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Joined: May 2009
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Hell Drummer Hotshot
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Hell Drummer Hotshot
Joined: May 2009
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Found out. I had a graphical setting (View Distance or something alike) set to Ultra. That setting was ok but not well implemented so with the last patch they removed it. That left my setting to " " (read: empty space). Re-set that to High all went magically ok.  Soooo, I guess it WAS my fault after all! :P Sorry!
"Himmiherrgottksakramentzefixhallelujah!" Para_Bellum
"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..." Ice
"Ha! If it gets him on the deck its a start!" MigBuster
"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands." Sauron
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Joined: Jan 2010
Posts: 8,700
Hotshot
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Hotshot
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Well YEAH, if your graphics settings are set to " " you're going to get invisible graphics 
Scully: Victim died of multiple stab wounds. Mulder: *throws her a file* Ever heard of the knife alien?
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Joined: May 2009
Posts: 7,033
Hell Drummer Hotshot
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Hell Drummer Hotshot
Joined: May 2009
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 Totally to be expected!
"Himmiherrgottksakramentzefixhallelujah!" Para_Bellum
"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..." Ice
"Ha! If it gets him on the deck its a start!" MigBuster
"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands." Sauron
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Joined: Jan 2012
Posts: 2,397
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Eh guys.
FINALLY I got a new working version of the advanced SLMOD to test out so I'm hoping that the admins will get their abilities back in full. In addition there are some advanced capabilities available that facilitate the kicking / banning menues so that you can access a numbered menu and choose a number (enumerated list of players) instead of having to ban someone with a really weird name with symbols and combinations of capitals etc.
Also I've been working HARD at figuring out a dynamic SAR mission designed around a rescue following a dogfight between 2 random AI aircraft. I have it at the point where I can identify the location where the pilot ejects- but now I'm struggling to find a path forward to put someone on the ground in a location relevant to the ejection that the hueys can come get. I have ground forces that can be deployed by the CA guys, Hueys to fly and KA50s to support... A-10s and SU25s to provide cover and suppress incoming enemy forces...
I need to put that guy on the ground that can either be captured or killed... To capture the enemy pilot is better than to kill... and to recover your friendly pilot is the pinnacle- however I'm well and truly stuck.
Mol- as for your suggestion about the highway... What you're asking for is easy enough...
Problem is that if you make it doable with a Huey you make it a rather bland experience for just about every other platform in the mission.
Typically when you're in there in a huey you task the shooters with isolating the shooting platforms and cooperate with them in achieving the objective.
If all you want is a shooting gallery then I can drum up that mission in 10 seconds- but I'm not sure it quite accomplishes what you're looking for.
I can put hueys in my highway version- as I'm sure crew can do for his... but on my side I'm leaning more towards forcing the cooperation between the different assets as opposed to paving the way for everyone so that hueys can shoot at stuff that won't deliver effective fire in return.
I'm not meaning to sound snarky here- I'm just putting my thoughts out.
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Understood Eno... Sounds fair enough. I just want to get some missions in on the Huey where we can torch some stuff. I have made a few off line shooting gallaries but I was hoping for some Real stuff. The Kill Box works great in the twilight but after the sun comes up the hueys better be flat pitch skids on the ground otherwise they are smoking rubble. The Highway sounded like a greate test bed... I know I wasn't thinking of the other mods... maybe we can make them fly a different route thats more of a challenge for their individual talents. Any way anthing you come up with will be great. Wheel and I was wa brain storming the other evening and thought the Highway fit the Huey's Bill.
