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Mav87th

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Everything posted by Mav87th

  1. Bankler's famous Trap Training mission moved to Kola after permission from Bankler. There we go. Approved and active in User Files Bankler's CASE 1 Recovery Trainer - Kola Peninsula version I have edited some of the surrounding parts of the mission and added a few things. - Statics and AI activity on the carrier from mission start - Human airborne jets moved to 30nm to give a good time to set up the brake - Carrier Group consistency changed to mimic CVW-8 in 2006 (https://www.seaforces.org/usnair/CVW/Carrier-Air-Wing-8.htm) - units used from other mods (FRENCHPACK, desdemicabina-simulations Álvaro de Bazán, Military Aircraft Mod, EA_6B, A-4E-C, T-45) - I opted to add the mods as dependencies as they are all stunning work and ad a bit of atmosphere and realism to the mission. - New scripting to give updated BRC course from the carriers magnetic heading. Can be called via menu on demand. - Added/altered Recovery Tanker, AWACS and Caps via moose scripting if you experience any problems with the mission be sure to tell me and not bother Bankler about it null
  2. Perhaps you create a script on what you want based on this above.
  3. Hi - been having a little trouble with flags inside a moving zone, and i was not sure the zone actually moved. So after some time with Grok I actually succeded in creating this script that will draw a circle with the radius of your zone in question in the mission (if its a square zone it just draws a circle with radius 100 meters). The script will then leave the drawing for 3 seconds, delete it and then redraw it with a new center on where the unit it moves with is now. You can alter the time between the updates to what ever you like. The script is not dependent on Moose or Mist and i just run it with a Trigger (Once), Time More (5), DoScript and then paste the script below into the textbox. local zoneName = "InitZone" -- Name of the trigger zone you are examining local refreshTime = 3 -- Refresh rate in seconds local baseMarkID = 10000 -- Starting ID for markers local currentMarkID = baseMarkID -- Track the current marker ID local prevMarkID = nil -- Track the previous marker ID to remove local function UpdateMovingZone() -- Log that the function is running env.info("UpdateMovingZone called at time: " .. timer.getTime()) -- Get the zone's current position local ref = trigger.misc.getZone(zoneName) if not ref then env.info("ERROR: Zone not found: " .. zoneName) return timer.getTime() + refreshTime -- Retry after delay end -- Log zone details for debugging env.info("Zone found: " .. zoneName .. " at X: " .. ref.point.x .. ", Y: " .. ref.point.y .. ", Z: " .. ref.point.z) -- Remove the previous marker if it exists if prevMarkID then trigger.action.removeMark(prevMarkID) env.info("Removed previous marker ID: " .. prevMarkID) end -- Define the marker position (Vec3: x, y, z) local pos = ref.point -- {x, y, z} -- Create a new circle marker with a unique ID local text = "Moving Zone: " .. zoneName local radius = ref.radius or 100 -- Use zone radius or default to 100 trigger.action.circleToAll(-1, currentMarkID, pos, radius, {1, 0, 0, 0.5}, {1, 0, 0, 0.5}, 2, true, text) -- Log marker creation env.info("Marker created - ID: " .. currentMarkID .. ", Pos: X=" .. pos.x .. ", Y=" .. pos.y .. ", Z=" .. pos.z .. ", Radius=" .. radius) -- Update IDs for the next iteration prevMarkID = currentMarkID currentMarkID = currentMarkID + 1 -- Increment for the next marker -- Schedule the next update timer.scheduleFunction(UpdateMovingZone, {}, timer.getTime() + refreshTime) end -- Initial execution with a 5-second delay from mission start env.info("Scheduling Moving Zone script to start in 5 seconds") timer.scheduleFunction(UpdateMovingZone, {}, timer.getTime() + 5)
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  4. Add a constant to all aircrafts/helicopters that has foldable wings and depend the "wing fold" message (and deck crew visual signal) on the aircraft type having that constant. That would also solve it for community mod aircrafts NOT having the constant..
  5. Small update on my part... beginning to nail the brake and downwind and the grove now. Braking at 0.5nm past the bow of the carrier, NO speed brake and as soon as i see 250 its gears and full flaps and then i keep the throttle idled until i see 170, then add a little to catch the speed on aoa. then i trim up some 8-10 times on the hat, throttle a little up and turn into the final turn. @Arbil I saw the same floating thing you do. I disabled turbulence and its now gone. Question is if you really do have to idle over the stern in anticipation of the floating (upwind from the stern, turbulence from the carrier) of if the effect is exaggerated in the flightmodel of DCS... Anyway, disabling turbulence helped me.
