in a town / capture point is only enabled when the NEXT town / capture is taken. If a town has two or more possible near by capture points then it gets a spawn point for each (the logic of working out to disable them when the forward capture point was lost would be just too much for me to work out. ) This way the spawn points would be reserves and units would move up to the "front".
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Thanks to @DD_Fenrir for spending some time with me last night and introducing the Shrike missile. Good fun despite possibly being the first person to be shot down by their own missile!
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Salute, Thought I would start a thread where we can record our thoughts and ideas of features to take into the next Campaign. Here are a few I have collected. Do you have any others? - Longer despawn and death time penalties to prevent units being "thrown away" to jump to positions - Move spawn points further away from the flag position to make defending more realistic. POSSIBLE SOLUTION:Spawn points only enabled when the NEXT capture point is taken (see post below) - Possible use of AI ground units to increase the sense of being in a battle. - Bridges, although an exciting concept of being tactical, they are proving to cause bottlenecks in game play. Need to review destroy / repair routines. - Option for airfields to be disabled set at a level that are not too easy to punish the owner but not too hard that they are unachievable for the attacker.
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North Africa - Round 4 - 19th February?
Friar posted a topic in IL-2 Sturmovik: Great Battles Series
Salute Deacon from the 352nd has suggested Sunday 19th Feb as the date for the next round. Please let me know if this is NOT suitable for you. Cheers Friar