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Draken35

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Everything posted by Draken35

  1. Seems to be available in the development branch
  2. Very nice! Thank you
  3. Oculus Quest 2... Same
  4. Getting this with the Mirage F1. I'm running 2.3.14 null
  5. 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
  6. 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/
  7. This... And small corrections, patience and take your time...
  8. Thanks! I thought I was going crazy!
  9. 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
  10. Roger that! Thanks
  11. What does "update victory conditions" entails?
  12. 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 )
  13. 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
  14. 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.
  15. 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!
  16. 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.
  17. 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!
  18. 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
  19. 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.
  20. 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...
  21. I'll add some debugging code and PM it to you later in the week. That code is rather simple and I don't really see where or why it is failing consistently for you and not for me... Ah! Make sense now. Yes, that will be useful. Thanks for the suggestion. It will make it to the script at some point. Interesting... Not sure if the surface pressure and/or the temperature lapse rate are available in the ED provided API (I guess, for the TLP the average can be used - Google says 6.5C/Km ). Need to do some research.
  22. Hey glad you made it here! Unfortunately I cannot reproduce this one... I downloaded the mission (just in case my copy had something extra) and try 5 time and the report worked in all of them. Are you using a modified version of the script (or Mist?) . Clarifying that the speed in the briefing is actually the ground speed should be easy. Now, I would need to figure out how to get the air speed from there. Shouldn't be that difficult either but I do not recall my reasoning (if any) for having it like it is now. I would have to look at the code and flight OBOE to bring bag my memory This one actually goes with the kind of DCS work I've been doing as of late (Target Impact Tracking Script). I'll add it. I'm not sure if my ,as of yet, un-caffeinated mind is follows you. Currently the scripts reports the distance of the impacts from the target and the direction, in clock face format, being 12 o'clock the actual release heading. For example: 250m @ 8 o'clock means that the drop was short and to the left of the target... Please, give me an example on how you visualize using the tract as a reference. The script doesn't really care where the player starts and was intended as a mission building tool. The provided missions are just demo's for the script (notice the lack of flak ? :D). The demo mission randomly selects on target out of 5. The first 4 are just 2 actual targets but the beam flow in clockwise and counter-clockwise directions. There is not really a way to put any airplane closer to the targets in this setups, since you wouldn't know what plane to choose and can end up being in the worst possible place... Now, the script allows mission builders to select a target from the list. To do so, you just put the target number in the select target function parameter You get the target number from the target list in the script: The approach tell you in which direction to fly the beam . Then, you just add an airplane in the position you want and save the mission as a copy I saved the best one for the end .. That is actually something that sparks my interest and I'll look into it... Just it will not happen soon. My DCS development time is short and I'm working in other projects at the moment. Also, in the last 6 months I've gotten more acquaintance with LUA than I was 6 months ago and when I was going thru the script to try to figure out the results bugs you reported and refreshing my memory on how I did things, I was shaking my head ... So, we might see a 2.0 in the future. That might get back into the Mozzie. I'll take closer look at the code you provided next week (my weekends are to fly, not to develop ) Thanks a lot for your feed back! It is really appreciated!
  23. A bit of topic but with the UTM option in the ODU ...The rest is the same ... Check page 420 of the manual.
  24. I'm sure they received the coordinates in a format that the plane can digest. MGRS most likely
  25. For one reason or another, my career has tasked me to do a lot of code maintenance (mine and others) and well, I know about documentation (of course, as good software engineer I hate to document :D) so, even though I had to intention to share the script at the beginning, I decide to document it as much as I can stomach ... The sample mission for 2.0 is an expansion of the Helicopter Range I posted (with 1.6), adding a fixed wing range and other things ...
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