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Everything posted by Sickdog
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Air unit to follow ground unit/ship - basic scripting
Sickdog replied to Sickdog's topic in Mission Editor
Thanks Hardcard (or as I used to call you accidentally, Hardcore, haha), I noticed those errors too and did fix them in my code, I just literally copied and pasted from the Hoggitworld page, so it’s a typo on that page. I should have mentioned that in the original post. I’d get scripting errors if used that code so i quickly figured that out. But still doesn’t work with those fixes added. Yeah, sorta hoping Grimes chimes in here, he might know if this is even possible with “Follow” or if I have to get creative/use MOOSE to have a helo follow a ship. -
Air unit to follow ground unit/ship - basic scripting
Sickdog replied to Sickdog's topic in Mission Editor
Thanks- I’ve tried to look under the hood of MOOSE, but really couldn’t make sense of how they did it. You’re right, maybe I’m just being stubborn and in the end need to use MOOSE for this purpose, but I appreciate your response. -
Air unit to follow ground unit/ship - basic scripting
Sickdog replied to Sickdog's topic in Mission Editor
Yeti- Thanks, I’ve already tried ground escort and it’s not what I’m aiming for. My ultimate goal is to get a helo to follow a ship, like the rescue helo MOOSE function. But thanks for replying. -
Air unit to follow ground unit/ship - basic scripting
Sickdog replied to Sickdog's topic in Mission Editor
Hmm, good question and was sort of expecting someone to ask. I guess the answer is two fold. 1) I’m trying to use scripting to enhance naval operations and not much more, so i don’t really need all the functionality of MOOSE/MIST and I’d rather load less scripts. I once had an issue with MOOSE running and another script running so wanted to avoid that as well. 2) This might be harder to explain but I get a strange satisfaction out of using the bare scripting. I realize this is a stupid reason and won’t get much empathy for my problems when I have them scripting but just being honest. :) -
Objective: I'm trying to get a helicopter to follow a ship (or even a ground unit) using basic scripting (I'd prefer not to use MOOSE, MIST, etc). Problem: I can't get helicopter to follow a naval unit or a ground unit with basic scripting, but I can get it to follow an air unit no problem. Yet, the Hoggitworld documentation says it should be possible: "Controlled aircraft will follow the assigned group along their route in formation. If the assigned group is on the ground the AI will orbit overhead. If assigned to a flight lead or group its wingmen will stay in their specified formation." I did notice that using ME, there is no option to follow a ground unit, only an air unit, which makes me wonder about the accuracy of the above statement from Hoggitworld. I see "Escort ground unit" works but doesn't give me the desired results. I want the helo to follow a ship in a perfect formation, like Funkyfranky's Rescue Helo-Carrier Formation 24/7 example. my research: - I've done an endless search on these forums for an answer or point in the right direction already, doesn't look like anyone else has asked this. - I've already read the Hoggit world page on "DCS TASK FOLLOW" here: https://wiki.hoggitworld.com/view/DCS_task_follow - I've done a lot of trial and error with no luck. I can get a helo to follow another helo or fixed wing, but it ignores my script to follow a ground unit. I've tried various ground units to no avail. - When I try to load a script to follow a naval unit or just type the script text in DO SCRIPT, DCS crashes with tons of messages in the log, I think the most important one is: EDCORE: # C0000005 ACCESS_VIOLATION at BD7F4FC6 00:00000000 I noticed when the optional escort "params" lastWptIndexFlag and lastWptIndex are not included, it doesn't crash. I've toyed with their values to no avail as well. -I've used and looked at the "Rescue Helo-Carrier Formation 24/7" and I see it works great using MOOSE, and my understanding (I'm still rather new at scripting) is that anything that can be done in MOOSE or MIST can be done with a little more work using basic scripting. I've also tried to dig into the MOOSE lua files to see how it's done but I can't make much sense of it. But it must be possible! The code I've been using is: Follow = { id = 'Follow', params = { groupId = Group.ID, pos = Vec3, lastWptIndexFlag = boolean, lastWptIndex = number } } and I've tried the example: local followTask = { id = 'Follow', params = { groupId = 5, pos = {x = 200, y = 0, z = -100, } } Group.getByName('follower'):getController():pushTask(followTask) I did notice that there's what I think is an extra comma after the z coordinate, I've tried the code with and without it, and with and without the optional params. Anybody have any info, tips, or ideas for what I'm doing wrong or whether or not this is even possible using basic scripting? Thanks a ton in advance for any comments/help!
