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Caldera

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Everything posted by Caldera

  1. Floyd, Thanks that was it. I also added another trim control axis controller and I forgot to check. Caldera
  2. Hey all, I just installed .49940 and jumped into a hot start mission. The first thing I noticed was a light green tint to the IHADS, the second thing I noticed was that I became quickly airborne in a right spiraling rotation and immediately crashed. Both were not the case before. The first thing I can deal with. The second thing I am looking for a work around. It would probably be by editing a LUA file? So is there a way to force the collective value to be at zero when the collective is physically at zero (full down) when the mission starts? This is instead of having to quickly raise then lower the collective so that it is so. I have "Synchronize Cockpit Controls with HOTAS Controls at Mission Start" checked, as it has been since I started playing. But I know that doesn't always work (Exp: Throttle on the A-10C) I have no idea why ED decides to change this stuff like this, but they do. It can be frustrating. Thanks in advance, Caldera Ah Oops... The first thing, as it turns out was a switch out of position on my HOTAS. Caldera
  3. A new one... This vehicle stopped in the water and also in the shore, submerged in both. I had STT locked when it was destroyed, which when the vehicle was destroyed the lock brackets moved away as they normally do when a vehicle is destroyed. Caldera
  4. Flappie, Here is a track file, but of what use I do not know. You will have to wait through a few minutes of cockpit set-up at the start. The video of the track is completely wacked from what actually happened. In my first attack sequence I attack four T-55's and I destroy them with 5 missiles (the first missile missed). In the track video the tanks are not hit nor disperse, and just keep driving to their way point. In the next attack sequence I attack and destroy 6 BTR-80's with the gun. None of these vehicles show up in my track. In the last attack, and the driving into the water sequence, I attack 4 BTR-80's and 3 URAL-4320's with the gun. None of these vehicles show up in my track. From memory... One of the trucks drives into the water. It stops. Then it continues on only driving on the front 2 wheels. It stops again, still balancing on the front 2 wheels. It performs a fast 180 degree turn (instantaneously) and begins to drive toward the shore on the reverse path, still balancing only on the front 2 wheels. When it gets near the shore it transforms to driving on all wheels, as normal. At this point I fire on it with the gun (allot). I believe that I destroyed it, but the truck showed still undamaged. At some point, I may recall (but maybe not), that I fired a missile at a BTR-80 that also had driven into the water. But still showed undamaged after the missile struck (appeared to strike). In the track, when missiles and guns are firing, I am shooting at "something" not just empty space. But none of that appears in the video. I could send you the missile file, but it is too large to post on this website. Caldera VEHICLES IN WATER 01.trk
  5. So I got this to work in my test mission. The premise is for an AH-64D mission where hostile infantry can re-spawn in multiple waves with logic to end the re-spawn madness. I have attached the mission file which I know by many standards is a bit clunky, but it works. I have also attached a track file showing multiple waves based upon unit death administered by the activation of some friendly Abram tanks. Select F10 and speed up time a bit. I also noticed that "mist.respawnInZone" does not work with non circular zones. Caldera RANDOM SPAWN IN ZONE TEST 01.miz SPAWN IN ZONE TEST 01.trk
  6. OK! Grimes, Your script file works! But so far it only works once. Because I have gotten assert(loadfile to work I tested this after the first deactivation. Where I ran assert(loadfile again to re-spawn rotary-1 and that worked OK. But the script you provided no longer has any effect for deactivation of rotary-1. Does not really matter as I was just testing the script. Thanks again! Kanel, Using \ or \\ made no difference at all. So I tried [[<filename>]] and it works as expected. But I noticed that notepad++ doesn't like it and turns the text red (error?). Thanks again! Caldera
  7. Thanks Grimes, Any clue why my assert(loadfile... is not working? Caldera
  8. This one drove into the water. I must have killed it early and not realized it. Guessing I put 300 rounds at it and no change in appearence. Caldera
  9. Hey All, I started looking into randomizing missions. But that is not my critical problem. I have created a test mission for the purpose of learning random spawn locations. I have also been trying to figure out how the "assert" command works, mostly to shorten my debugging time. The problems I am having is two fold. I can get "mist.respawnInZone" to work just fine by itself. I am using Test-01.lua to create this script. So from using this script my problems begin. Problems: I can not get "assert(loadfile("E:\DCS Scripts\Test-01.lua"))()" to work I am not able to despawn (deactivate) the unit created by Test-01 I have attached Test-01.lua and my test mission. I was hoping that someone might have the time to look at it and help me out. Thanks in advance, Caldera Test-01.lua RANDOM SPAWN IN ZONE TEST 01.miz
  10. I kept shooting and eventually got a Vehicle Destroyed message. At that point the vehicle never caught on fire. But it did sink below the surface. Caldera
  11. OK, so this was a new one! This truck drove into the river and then initially stopped. But then drove into the river farther and then went nose down, as only the canopy was visible. While this was occurring the truck appeared to be floating down the river at a slow pace either that or moving on only its front two wheels. After a short time the truck stopped again and appeared to be on all 10 wheels again. It a drove on for a bit and then stopped, at which point I shot it with the gun on the Apache. After hitting the truck, as you can see the truck is still only smoking lightly and not destroyed. Caldera