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Joined: Jul 2007
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Sorry about saturday night ENO blowing you up with my CBU,Molasses had a bad day getting shot out of the sky,Me and tempus flying the KA showing how to fly it,we went all around way points not one baddy
CPU Intel Core i7-6700 processor NVIDA Geforce GTX 970 16 GB memory SSD Capacity 256 GB windows 10 HD 64 bit joystick Saitek X52 PRO CYBORG X Kayboard Trac ir 4 DCS world KA50/A-10c/P51/HUEY/spitfire IL2 1946/IL-2 C.O.D/R.O.F/ARMA 3/silent hunter beta
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I don't think that was me hatch... Haven't been in game since last set of days off  Mol- I'll see if I can grab my old highway and hollow it out a bit for the Huey and do it Huey only- should be easy enough and might be fun for they Huey fans. I'll work on that tonight
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Joined: May 2009
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Hell Drummer Hotshot
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Hell Drummer Hotshot
Joined: May 2009
Posts: 7,033 |
It could be an Huey/Mustang version of the Highway... Similar profiles for active defense, ainnit? I mean a slightly different version, called sort of "WarHorse Highway" or something like that... No SAMs, Mustangs could act as bait for AAA systems and Hueys go for the kill... An element of Mustangs for active escort for the Hueys, another for SEAD; different objectives from original Highway as with Hueys needing to drop troops to capture the airfield. Again, an element of Hueys as gunships and a couple more for troops carriers. Maybe it starts relatively quieter than standard Highway, simply with a Rendezvous point for the aircrafts, some free-circling zone (as in free from enemies) to assembly the elements and get ready to get at it. Ugh, it ends up being nothing like Highway, isn't it? :P Forgive me. Just my .02- Clearly 
"Himmiherrgottksakramentzefixhallelujah!" Para_Bellum
"It takes forever +/- 2 weeks for the A-10 to get anywhere significant..." Ice
"Ha! If it gets him on the deck its a start!" MigBuster
"What people like and what critics praise are rarely the same thing. 'Critic' is just another one of those unnecessary, overpaid, parasitic jobs that the human race has churned out so that clever slackers won't have to actually get a real job and possibly soil their hands." Sauron
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Joined: Sep 2012
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Mol- I'll see if I can grab my old highway and hollow it out a bit for the Huey and do it Huey only- should be easy enough and might be fun for they Huey fans. I'll work on that tonight No hurry Eno... I put up Frank the Tank Friday and Wheel, Tempus and I were all in there using up Huey airframes... However there was starting to be less smoking craters and successful approaches and landings. We are getting a little bit better flying the Huey and just wanting to spread our Rotors a bit.
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Joined: Mar 2007
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Smooth Operator Hotshot
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Smooth Operator Hotshot
Joined: Mar 2007
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Ugh, it ends up being nothing like Highway, isn't it? :P 
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Smooth Operator Hotshot
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Smooth Operator Hotshot
Joined: Mar 2007
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There is another location.
WC
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Joined: Jul 2007
Posts: 449
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I don't think that was me hatch... Haven't been in game since last set of days off  Mol- I'll see if I can grab my old highway and hollow it out a bit for the Huey and do it Huey only- should be easy enough and might be fun for they Huey fans. I'll work on that tonight ok sorry it was WC
CPU Intel Core i7-6700 processor NVIDA Geforce GTX 970 16 GB memory SSD Capacity 256 GB windows 10 HD 64 bit joystick Saitek X52 PRO CYBORG X Kayboard Trac ir 4 DCS world KA50/A-10c/P51/HUEY/spitfire IL2 1946/IL-2 C.O.D/R.O.F/ARMA 3/silent hunter beta
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Joined: Mar 2007
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Smooth Operator Hotshot
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Smooth Operator Hotshot
Joined: Mar 2007
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Bummer, raven was in Hollo Pointe and I was going to join but he got a disconnect. I TV'd into HP and saw a message that said "Can't Connect To Master." Just happened...
We planned to finish up Zesti but with the Master Server interrupt we are back to square one.
WC
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Joined: Mar 2012
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Seer of the Unseen... SA6 Member
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Seer of the Unseen... SA6 Member
Joined: Mar 2012
Posts: 206 |
I had fun in Zesti Highway last night giving this its field test:  Check out my build thread for more additions! And a bit of a pain: I won't be able to fly on Sat. morning (your Friday night) 'cos our ancient air conditioner is getting changed out then.  See you the following day!
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Eh guys... Xray- looks awesome! Must be great to fly in something you created and can customize to whatever degree you choose!
Just went in and checked on the server and noticed it was crashed... not sure what happened but have a crash report posted over at ED. I'm not sure if someone remembers what mission was up but that may be a good starting point!
On another note I started working on the new "Salt and Pepper" mission. I was looking at the old highway and there were just too many intricate triggers to go in and scrub it to accommodate the P-51 and UH-1 so I started from scratch. I'm calling it "Salt and Pepper" because the UH-1 groups are Salt 1-4 and the P-51 is flight Pepper 1-4.