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How do you detect that you are landed a Huey on a ship ...
Sickdog replied to Frag's topic in Mission Editor
Thanks for the link, Hardcard. Yup, our minds can play crazy tricks on us. Embarrassing how long it took for me to notice, even with Frag pointing it out! Guess I must have been so excited to get help with a problem I just ran into, the timing was incredible. Frag, thanks, you’re the first person to give me that desired feedback in the probably 18 years of using that avatar and handle together, granted I’m not that active of a poster on any forums. Better late than never. -
How do you detect that you are landed a Huey on a ship ...
Sickdog replied to Frag's topic in Mission Editor
This is crazy, amazing how your eyes can play tricks on you... this whole time I’ve been seeing your name as “hardcore”, like my eyes start to read it and then my Brain takes over and completes the spelling. Oops! Sorry “Hardcard”! Haha! -
How do you detect that you are landed a Huey on a ship ...
Sickdog replied to Frag's topic in Mission Editor
Oh wow, can’t wait to try it, haven’t had a chance yet but looks like good thing I waited! Thanks Hardcore! Edit: So hate to pester you some more, but any idea on how to apply this without using Moose/Mist? I've been playing around with it for an hour with no luck. I've looked at the GetVec3 method to get an idea of what's going on and I'm using the getPosition method with no luck. Here's my code if it helps: Edit #2: Never mind, got it! Code below if it helps anyone. AND THANKS AGAIN HARDCORE FOR YOUR HELP!!! oh, and I'm trying to move the position 20m towards the bow, and 20m starboard. -
How do you detect that you are landed a Huey on a ship ...
Sickdog replied to Frag's topic in Mission Editor
Wow, once again I’m really thankful for your explanation and efforts! I’ll try it on my 6 hour flight home tomorrow, nothing like killing time on a flight by scripting! Thanks again Hardcore, I’ll try to revisit here to let you know how it goes. -
How do you detect that you are landed a Huey on a ship ...
Sickdog replied to Frag's topic in Mission Editor
While I still have your attention, Hardcore, any hints on how to make this work without MOOSE/MIST? I’m working on a script where I need to do this without the aid of those Script tools, fiddled with it a bunch last night but couldn’t get it to work. I would think it should still be possible as the only method I need to do by hand is the GetPointVec3 where you add the offsets. Thanks in advance! -
How do you detect that you are landed a Huey on a ship ...
Sickdog replied to Frag's topic in Mission Editor
What are the chances I'm sitting here at 1am wondering how to do this, searching the forums, and this was posted literally today (errr, yesterday... but feels like today). Pure gold is an understatement, I owe you a keg of beer. THANK YOU! -
I’ve been following this thread since it’s creation, and also have experienced this anomaly at low level over the ground and carrier deck. I also agree with the poster that makes the case against ground effect, and I’ll go a step further and say it’s not the burble when experiencing it during carrier landings. I’ve been doing nothing but traps lately and each and every time when a few feet over the deck I’ve watched the AOA go from on speed to fast with no pitch input from me. I never had noticed this till recently. I really hope this is fixed soon, I wouldn’t be surprised if this has contributed to a quite a few bolters.
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Grimes- Has anyone ever told you that you are a gentleman and a scholar? Seriously, THANK YOU, and thank you for the quick reply. :) Bummer that the thrust value isn't accessible within the mission scripting... not the end of the world tho.