  12. Actually... Reviewing my post I noticed that hAngle is not new. Caldera
  13. Sharpe, No, I am using a cord with the XBox controller. Caldera
  14. Hey All, So after I purchased the Gazelle I tried to set my default head position using RAlt - Num0. Saving the snapview was ordeal because the game kept disregarding the view save. I edited the snapview file initially and kept trying (and trying). I finally got my edited snapview.lua to work after restarting the game. The snapview.lua file looked like this initially: And looked like this after saving the snapview (RAlt - Num0): The default cockpit view became really messed up with the view point high and to the right. What I noticed from a save I had made dated 12-02-2022 was that there has been a couple of new parameters added. The parameters are viewAngleVertical and hAngle. 12-02-2022 snapview.lua: What is the purpose of these new parameters? Why is snapview.lua not saving correctly? Thanks in advance, Caldera
  15. Yes, this is a bug. Maybe it is not all DCS's fault. Windows may swap devices around along with their ID numbers. And I think that DCS loses track sometimes especially with Modifiers. Caldera
  16. Hey all, Since I have not flow it for awhile, I took the P-47 up for a spin on my current favorite practice mission. The mission is an air start attacking a flight of some 48 JU-88's. Well that is some AI friendlies and myself. I seemed to notice that the Jug is just much less tough than it used to be. More damage is getting spread all over the place. The worst damage to take and survive is the elevator or aileron. The controls just go wonky, creating a really annoying oscillation where first the controls have zero authority then have tremendous authority. So it seems like something has changed or is it just me? Thanks in advance, Caldera
  17. So I finally got to play a bit on RotorHeads. This is definitely a thing that can happen more often on MP than on SP. Caldera
  18. OK I am annoyed. Just started the game, I made sure that the XBox controller was on first. But... The modifiers have once again vanished replaced by the red circles. WTF, this a bug or am I doing something wrong? Caldera
  19. Dr Z, I might do this a bit different than others. The XBox controller has two joysticks and each can be mapped to pan control at the same time. What I do is set up the right one for slow pan and the left one for faster pan by tuning the axis curves differently. I know this is not what you are asking. But... This helps in general, as the FLIR is much slower than the TV or just times when I want to pan faster. Caldera
  20. My poor memory seems to think that I have had issues with modifiers from other devices, not just the XBox controller. This a bug using modifiers? How do I get rid of the red circles? Caldera
  21. Hey All, I am not sure what goes on here. But please take a look at the picture. I had forgotten to turn on my Xbox before playing. So I used "Rescan devices" to let DCS acquire the controller after I had turned it on. The two modifiers that I had assigned were gone (Left Paddle and Right Paddle) and all the binds that I had assigned to them were also gone (blank). The only thing present was the red circles with "!" in them. The controller binds that did not have a modifier worked just fine. The picture above was taken after I replaced the binds. All the controller binds are now working. But the red circles (error?) persist. This has already happened to me a few times in the past. It is annoying... Anyone one know what is going on? Thanks in advance, Caldera
  22. Hi Flappie, I have flown my mission a few more times and vehicles have driven into the water randomly when attacked. As the dispersion AI is random, so is the vehicles driving into the water. Also I should mention that the mission is flown in the Apache and I am using the gun to attack the vehicles. The location is SW of Batumi where a road goes around a bend and comes close to the water adjacent to some power line towers. I am playing in SP. But, I believe that I have noticed a few things. The main thing I have noticed is that indeed you are correct, vehicles can be destroyed in the water. Looking specifically for a problem, I began to notice the destroyed vehicle messages that I had missed early on. What I did notice after I got a vehicle destroyed message at various times: Shows fire and smoke animation as well as changing into a destroyed vehicle. Shows no fire and smoke animation as well as remains an undestroyed (normal looking) vehicle and will not move any more. Shows no fire and smoke animation as well as remains an undestroyed (normal looking) vehicle and sinks into the water (vanishing). Obviously I had thought that if an actually destroyed vehicle does not show any graphical change, nor reported damage then it appeared to me to be invincible. As no further damage occurs if I keep shooting at it. Let me mention that because I use the laser when shooting the gun I have also learned that some how the water throws the range off a bit and I have to adjust my aim (typically low) to hit the vehicle, adding to my initial misconception. Caldera
  23. McGraw, I find the gun to be really accurate, from both the front and the back seats. Some things I have learned when shooting from the front seat: Have the laser on when firing Switch on LMC after the reticle is steady on target to be most accurate (also compensates for aircraft movement?) Wait a few moments before firing after the reticle is steady on target (allows range information to be better computed?) Shoot under 2800 meters (max range some where around 3000 meters?) Shoot at least 10 rounds Aim for the knees on infantry Hope this helps, Caldera
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