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[31st] Spider

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About [31st] Spider

  • Birthday 01/01/1976

Personal Information

  • Flight Simulators
    DCS
  • Location
    Netherlands
  • Interests
    Flight simulators, duh!
  • Website
    https://www.31st.nl/

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  1. I'm still seeing buggy textures. In my experience, they appear when a certain ground vehicle is destroyed. When I'm far enough away from the destroyed target, the texture glitch disappears. They also disappear when I'm not directly looking at the target. A faulty destroyed-target texture issue I think.
  2. In my VFS, we often use self-made static templates as building blocks for our missions. They often contain a single unit with a pre-configured task to make mission building easier and faster. When a new theatre is published, we need to recreate all those static templates for that new theatre, while the only main thing that is different in those new static templates is the name of the theatre and the coordinates of units and steer points. To save a lot of time, I created a tool to convert static templates to a new theatre. How does it work? The tool was built with the assumption that all your static templates have the same logical design. For example, a single aircraft with a certain task and two steer points. It can for example also be two aircraft with four steer points, but all static templates have to consist of that same design. Create a new static template in the new theatre, following that same design. That new static template will be your source template. The target template will be a template in which the theatre name and coordinates need to be changed. It can be a single file or a ZIP archive containing multiple template files. Now comes the tricky part. You need to tell the tool which settings need to be copied. Upload the source template by clicking the 'Show keys' button. This will show you all the available settings within the template file. You should be looking for settings ending with 'x' or 'y'. Those are unit or steer point coordinates. Add them to the copy-list by clicking them. You may want to clear that list first, with the exception of the 'theatre' key. Upload the target template file(s) and hit 'Convert'. Where can I find this tool? The tool can be found at https://www.31st.nl/statictemplate. Who made this? This tool is offered to you for free by the Dutch 31st VFS.
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  3. Nice post about the missing features in the F-16. I don't see anything about the data cartridge that's still missing. Perhaps you can add it to your post?

    1. BIGNEWY

      BIGNEWY

      Hi, Data cartridge is a DCS core feature, not just for the F-16C so we will need to be patient for it. 

      thank you 

    2. WHOGX5

      WHOGX5

      As I mentioned somewhere in that wall of text, I didn't go into detail about DTC related features as the DTC is already on the roadmap, and in active development. That's the reason why I only mentioned it very briefly in my post, even though it's a very important system. 😊

  4. I've had multiple situations where a Mi-24 (AI, not player) survives multiple missile impacts. A few days ago, it survived two AIM-9x hits from above on the main rotor and a full gun blast from the side. That thing is a flying bunker. Not realistic. The same for the Mi-8 btw. Please make the Mi-24 less strong.
  5. I use MOOSE to spawn airplanes (see code below). In the template groups that I use, I selected 'HIDDEN ON MAP'. However, when the airplanes spawn, they are visible on the F10 map. I reported this to the MOOSE developers, but they say it's a DCS bug. local tankers = SET_GROUP:New():FilterPrefixes("Tanker"):FilterStart() tankers:ForEachGroup( function(tanker) SPAWN:New(tanker:GetName()) :InitRepeatOnEngineShutDown() :Spawn(1) end ) A2A_GCICAP = AI_A2A_GCICAP:New("A2A EW", "A2A CAP group", "A2A CAP area", 3, 6000, 30000, 60000) 2A_GCICAP:SetDefaultTakeoffFromParkingHot() A2A_GCICAP:SetDefaultLandingAtEngineShutdown() A2A_GCICAP:SetDefaultOverhead(2) A2A_GCICAP:SetTacticalDisplay(false)
  6. Since a few updates ago, I can no longer put a weapon on all stations 5, 6 and 7. When I load one on 6, and then on 5 or 7, the one on 6 is removed. If I put weapons on 5 and 7 and then on 6, the ones on 5 and 7 are gone. When I select a configuration with weapons on 5, 6 and 7 I made before the update that changed this, they are all loaded just fine. As long as I don't change any of the weapons on 5, 6 or 7.
  7. I was going through the A-10 manual and found several errors. Below a list of page numbers and the found errors: 141: numbering incorrect 146 & 147: numbering incorrect 150 & 151: numbers missing 159: numbering incorrect from point 6 165: numbers missing in picture 183: below stall warning control panel, there are 3 more switches which are not described. 190: numbering 'air and pressure controls' incorrect 359-365: numbering incorrect. The errors are mostly about numbering errors. There are probably more, so I think it's best to check the entire document.
  8. Nighteyes' argument is valid for the working of the TMS aft, not for the working of the CZ. The CZ should clear the deltas. Also because it makes no sense to have a CZ in VIS mode that does something else than a CZ in PRE mode. A CZ should always be a CZ.
  9. I don't understand. Unlike what you said, the TMS aft in VIS mode is not working. Also, the CZ button while in VIS mode does nothing. So, you can add deltas in VIS mode, but not undo them. To do so, you have to switch to another mode, which sounds like a work-around to me. Also, when I don't remove the deltas and go back to NAV mode, the waypoints are still shifted. How is this correct as is?
  10. When in VIS mode, a TMS aft does NOT rever to pre-designate mode! When a target is selected, the AGR radar mode shows a CZ button, but pressing it does nothing. A TMS aft in BORE mode also does nothing. Only in PRE mode does the TMS aft work. I have to switch to BORE or PRE mode to make the CZ button do something. This is a bug!
  11. Whenever I designate a target for the Maverick (D in my case), the current waypoint is moved to the target's position. All other waypoints are also shifted in the same direction and with the same distance as the current waypoint has been moved. It also happens when I use the HMCS and set a target after pressing TMS up long. A TMS down or Cursor Zero doesn't solve this. Waypoints are permanently altered. Until you set a new Maverick target of course. Then they are changed again. maverick.trk
  12. A cursor zero does nothing. TMS down also does nothing. Waypoints are permanently altered. Until you set a new Maverick target of course. Then it's changed again. This is a bug for sure.
  13. Whenever I designate a target for the Maverick (D in my case), the current waypoint is moved to the target's position. All other waypoints are also shifted in the same direction and with the same distance as the current waypoint has been moved. It also happens when I use the HMCS and set a target after pressing TMS up long. Trackfile was added, but this can simply be reproduced with any F-16 mission with Maverick. maverick.trk
  14. The 'group stop' and 'group resume' trigger actions can't be used for naval units. Also, the 'hold' waypoint task is not available for naval units. I'd like to see those options available for naval units.
  15. What do you mean? You want to change the A-10C to an aircraft other than the A-10C II?
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