  6. Absolutely an awesome mission to begin learning the trap. I am a total rookie and might be able to get a 25 in score or a bit higher if I am not hitting the 1 wire. A few points that has helped me: On speed and altitude at the break is a given prolong your break from over the bow to around .5nm in front of the carrier. Helps a lot in the beginning on your downwind leg. Speed brake in the break is unnecessary, bleed the speed around in the turn and around the exit of the break you can go gear down and flaps down around 8-10 hits on the trim nose up and then hold the FPM on the horizon with stick while the speed bleed further down from 200 to around 140ish DO NOT get closer then 1.2nm on downwind Add throttle JUST before rolling into the final turn from 600ft at the end of the downwind use throttle and bank angle to stay on speed Throttle IDLE when you roll out in the grove - be READY to catch the on speed again as it drops down. and run the mission with Turbulence OFF - I found it near impossible to not float ungracefully over all wires..... looks like the turbulence is a little overdone if you loo at videos of landings. ps. if the above still contains grammatical or spelling errors please let me know so I do not offend other users
  7. Thanks Bankler - Kola variant coming up soon then... So far i have moved the units to Kola. Adjusted all waypoints. replaced the airborne S-3 Viking tanker and E-2 Hawkeye AWACS with units launching at mission start (Moose recovery tanker and awacs scripting used for them). Added two cold starting Hornets and added a few statics on the carrier. Added a C2 for spare parts and mail.
  8. Hi - its likely a no, but is there scriptwise a way to retreive the magnetic variance at a units location like fx. (getMagneticDeclination())? Kola map has a pretty large variance in the Magnetic Declination over very short distances, so a constant is not "really" useful. I could create a table, but that is a very "local" solution and does not lend much freedom in moving the units around afterwards.
  9. @Nealius thx i must have missed that! Thanks for the info, much appreciated mate.
  10. as in the Title An ability to assign specific radiocalls to your hotas so its easy to send things like call the ball using the hotas, or trigger it with flying through a 3d zone fx.
  11. I see the same thing Fakum. But the 1% is only a "guide" its not a rule you have to follow strictly. It will help you on the right path, but you have to loosen up a little bit and fly it more to where it should be in the end. I'm still struggling when rolling out on downwind to get trimmed right without ballooning and/or loosing too much altitude. Was almost there today as i stopped using the speedbrake, it seems to unsettle the flightmodel a lot and unpredictable. so....more attempts to go
  12. @NineLine perhaps you can confirm is this is "known" and worked on?
  13. Before final turn - add a little gas before starting the turn to be ahead of the power curve that drops in the turn. So power up a little, one banana, start turn.... same before rolling out, power off a little, one little banana, roll out helped me a lot getting the FPM placement right
  14. +1 For what its worth, I think your right Harley. The FCLS should very much trim as the drag increases and not from a switch position in the throttle. Did you examin what happens when you push the speedbrake switch to its "held" position for closing, and then not ever taking it out of the hold position? And make sure its not like in an F-16, where you can "over open" the speedbrakes by holding the speedbrake switch in the open position - gives a little extra opening angle on the speedbrakes. Then when you release the switch the brakes close a tad automatically.
  15. Hey Bankler Awesome mission to learn the Hornet with - hats off to your coding and mission creation skills. Would you be ok with me unpacking the mission file and try to add 4 Hot Start and 4 Cold Start Hornets to the selection mass? If i do is there something in the triggers or naming conventions i need to be aware off? Thanks for a superb training "mission"
  16. You can use local zones to change fog settings during the mission. Aka. player approaching a particular airfield triggers thick fog or when over target area the fog lifts etc.
  17. +1 especially when you by accident delete a unit you just spend 30 mins finetuning.....
  18. or ability to add overlays to the map and resize them afterwards....
  19. Trying last night with the A-10CII on a KC-135. at one point before pre-contact position the jet rolls sharply to the right into a ca. 80 deg bank attitude. And that's it. seems an odd behavior for wake turbulence.
  20. Exactly - was setting up my transports and tankers in my mission template from your charts and was missing those two Expect players to do tactical takeoffs and landings.
  21. @graveyard4DCSLove your approach charts. However there is one navigation point missing information about its location (actualy two perhaps) CANVU and BAMRE I managed to find the information in the Navtech oakn01maorg0 from 22 feb 12 CANVU N 31 27.0 E 065 45.2 BAMRE N 31 32.2 E 065 53.9 Both points are used in the SID departure platesnull null
  22. Totally Second this one. Al Jouf, KKMC and Fahd would be pretty essential
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