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Alfaunostebas11

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About Alfaunostebas11

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    Male
  • Location
    Firenze - Italy
  • Interests
    Golf - Fishing reporter - Flight simulator and video games

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  1. Thanks Jim, it's just what I needed, because this saves me the time to continue with a series of tests ... the difference between the various shapes, in fact, as I see, is very small and you need to experiment to find the right one. Thank you, as always you have been kind and precious, with your great experience ...
  2. Thank you Jim. I want to ask you if you can edit my test.rar file (attached to my post), so I can better understand which must be the sample... Thank...
  3. Very interesting picture Kokakolo. I have another question to ask about attack line types to draw the direction of an attack. The manual explains how to position the icons to create an arrow, but despite the fact that I move the angle and the distance between the last two icons (the ones that form the hook ...) the shape of the arrow's tail is always very wide . How can you create an arrow with a narrower tail? I attach the test file which produces on the GUI a very large arrow's tail. Thank. Test.rar
  4. Problem solved, friends !!! As Firdimigdi suggested... We must go into Steam and Library and then right click on the name of game >>> properties >>> local files >>> verify. Wait some minutes however for updating... and all is OK ! Thank you.
  5. HELP ! I have the same problem. It happened that, while the launcher was performing a long update via Steam (I think 4.006 version, waiting something as 49 min to download...), I had a blackout of electricity. When I turned the computer back on it continued the update from where it was left, but then, at the time of launching the program, the damned error message appeared. # 10027 Packed data verification fail. Please restore the original packed data files. Now, the problem is: how to restore the previous data? Every time I reboot the system, we are at the usual point and it doesn't go on.
  6. It had already seemed to me, on some occasions, that in the statistical summary, but, even earlier in the messages during the mission, I was attributed shootings of planes which, in reality were not my work, but of wingmen or friendly antiaircraft guns This morning I had further confirmation, when, flying on a He-111, I was assigned a kill, without - in my opinion - the shooting of it was my gunners. Possible?
  7. Thank you Jim. I am comforted by the fact that you too have encountered the problems I have mentioned. We must probably conclude that the AI plane's behavior is not in line with what we expected. It is desirable that the developers can intervene on this aspect, because it would be very interesting for mission builders to have AI planes that, when they suffer a certain percentage of damage, can independently decide not to continue their action and to return to home. Thanks for your experimentation.
  8. I have tried several times, changing both the type of damage (threshold or step) and the percentage values. But I can't produce the expected result, namely that the plane hit: 1) issue a message that the condition has occurred 2) go to the landing Every time the enemy plane continues to fight to the end and only when it is now hopelessly hit, it tries to head home, but without being able to get there. In any case, the message always comes when the plane is crashing. So if I am not wrong, it would seem that the program could not distinguish between "damaged" or "critical damaged" situations, compared to "killed", "destroyed" or "crashed". However, I attach a simple mission where the player must hit an MC-202 with short bursts of MTG, in order to progressively damage it and understand if it manages to send a "critical damaged" message and then go to landing. Thanks for your attention. Test.rar
  9. Thanks Jim, you are always very ready, courteous and competent in replies. I'll try what you suggest ...
  10. I want to ask you how goes it work this option, when activated in the advanced properties of a plane. In the manual i can read: "If the AI autopilot is on, make the plane return to the nearest friendly airfield object under the following conditions: โ€ข The plane is critically damaged (50% damage or more). (...)" Assuming that we are not speaking of the player's plane... an AI plane shoul be always in autopilot condition. So, I have tried several test, but the outcome is not satisfactory. Whatever the value entered in the "Damage" box, the AI aircraft gets massacred, before attempting to return to the base and is then regularly forced to an emergency landing. To check the occurrence of the damage condition I activated an On event >> onDamaged >> subtitle "Plane damaged". But this message appears only after the plane (in critical condition) has attempted an emergency landing outside its designated airport with a "fakefield". Thank for your attention.
  11. I have found two interesting titles: - Black cross red star vol 3 - Fighters over Stalingrad Does anyone know if these books are available to download in pdf? or to be read directly on the screen ? Thank
  12. In order to enrich historical knowledge and to be able to create realistic missions, I ask you if you are able to show me articles, books or other publications concerning a detailed description of the air operations that took place in the battle of Stalingrad 1942 and in Kuban 1943. Order of battle, operations diary, units involved, names of pilots, losses etcetera ... both for the Luftwaffe and for the VVS. Of course I am aware of the existence of books, but I specify that I am talking about resources freely available on the web and not of books to buy ... Thanks, Stebas.
  13. Thank Butzzell ! I have tested your solution and it works! That was exactly what I was trying to accomplish, but I couldn't, basically because - who knows why ... - I never imagined that the Deactive could be used with the Timer, blocking the path! Beautiful idea ... Then I had looked for other more complicated roads, but then I also ran into the Check Zone problem that cannot recognize the unit alive from the destroyed ones ... Below I attach what is the flow chart that I used, using the Damage MCU to immediately destroy the number of units needed to test the mission. As I said, the key point, the joint of all is the timer X, which works like a traffic light ...๐Ÿ˜€๐Ÿ˜€๐Ÿ˜€
  14. OK Gambit, but if you read the discussion, I am of your idea, that Force Complete has no effect on the rate of fire ...
  15. PLOT TWIST ! I had TESTED the "target defend area" mission with the use of Check Zone triggers, as indicated in the flow chart above and it worked fine. But now, when I go to use that in a mission, it doesn't work anymore ...! It seems that the Check zone detects stationary units object-linked by it, even if they are destroyed ... Is it possible? I explain better. If I object link Check Zone trigger to a specific stationary enabled vehicle or artillery (not setting plane or vehicles coalitions as true in the Advanced Properties), the Check Zone itself, when activated during mission, detect the unit and fires ... But if fires also after the unit is destroyed, during the mission! How is it possible that it detects a destroyed object? I specify that, of course, the Check Zone is activated after the object to be detected has been destroyed and that the object is in the range of CZ...
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