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Anyone know how to get the AOA from position vectors with barebone scripting? I realize I can use MIST or MOOSE, but I’d like to figure out how to do it without any scripting tools. I’ve managed to find some equations with the assistance of Google but haven’t had much success despite a lot of trial and error. I’ve gotten Roll, Pitch, Heading, V/S, and Altitude equations working thus far. While we’re at it, anyone know if it’s possible to get thrust setting from barebone scripting? Thanks!
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Thanks Rybo- I’ll keep a better eye on that condition, I could have sworn that ball stayed centered till touchdown. ;)
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Hi Alerax, Question about the Cut Pass grade (damn, just gave away my quality of landings!): I’ve occasionally received a Cut Pass grade where everything looked good to me, and I’m curious as to what conditions you have scripted to trigger that grade, other than “slamming on the deck” which I remember you implemented in the previous version. But what’s your FPM/MPS trigger? I ask because i just had a grade of C 3 LULX NCIM \AR, didn’t have any LSO voice corrrctions called, ball never went red or even half ball low at any point, and actually had a softer than usual touchdown (tho didn’t look at the VSI in hud). I can provide a track if it helps, but maybe you could expand on what screw ups will lead to a Cut Pass, or perhaps another message in the grade like, “nice going Maverick, you just busted your landing gear” so we get an idea as to why we received a Cut pass. Maybe a dumb suggestion but would love to know why I sometimes get that horrible “C” grade when I’m all excited for a potential OK-Underline. Well, maybe just an OK. ;) Thanks!!
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Thank you FunkyFranky for such a quick reply and the help. I think my problem is more basic lua programming and understanding how to call that function based on an event. Originally I added to your script file an event detecting the players crash (right from MOOSE Events example mission/lua where it pops smoke where you crashed) and tried stopping the helo’s formation and then sending it to the crash site in that function. That worked as long as the FSM line was never called in your script. I tried your code yesterday and tons of trial and error to no avail. I’ve also tried making a separate lua file that has your stop formation code (and I assume I need to declare the variables again in that file, and I made them global variables anyway), and i set a trigger in ME to run the file. But no luck. I’ll keep working on it but I’ve already wasted countless hours on something silly, it’s more of a challenge. Maybe I can PM you if you wouldn’t mind if I get to the point of giving up? Thanks again!
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This is incredible, nice job. I’m just beginning to learn scripting (have some objective C experience) and also familiarizing with MOOSE, and have a question. I’m trying to get the chopper to break off formation with the carrier and pretend to rescue downed aircraft around the carrier but can’t get the chopper to break formation. I have gotten the code to work if I don’t execute the FSM line but once the FSM is called I can’t seem to figure out how to clear or stop it. Any ideas? Thanks in advance!
