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ajax

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Everything posted by ajax

  1. For the Ka-50 in the HUD-only view I used to see the ABRIS inset into the lower right of the Shkval on my second monitor. Since DCS 2.5.6 the ABRIS no longer shows up. Any clues? This is my monitor setup file: _ = function(p) return p; end; name = _('my_monitorsetup'); Description = 'Shkval on the left monitor, camera on the right'; Viewports = { Center = { x = 0; y = 0; width = 1680; height = 1050; viewDx = 0; viewDy = 0; aspect = 16/10; } } LEFT_MFCD = { x = 1680; y = 0; width = 1680; height = 1050; viewDx = 0; viewDy = 0; --aspect = 16/10; } Gui = { x = 0; y = 0; width = 1680; height = 1050; } UIMainView = Gui --ABRIS = --{ -- x = 2688; -- y = 147; -- width = 568; -- height = 756; --} --UIMainView = Viewports.CenterI tried uncommenting the ABRIS section but that had no effect.
  2. The problem is that in order to allow Combined Arms players the ability to jump into various ground units you have to make them visible on the map. If units are set to visible then air-defense units (not all units) will show up on the Ka-50's ABRIS. Enabling fog-of-war does not prevent this. Also, it seems that the indicator on ABRIS is only linked to the actual air-defense unit in the group. If that unit is destroyed, the next time you start up ABRIS it will no longer appear even if other units in the group are alive.
  3. The key to getting the laser repaired without having any other damage is to simply use the engine fire extinguisher before asking for repair. (I didn't come up with that -- I read it here on the forum some time ago -- don't remember who came up with that solution, but thanks!)
  4. Version for DCS 2.5.5 is available at the top post. Everything works except for the "FixBorts" button. I disabled that function because, frankly, there are now too many DCS aircraft to keep up with.
  5. Okay. I've got it working for 2.5. There were a lot of changes to various ME components that I had to figure out. I still need to do a little more testing, but expect an update in a week or so.
  6. PM sent, crazyeddie. Yes, I'll try to make it work for 2.5
  7. You're welcome. Glad I could help.
  8. Sure. The time values are in seconds, so change the first value from 102.150000 to 112.150000, the second from 103.616000 to 113.616000, the third from 103.706000 to 113.706000, and the last one from 109.650000 to 119.650000.
  9. This bug was introduced quite a number of updates ago. The problem is that not enough time was allowed for the left engine to completely spool up in the startup macro. You can edit the {DCS}\mods\aircraft\ka-50\cockpit\scripts\macro_sequencies.lua file to fix it. Open the file and the look for the following section around line 243 (in my file). [font=Courier New]--[[ Переключатель двигателей четырехпозиционный --]] {time = [color=Red]102.150000[/color],device = 4,action = 3008,value = 0.200000}, --[[ Запуск выбранного двигателя --]] {time = [color=Red]103.616000[/color],device = 4,action = 3005,value = 1.000000}, {time = [color=Red]103.706000[/color],device = 4,action = 3005,value = 0.000000}, --[[ Стоп-кран правого двигателя --]] {time = [color=Red]109.650000[/color],device = 4,action = 3010,value = 1.000000}, {time = 120.8,message = _("STARTING AIRCRAFT - 1 MIN REMAINING"),message_timeout = 55.0}, [/font]If you add 10 seconds to each of the values in red it should fix the problem. After you get it working you can try to decrease the values gradually to minimize the startup time. Edit: I take that last part back -- because there are other steps afterwards and you aren't adding any time to them, the total startup time is unaffected.
  10. I haven't run across that partcular issue; but you're right, that would explain the behavior in the OP.
  11. I think an old bug, once fixed, has resurfaced. The bug involved losing contact info on the abris if using the default frequency of 124.000. Try changing the frequency.
  12. @StrongHarm: Complete agreement here. @microvax: Unfortunately, I don't think there's any way to "update" the ABRIS except by respawning.
  13. I have to disagree with some of the earlier answers: The units displayed on the ABRIS do indeed change as the mission progresses. The changes are only seen if you respawn, as the original poster said, and if they are set to visible. It seems that only unit #1 of any group is seen. If that unit is destroyed and the player respawns, that unit/group will no longer show up on the ABRIS.
  14. That should work for a Red FARP. For a Blue FARP, regardless of the country, you will need the blue units FlankerOne listed in post #2, i.e. M-818 and HEMMT.
  15. That's good to know, Stonehouse. Thanks! I've been wondering if that bug had been fixed.
  16. That sounds about right. I'm not real familiar with Western FARP requirements. For an Eastern FARP all you need is a Ural 4320 supply truck and an ATZ-10 fuel truck to get repaired, rearmed, and refueled. (If you want radio comms and lights you need other units, of course. If you open the cockpit door you don't need radio comms to get acknowledgement.) Edit: I'm not sure a neutral FARP will work. If it behaves like airports, I think it has to belong to either blue or red in order to get ground service. Someone please correct me if I'm wrong.
  17. That error message looks like you haven't loaded the main Mist script yet. I think I read somewhere that if you are trying to load it using a "mission start" trigger, it won't work because of a current bug. It could also be that the mission, as it is starting up, sees the unit as dead and tries to respawn it before Mist is loaded. Maybe insert a "time more" > 5 seconds as an additional condition to your trigger?
  18. There is one bug that I know of: If your altitude drops below sea level (in Death Valley, for instance) your aircraft will blow up. It affects the Ka-50 and, I believe, other aircraft as well. The game does not crash, however.
  19. I have no problem with it in either 1.5 or 2, so I don't think it's a problem with Tacview. I suspect there is something missing in the setup. Did you select DCS from the Tacview menu? Are you testing on your client machine? (Some multiplayer servers disable exporting.) Perhaps there is a Windows firewall or permissions issue? I'm not at my gaming PC so I can't look at the various files to tell you what they are. If no one else adds this info, I'll try to do it later. Edit: Did you enable exporting in your config file? I didn't see that mentioned in your original post.
  20. Fuel truck and supply trucks at a minimum, the types of which differ depending on coalition. If you want comms and ground power you have to add those specific vehicles as well. The required vehicles are listed in the Mission Builder section of the manual.
  21. I don't know if the FARP's affiliation actually changes, but you can 'capture' it and rearm and refuel IF you have a support group with the proper vehicles arrive and park within the required distance of the FARP. An empty FARP cannot rearm/refuel anyone if it doesn't have the right units.
  22. I guess I don't really understand what you are trying to do. My first response was generic -- just something to try if the standard functions are inaccessible. Then I re-read your post and saw you were talking about the model viewer. My second response was based on a (probably erroneous) assumption that you were trying to get the model viewer to cycle through skins automatically on startup. I was thinking that you would need to modify the model viewer autoexec.cfg file to do this -- that is all I meant. Even though the autoexc file does not have an explicit sanitation statement, its calling module might. If it fails to load the livery then my guess is that it's either: 1) there is a syntax error or 2) the compiler balks at one or both of those two functions.
  23. I believe the model viewer loads the default skins, which are in dcs\bazar\world\textures\ unless the model viewer autoexec file in dcs\config\modelviewer\ specifies otherwise. You may want to take a look at the config file rather than the skin description file to change the behavior.
  24. ajax

    net module

    There is a new gameGUI API that describes the new functions. Unfortunately, I don't remember where in the DCS file structure it is located.
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