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Everything posted by No_85_Gramps

  1. If you are making a death match (dogfight) mission, and testing it using the in-game dserver, check zone and proximity triggers do not work correctly, if at all.
  2. Just beautiful! I would also like a copy. Thank you!
  3. Just had an e-mail from Virpil announcing a re-stock. Throttle, a couple of bases, and some sticks. I know these sell out fast so a heads-up for anyone looking to buy.
  4. I had four ships linked to the counter, on one occasion the counter triggered the subtitle for objective complete, and all four ships were still alive. I tried to figure out if there was any rhyme or reason, but I could not. As a test I just bombed one ship and when it was destroyed, the trigger fired with the 3 remaining ships still alive. I tried a couple of other ways to bomb but the results were all random, no set pattern emerged.
  5. Open the .mission file, it's just a text file, scroll down to the line seasonprefix= and make sure it has either "su" or "wi" after the equal sign as shown here: GuiMap = "rheinland-summer"; SeasonPrefix = "su"; MissionType = 0; AqmId = 0; CloudLevel = 500; For some unknown reason the su/wi gets removed while working on a mission, and this has been know to cause the below ground planes.
  6. Ah, the answer to the dilemma I was facing. Never hurts to search the forums for solutions!
  7. I think there was another thread about this issue, and it should be corrected in the next update.
  8. While working on a mission with ver 4.004 I have noticed in the FME that train placements are not visible, they are below ground as seen in these photos. Once you click on "place on ground" they are fine, but after saving the mission, and re-opening in the FME, the problem comes back. Funny though that when running the mission the trains all appear correctly. This is on the Rhineland map.
  9. Yes, that is correct. The other dserver is a stand alone that normally is run on a separate PC, or server.
  10. Strange for sure. I was just flying the P-51, and I could see this on my plane and my wingman's plane. He did not see this at all from his views. Update: Just checked using the viewer and everything was fine. Loaded up a QMB, and then an MP mission, and all was fine. However, I did notice If I scroll through paint job options in the hangar screen, the bug will flash in-between skin changes. Just as Mobile_BBQ was seeing.
  11. If they are running this mission using the in-game dserver, check zones and proximity triggers do not work, thus the use of the complex trigger. I haven't checked after the most recent update, but the check zones cannot detect player planes, and the proximity trigger seems to have a mind of it's own.
  12. I'm d/l the update as I type this.
  13. I just came across this and what an amazing piece of logic! Thanks Stoopy!
  14. Glad it worked out for you. I wouldn't be were I am without the help of JimTM, Prangster, TIP, Gambit, and some others whose names I don't immediately recall. I still have a lot to learn, and it can be a struggle at times, that's for sure.
  15. If you want to try the complex trigger look at this. I find it easier to just list the countries for detection. Now click on add event, select on object entered, and for the target select the timer that triggers the waypoint. US or GB plane flies within 1000m's, complex trigger fires, sets off the trigger timer that triggers the waypoint that starts the train moving. Just replace the mission begin MCU with the complex trigger. I, and many others, have struggled with the ME. It's complicated for sure, but with the help of others here, I started to slowly figure things out. And you can always ask questions! I asked quite a few myself when I first started.
  16. You don't always need two waypoints. One at the stop point is generally enough, but I needed two here due to the severe curvature of the tracks (with only the last waypoint used the train would de-rail shortly after moving. One of those weird ME things...). Think of enabled/disabled like this: Enabled - train all steamed up and ready to move, enabled un-checked - train on the track but not steamed-up.
  17. Here is a simple train group photo. The train is set to enable, when the mission begins there is a timer that links to the waypoint, the waypoint then links to the train to get it moving. When it reaches the waypoint, it triggers the second waypoint. If your train is not set to enabled (train advanced properties), it would have to be trigger activated before the waypoint gets triggered. If you replace the mission begin mcu with your complex trigger it should work.
  18. It's been a while since I've seen that problem crop up.
  19. A few weeks ago I was working on a bomb group of 87's and they attacked as they should, I added two more groups (110's/Ju88's) with a random trigger. The trigger worked but then none of them dropped bombs. I exported the group, deleted it from the mission, saved the mission, re-opened the mission, added the group back-in and still no bombs dropped. Finally I deleted the group and re-built it from scratch and now it works fine. Just one of the pitfalls in working with the ME. I spent quite some time getting it to work, but could never pinpoint what caused the problem. I still think the ME can be fun, but I have a warped sense of humor!
  20. That might be something that can be modified with the virpil software, dangerous ground for me. Try the virpil forums for info on how to modify the thumbwheel.
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