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Hi guys, So I’ve been holding out with the hopes for a new CV2 combined with latest Nvidia RTX cards to upgrade my system. I’m relatively happy with DCS and my VR experience but like everyone else desire the best performance/experience combined with an intelligent purchase. I’ve read a lot on here and played with my settings to find the best balance of performance to visual quality (which is somewhat subjective I realize), so assuming I’m getting the best experience i can get right now with my rig and need “more of something” in my system, here’s my question: Is it worth it to upgrade from a EVGA GeForce GTX 980 Ti to a 1080 Ti? I know it’s too soon to recommend the latest RTX cards for VR, but seems like the general tone has been it won’t be worth the money for DCS with VR. And since there’s no NEW oculus hardware ideal for DCS in foreseeable future, I’m thinking of just upgrading to a 1080 Ti. I’d entertain the idea of upgrading other components of my PC as it’s all approaching 3 years old, but seems to me that the 980 video card is the bottleneck according to my system performance while playing DCS in VR (not sure if that’s a reliable way of determining it) the rest of my specs are: •EVGA GeForce GTX 980 Ti •500GB SSD Samsung 850 EVO •Corsair Vengeance LPX 32GB (4 x 8GB) DDR4 DRAM 2666MHz (PC4-21300) C16 memory kit for DDR4 Systems •ASUS ROG MAXIMUS VIII HERO ALPHA ATX DDR4 3000 LGA 1151 Motherboards Intel Boxed Core I7-6700K 4.00 GHz 8M Processor Cache 4 LGA 1151 And of course all the other usual peripherals,HOTAS, and Oculus Ridt CV1, not sure if any other details of my system are necessary for this question. So again, my questions is will I see a discernible difference in performance if I just upgrade to the 1080 Ti with my system? Thanks a bunch in advance to anyone willing to give their $0.02. :)
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Stennis AI FA-18 Lot 20 Recovery test
Sickdog replied to Sickdog's topic in Aircraft AI Bugs (Non-Combined Arms)
quick follow up Just tried replacing the number 3 group of 4xFA-18C Lot20's with 1xS3B to shake things up a little. That made a HUGE difference. For some reason the S3B lands after group 1, but then everyone else gets onboard and taxis to parking without issue. And even got to see the last two Hornets park on the elevator, descend to the hangar deck, taxi inside, shut down, and watch elevator return to topside. Pretty cool! Anyway, looks like the issue is with parking spaces with only Hornets. Hopefully they can figure it out. Carrier AI Landing test2.miz StennisFA-18Clot20AIRecoveryTestk3.trk -
Stennis AI FA-18 Lot 20 Recovery test
Sickdog posted a topic in Aircraft AI Bugs (Non-Combined Arms)
So I've read accounts of AI bugs with taxiing/landing/operations on the Stennis and decided to put it to test myself. I created a mission (which I've attached along with tracks and screenshots) with the following parameters for the test: -5 groups of 4xFA-18 Lot 20 AI controlled aircraft with a waypoint to Land on the CVN, pilots skill all High, each with same loadout but separate skins and ship numbers per group for ID purposes. They are staggered vertically by 1000' and 10NM in trail of each other, which doesn't seem to matter as they seem to be programmed to Marshall in a certain way, and immediately do their own thing at mission start. On that note, they do a decent job sequencing to get onboard, but definitely not perfect. -1 CVN group with 4xNormandy escort, all steaming North at 25 knots -Weather: NO WIND/Turbulence, clouds at 2000', density of 5. -1 client FA-18C Lot 20 for flexibility of testing, but in the tracks it is not utilized as I'm just a spectator. I've repeatedly tested this mission with the same results: the first 2 groups land and park just fine. Then the third group Lead slows down and stops as he's parking such that Dash-2 bumps into him and causes damage/fire and stops them both. Sometimes Dash-3 and 4 gets involved in the pile up, sometimes not. The remaining two groups continue endlessly to Marshall at 2000', and when I try to advance time to see what happens when they get to Bingo fuel, eventually the program CTD's, a whole different can of worms but I don't care about that right now. Tracks: So, I watched the track after saving it. I understand that watching tracks in DCS has always been a strange experience, often the story changes quite a bit. And sure enough, the first time I watched it the third group landed and parked perfectly with no collisions! WTF? Well, I watched a few more times and even recorded a second track (which in both I advance time, not sure if that screws this whole test up or not) and each subsequent test and track I watched I had the original group 3 collision while taxiing issue. Just had to mention in case anyone watches the tracks and sees no collisions and wonders what I'm smoking. ;) Anyway, hopefully this gets addressed and ED can use this post for some troubleshooting as I'm trying to be as complete as possible with information and tracks. Still loving this sim, despite issues like this! Good job ED! Carrier AI Landing test.miz StennisFA-18Clot20AIRecoveryTestk.trk StennisFA-18Clot20AIRecoveryTestk2.trk -
CTRL-Y toggles the bottom info bar in external view for VR. Hit second time toggles TAS vs IAS, then third time toggles off.
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Just started happening to me too... has happened twice now.