The mission starts you off at KP (Krasnodar Pasdhasdwerw somethingorother) and P-51s are taken over to the bridge (to fly under of course if desired) and UH-1s are taken right across the western edge of the lake to the highway directly. There are a variety of lightly armed convoys making their way to the town at the coast along the end of the highway. The trick is to get them before they arrive... and the town is protected by a ring of AAA. As convoys arrive this AAA umbrella will get more and more concentrated so it's best to pick them off while they're spread out.
Kudos to Crew for finding that stretch of road- it really is a fun location to do such missions. I couldn't count the thousand of man hours that so many people have spent flying that stretch of highway.
There are no SAMs but you still need to exercise caution as there are AAA locations in various locations along the highway. I've tried to place them in high areas following the contour lines on the map but they may need some fine tuning.
Triggers are set up to notify you when convoys are destroyed and once all convoys have been destroyed you will have 30 minutes to land before mission end. There are 2 "super convoys" that are triggered to arrive on the highway randomly at different intervals. These have LOADS of targets but are also more heavily defended (stil just AAA but elevated skill levels).
I'm not going crazy on the briefing material- take off... fly along the highway to the "basket," kill everything. Repeat as necessary.
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Smooth Operator Hotshot
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Smooth Operator Hotshot
Joined: Mar 2007
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IF DESIRED?? I suggest an Altitude trigger of less than 190'! 
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Joined: Mar 2007
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Smooth Operator Hotshot
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Smooth Operator Hotshot
Joined: Mar 2007
Posts: 5,111 |
Glad you had some flight time in Zesti, XRay - Before I retired last night I was able to bring the arty on to the SA-3 radars and knocked them out. Hope that shut down that ADA system...
We also got a line on the TORs on the mountain. Mol, I did move those SA-15s into the clearing. I got into a Vulcan and made my way to another clearing where I could put red smoke on the location and the A-10C guys were able to use that to find and destroy the TORs.
So, if Zesty is not won, it has to be close...
XRay - that truly is a nice ride!
WC
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That's actually not a bad idea... I'm not sure if I'd keep it THAT low- but it does get my wheels turning...
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Eno I put up Rampent Bear last night around 10:30pm CST it was running when I left it.
"Salt and Pepper" Eno that sounds like a great mission to pull in some Huey and Stang Drivers. I can't wait to try it.
Last edited by Molasses; 05/14/13 04:15 PM.
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Okay folks... new update available! World only is a 40 meg download and I've read on ED that some guys have up to 220MB to download. Not bad at all.
Mine downloaded really quickly and the server is updated to that latest version.
MAKE SURE YOU UPDATE!
I noticed I couldn't see many other servers on the list- so I hope the fixed the mismatch version issue we had last time.
From the ED forums:
Dear customers!
Today released updated version of DCS World 1.2.4.12179. It is available through avtoobnoveny(autoupdater) and includes the following fixes:
Multiplayer
+ Fixed a problem of self-destruction PRR missiles. + Fixed the activation of the trigger AI pilots on client LA. + Fixed a stuck button "Show All Routes". + Fixed synchronization between the server and the client for ground units. + Fixed the first Russian mission to the UN campaign.
UH-1H
+ Improved stability and hovering in flight + Smoothed input helicopter to "vortex ring NV"; + Adjusted the angle of the bank indicator bulb (bulb).
Firing line (edit: means combined arms)
+ Fixed missing second sound of machine-gun belts. + Fixed a bug where the server does not receive information on the autopilot disconnected from the client. + T 80. Fixed a bug burst shooting BB shells in the transition player in the tank on the server. + Cruise control for ground vehicles. + Fixed protivozaklinivayuschego braking system for ground vehicles. + Fixed a crash when assigning targets.
Hot Rocks 3 (edit: means Flaming Cliffs)
+ A-10C: updated training missions for the German, Spanish and Russian versions. + Su-27: Fixed bug with unseparated lantern in flight. + Su-27: Display EW corrected. + Su-27: Fixed animation button release flap. + Su-27: Fixed problem with textures glass cracks when you look back.
Others
+ Fixed an issue with the direction of the outpost in the old missions. + Fixed problem with USB headsets Logitech. + Fixed deletion of modules via the Module Manager.
We recommend the installation of new modules using the Module Manager games. The emergence of full installers may be delayed for a day or two for technical reasons.
Last edited by eno75; 05/14/13 10:24 PM.
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HOA's
by Terl9999 - 09/18/26 04:12 AM
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Football
by Terl9999 - 09/18/26 02:42 AM
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Flags
by Terl9999 - 09/15/26 10:03 PM
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