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Everything posted by Draken35
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Or what is the deal with the HUD Horizon Line moving around in Nav mode... Is it a bug or a feature? If it is a feature, well is very unique, so how do we use it and for what?
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When in approach mode it seems to reference the horizon, but when in normal mode, it seems related to AOA? I couldn't find any references in the manual and since I don't seen any bug report for it, I assume is WAD but can somebody shed some light on to what it references? Thanks!
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Thank you! Will try that!
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I have it mapped to button in my throttle and when I'm in TEL mode, master arms on, cannon sight is uncaged but I see no changes in position of the sight when pressing the 300-600 button like Redkit's video shows... I tried with and without targets locked. Can anybody confirm if it is working?... I'll post a track later and if needed....Done flying for the day.
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Seems to be available in the development branch
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Very nice! Thank you
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Oculus Quest 2... Same
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[Official] SimShaker for Aviators
Draken35 replied to f4l0's topic in PC Hardware and Related Software
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reported Bombs in salvos destroy each other instead of damaging target
Draken35 replied to MBot's topic in Weapon Bugs
If you have TacView, you can actually see the bomb exploding when it hit the target collision/hit box... @Hobel A much simpler example of the range mission/script attached ... vFG 476 targets needed... A/C types or names are not important, so replace then as you wish/need. CA BSA.miz -
reported Bombs in salvos destroy each other instead of damaging target
Draken35 replied to MBot's topic in Weapon Bugs
The problem does exist... I have a range script that uses the hit event to determine if the weapons had any effect on target and it also projects the trajectory of the bomb to accurately report the impact position (weapon object is destroyed upon impact with the collision box of the target)... I've seen reports of "no effect" even thought the impact position is within range of the effect for the second bomb in a pair... It is not common in my experience, but it does happens, weapons in DCS get destroyed, without detonating , by close detonations... https://www.digitalcombatsimulator.com/en/files/3322227/ -
This... And small corrections, patience and take your time...
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reported earlier Waypoint slewing with ATFLIR/TDC
Draken35 replied to Draken35's topic in DCS: F/A-18C
Thanks! I thought I was going crazy! -
I'm coming back to the Hornet after a hiatus and was practicing release A/G and noticed that when I waypoint designate in HSI, set FLIR to SOI, pick a mode (scene for example), slew it around with TDC and the TDC depress, it actually updates the waypoint... Is this the expected behavior? If not, what am I doing wrong? Track attached. Apologies if this has been asked before but my google-fu failed me today. 1.trk
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Roger that! Thanks
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What does "update victory conditions" entails?
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May/20/2022 Update - Support for automatic pass start and end added. - 3rd version of the mission added: day - AUTO (set for automatic pass start/end) - Attack Radial option added to designation (works with any type of designation) - Results reports got some formatting changes to support the attack radial. - 2 new result reports using the designated target as reference instead of the closest target to impact - BDA report fixed and re-added - Designation settings moved under the Setting menu - Results use shell display names instead of the type for reporting - Tracking Script does not longer depend on pass-end to count cannon rounds. - multiple minor bugs fixed (and, most likely, new ones introduced )
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I imagine that OP is referring to something like that game where you fly civilian planes uses... But we do have checklists... And a place to put them... Kneeboard and plenty of files in the User files
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Mission / Scripts updated. May/12/2022 Update - Improve grouping of weapons for reporting - Added optional Abort Message (turned off by default) - Added Range Card with target offset information (kneeboard card) - Fixed "no effect" message when target was killed - Fixed cannon rounds counting and crashes when multiple shell types where loaded in the a/c - Results reports improvements. - Removed Pass BDA report.
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My pleasure and a small contribution for this fantastic community, from which I've learned a lot and has contributed to uncountable hours of entertainment!
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This is a new version of my Helicopter Weapons Range mission, from scratch and with many new features and core scripts, so I decided to give it its own thread. Day & Night Version provided in a zip file (attached here while the upload is approved in the User files) Download at user files: https://www.digitalcombatsimulator.com/en/files/3322227/ Edit: Sept/12/2022 Update - Upgraded the missions to the latest version of the scripts and fixed the bug with the Automatic Range Clearance reported in the comments Also, change summary to indicate that the mission is compatible with MP May/20/2022 Update - Support for automatic pass start and end added. - 3rd version of the mission added: day - AUTO (set for automatic pass start/end) - Attack Radial option added to designation (works with any type of designation) - Results reports got some formatting changes to support the attack radial. - 2 new result reports using the designated target as reference instead of the closest target to impact - BDA report fixed and re-added - Designation settings moved under the Setting menu - Results use shell display names instead of the type for reporting - Tracking Script does not longer depend on pass-end to count cannon rounds. - multiple minor bugs fixed (and, most likely, new ones introduced ) May/12/2022 Update - Improve grouping of weapons for reporting - Added optional Abort Message (turned off by default) - Added Range Card with target offset information (kneeboard card) - Fixed "no effect" message when target was killed - Fixed cannon rounds counting and crashes when multiple shell types where loaded in the a/c - Results reports improvements. - Removed Pass BDA report.
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reported How to accurately get Scenery Objects initial Health in LUA?
Draken35 replied to Draken35's topic in Mission Editor
That's the thing... After the first hit, The scenery objects seem to behave but in none of my tests, the behavior of the initial health (before any impact) has been correct... Thanks for taking the time to test it! -
Scenery Objects does not have a getLife0 method, so, on mission start, I use their getLife method and store the result as the initial health. This value matches with the value of the attribute in getDesc. Now, the issue is that this value is not accurate! The initial reported health goes up after the first weapon hit in that target! See screenshot and attached mission and script please So, How to accurately get Scenery Objects initial Health in LUA? Or what am I doing wrong? sceobj.lua test-sceobj-life-CA.miz
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The script was designed from the ground up to be used in multiple missions... The target list can contain only one target if needed (see screen shots in this post).. To define a target in the ME, you just put a zone on top of it and 2 zones for the Cat and Mouse stations Of course, you have to define the release parameters and add those (in the proper units!) to the target definition: The demo mission contains al the necessary triggers to load the sounds and make the script works.. To be honest, I have no clue if it would work in multiplayer since I only play SP and the code is not fresh in my memory... Of course, if you have specific questions, don't doubt on posting here or PM me.
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Conversion is indeed trivial but also an unnecessary source of errors and unnecessary workload in the cockpit ... Why giving in the wrong format anyway? Whoever is giving the pre mission briefing to the pilots should know better and provide the information in the right format... In the case of the Bullseye position, the issue, is even worse! That information should be preloaded in the plane ! Sure, that information could be given ad hoc by a JTAC (why not in MGRS, grunt speak, metric?) to identify a target or a reference point of sorts and, in this case, sure enough, it is a necessary conversion but, definitely not the case here...