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gmangnall

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Everything posted by gmangnall

  1. Here is a track file for the same. Its as if the game engine doesn't recognise certain tasks within too short a time frame. In my example I killed lots of targets and they were all burning/destroyed....but only 3 were registered as kills. How can this not be fixed by now. Kills bug.trk
  2. It seems that LTIP does or at least "might" do something. Essentially JDAMs have a random TLE (target location error) build into their code. Using LTIP reduces or removes this error so whilst you can use JDAMs without LTIP and they will normally hit, they might occasionally miss smaller targets. LTIP should reduce or remove this. I have suspected for some time that JDAMs had something like this built in as I do occasionally get an unexplained miss.
  3. I am familiar with AI task push and set and use them regularly with AI aircraft and triggers.....but if you have a task set to go to a waypoint it should replace all current tasks with the go to waypoint - and that seems to work with AI aircraft....but not ground units. Under what logic would AI task set "go to waypoint" mean "stop and do nothing"... the units dont go to WP6 and do nothing...they stop immediately and do nothing.
  4. The DMT tracker is limited to 450 degrees of roll (A1-AV8BB-TAC-000 chapter 1-page199) after which the lock will be broken. extract is as follows: The signal data converter also receives roll signals form SAAHS which are used to stabilize the receiver/processor roll gimbal and thus the ground scene. However, because of mechanical constraints, the DMT is limited to 450° of roll. If the aircraft is rolled beyond these limits, the DMT will gimbal and break lock. Therefore when the DMT is operating, aircraft roll should be held below 450°. If the DMT is rolled over (exceeds 450°), the pilot can undesignate (using nosewheel steering switch on the stick grip), which commands the DMT to reset to zero in roll. The target can then be redesignated.
  5. The AI Task Set is to move to WP6 how can this work as intended when the units stop in a field?
  6. When using the go to waypoint function (on ground units at least), a given unit will only go to that WP once it reaches it's current WP.. e.g. if en route to WP2 and there is an AI TASK PUSK to go to WP6 it will continue to WP2 - and then skip 3,4,5 and go to 6. It AI TASK SET is used the ground units simply stop. This is frustrating as Id like to change a unit behaviour if attacked WP Bug.trk
  7. No thats bomb IN zone and is triggered if the bomb flies through the zone at 20,000 ft without landing.
  8. I think we'd all like a completly new 3D editor....but whilst stuck with this could we have a trigger which detects if a given unit is killed by a certain unit, group or coalition...this would be great for detecting blue on blue incidents....also bomb/missile LANDS in zone is much needed...rather than the useless bomb IN zone which detects a bomb flying through a zone
  9. There seems to be a bug with airfield capture. It works ok with vehicles, but it does not work with infantry. i.e. infantry cannot capture nor hold an airbase. You could fudge it with 2 triggers e.g. part of coalition present/not present but the "coalition has airodrome" does not work.
  10. Hey Night Train.....thanks for your comments and I am glad you like the tool! Im afraid that Im unable to help though - I am not actually much of a scripter. Maybe try one of the face book groups....DCS Missino Editors maybe????
  11. From TAC-000 1.12.6.4.5 Waypoint Datum. Datum selections can be made through the ODU/UFC (option 4). Datums are identified by numbers 1 through 47. See Figure 1-169. The datum name associated with each number should be listed by the pilot on an admin or brief card. Selecting a new datum changes the latitude, longitude, and UTM of the waypoint/offset, but does not move the waypoint/offset symbol on the display. Datum transformations take place in the MAGR in approximately 2 to 3 seconds. While the MAGR calculates the new coordinates, the waypoint/ offset symbol disappears. The waypoint/offset reappears when calculations are complete.
  12. TERM no longer seems to be working
  13. Good spot Mistermann That's my tutorial! - I am glad you liked it. Its not designed for what the OP wanted - but it will do it.
  14. gmangnall

    IR marker

    An IR marker would be a fantasic addition so firnely units can use IR to signal their own position to friently aircraft at night. Not sure if they flash at a strady rate/are solid or have a coded flash (like morse code) but irrspective it would be a nice addition.
  15. Fingers crossed. It's great to see that's where we are heading...but I feel it was rolled out too soon.
  16. It's nothing to do with normal flight....it's a bug. The aircraft flies fine in autopilot for a few hundred miles and then starts to yaw slowly and then quickly excalates until you need ot take manual control and roll the aircraft to maintain straight flight (which is where the recording starts) and within a few seconds it goes completely out of control..
  17. Can we have some more fixed artillery...more modern and long range systems
  18. I have a very odd issue which happens on long missions. Here I was trying to find the maximum range of the harrier, however after about 400 miles the aircraft starts to veer right as if some rudder is applied....this gets worse and worse and by 500 miles or so you lose complete control. This is the video for the final few seconds of the MIZ file and as you can see the aircraft is yawing right and I am having to roll left to try and counter is...within a few seconds the aircraft completely loses control and explodes.....I tried this test at Syria and Caucasus. Harrier loss of control.trk
  19. The new FLIR system seem to be very broken. Here is a BDRM showing up nice and brightly and it's dust trail appears hot (and bright) meanwhile a T-90 is stone cold and kicks up cold dust. I would imagine that a tanks engine bay woulld be at least as bright as a BDRM but it's plausible that it's not....but hot vs cold dust trials that's just wrong. 3 images of what you would expect from an MBT....tracks and engine glowing
  20. What? It's a map...you can fly an f15 over Argentina...it is allowed . Ps the harrier is the best attack aircraft in dcs by a mile
  21. I am starting to use the harrier for dogfighting.....please delete this thread!!!!!!!!!
  22. Yeah - lining 12 tanks up is just for demonstration purposes. Should have checked on the metres vs feet...but as I mentioned the numbers I used are again just demonstrating the principle and you should use your own. Ideally I would have used one of the in game functions like I do in part 2 (IsTargetDetected) but bizarrely thats limited to 3 miles for visual and optical. As for the triggers you can reduce that as I had triggers for messages and could have used "time since trigger"....but you are right...this should be part of the core functionality and not relying on fudges and triggers.
  23. I have just done a video on how to STOP the SFW being so effective against static targets and tomorrow there will be a follow on to limit the effectiveness of the tactic of stopping a convoy with a maverick...and then using SFW.
  24. It's better than the Hornets. The hornet seems to have cataracts
  25. Here is what I used where EWR-1 is the radar. I amHarrier1-1and my 2 wingmen are Harrier1-2 and Harrier1-3 local DetectingUnit1 = Unit.getByName('EWR-1') local TargetUnit1 = Unit.getByName('Harrier1-2') local TargetUnit2 = Unit.getByName('Harrier1-2') local TargetUnit3 = Unit.getByName('Harrier1-3') if Unit.getByName('Player-1'):isExist() then if Controller.isTargetDetected(DetectingUnit1 , (TargetUnit1 or TargetUnit2 or TargetUnit3) , Radar) == true then trigger.action.setUserFlag( "1", false ) trigger.action.setUserFlag( "2", true ) end else end The mission starts by activating flag1 and the script runs continuosly until a detection which turns off flag1 and thus stops the script. Flag2 then lets you action "other stuff"
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