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Draken35

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Everything posted by Draken35

  1. 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.
  2. 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!
  3. A bit of topic but with the UTM option in the ODU ...The rest is the same ... Check page 420 of the manual.
  4. I'm sure they received the coordinates in a format that the plane can digest. MGRS most likely
  5. 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 ...
  6. Thank you for the feedback! If you think that TITS 1.6 is complicated, you should see how 2.0 is coming up . One of the "flaws" of 1.6 is that grew too much without proper planning due to scope creep. Originally I intended it to be just a range script for my use to replace Ciribob original range script (that I modified a lot to add some features I wanted). One of the things I didn't like from that scripts was the setup of strafing areas (I do a lot of strafing) and came up with the solution (for me, again) of the report in and out. When using cannons an machine guns there is not really a way to tell the script that you finished, Ciribob's does it by exiting a zone (a the report in, when entering the zone). Mine, just explicitly tell the script when you start and end your run via the F10 menu. Certainly, from a technical perspective, this report in/out mechanism is not necessary when drooping bombs, since the scripts knows when it was dropped and when it detonates but for consistency sake, I kept the same report in/out mechanism ( I wish we had a better menu system but it is what it is... Using voice attack helps a lot with it). In 1.6 it is possible to call the scripts methods from triggers So, even thought it might be a bit messy, you can automate the start / end pass with trigger zones and triggers. TITS 2.0 separates the UI from the tracking code making that a lot easier and giving it the ability to be used as something else than a range control script. This new version also provides more data to the UI, improving the reporting capabilities of the script. I will provide a range control UI as an example but the whole point will be the capability of writing custom UI to suit individual needs... I'm, perhaps, a month or two of releasing it... I hate BDUs or rather how the BDU's smoke is implemented in DCS. The whole point of providing the direction and distance of the impact is, precisely to remove the need of marks ... But if you want then, by all means, add them and enjoy.
  7. No ideas... the old version works fine for me in VR
  8. Yes, that one... Didn't realize that it was you who posted it until now... Belated thanks! As for why is not used more? Dunno, but I will venture that it is, perhaps, not easy to find.
  9. Nope... There is no keyboard near me in my setup... I use the old version of the mod, the one with the keyboard...
  10. SSA Beta supports the Apache since a couple of days after the release ... Are you running SSA stable?
  11. Well... The configuration is getting there... The biggest change I've made is to map the left thumb stick of the xbox controller to the George interface (using reWASD)... I flight SP and that allows me to control George while keeping my fingers on the triggers and the manual tracker and quick access to WAS and zoom... The cursor is mapped in the collective (stick and collective are mapped identically for PLT and CPG).
  12. Made myself a kneeboard card with the decimal to seconds conversion.... Too lazy to do the math on my head
  13. Mod was last updated on November 23rd of last year... As of that version, you can drop GBU's on somebody else's laser designation ... And no, you cannot self (laser) designate your target...
  14. That's good... One of my complains is that there is not much content for the Harrier and much less that honor the N/A designation...
  15. hhhmmm..... Seems that all the (pdf) briefings have the coordinated in degrees and decimal minutes with some MGRS sprinkle here and there (skimmed all of them, read the first one)... I haven't started flying the campaign yet, so I hope that having them in a coordinates system not digestible by the Harrier is not an issue ... Hate to do that much math in my head while in VR
  16. How could I forgot Chuck's Guide... SHAME SHAME SHAME
  17. I haven't had a chance to fly it yet (DCS crashing after the patch....) so I don't know if the Bullseye is already loaded as a waypoint, if not load it and the use offset waypoints from the waypoint that matches the bullseye. Can't recall if waypoint creation / offset is covered in the manual already but it should be easier to find tutorials for that.
  18. Anytime and good luck! If you figure out how to map the paddles in your controller, post it ! I'm sure there are other in the same boat choppa!
  19. Turtle Beach Recon: https://www.amazon.com/gp/product/B096GQBLM2/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1 I did the mapping in the controller itself not in the PC with any software. I have not used Xbox accessories much but it does not see the paddles in my controller...
  20. It is a "hardware/software" feature of my controller...
  21. The ways I use the mission are: - As a pilot: I command George to engage the main targets with Hellfires while I fly the aircraft and use the gun defensibly to deal with the bunkers. - As a pilot: use gun and rockets to engage the main targets - as a CPG: engage the main targets while commanding George to get me in position Mostly, to learn "crew" coordination and "switchology"
  22. vFG 476 Range Targets Package REQUIRED / Uses Caucasus map https://www.476vfightergroup.com/showthread.php?5304-476th-Range-Targets-Package The objective of this mission is to provide an environment where to practice the use of helicopter weapons. It was designed for my personal use in Single Player (but it should work in multi-player), with the AH-64 in mind, flying either from the back of front seat, and commanding George in the other seat. It uses a (reusable and portable) script that provides useful feedback on several parameters (distance and position of the impact, targets “hit” by the weapon”, altitude, roll, pitch and yaw angles at the time of release …) . Most of these parameters are optional and can be configured using the settings menu option. The Targets ==================================== There are 5 main targets: a Circle A in the center, with a Truck and a Tank to each side, at the end of an 8 kilometers corridor (delimited by blue containers). On each side of the corridor, there are up to 16 bunkers, randomly spawned. Mission flow ==================================== Think of the script as a “range control”. Communications with “range control” will be done via the comms menu (“\”, “F10-Other”). “Range control” has to be informed that ordnance is about to be deployed (using the “rolling in” menu option) in order to start tracking. Once the attack is completed, “range control” has to be asked to provide the results using the “Off - attack completed” menu option. There is an optional parameter in the script configuration that will generate an abort message if ordnance is dropped without the “rolling in” notification. Additionally, “range control” can be asked to provide the coordinates for the targets and to designated them using white phosphorus, laser or an offset designation (range and bearing from a reference point). The Range Menu ==================================== - Range - Reports - Attack results - List coordinates - Designation - Mark target (WP) - Offset designation - Laser/IR designation - Cancel Laser designation - Repeat last designation message - Settings - Display current settings - Toggle non strafing hits (BDA) report - Toggle display of Release data. - Distance units - Distance: set to meters - Distance: set to feet - Distance: set to yards Altitude units Altitude: set to meters Altitude: set to feet - Speed units - Speed: set to kph - Speed: set to knots - Speed: set to mph - Coordinates format - Coord. format set to MGRS - Coord. format set to DMS - Coord. format set to DM.mm - Rolling in - Off - attack completed ==================================== – Adding your own aircraft: ==================================== Well, just add them to the mission! The name or type of the aircraft is not important. The “SKILL” however, is important. For user flyable aircraft, DCS accepts 2 different skills: “Player” and “Client”. The mission and script support both. “Client” has no limitations but “Player” does. If the mission contains a single aircraft and its skill is set to “Player”, the aircraft cannot be started in the air because the range control will not work (DCS bug or limitation). A single “Player” aircraft is supported only if it starts on the ground. In this case, the script will start working when the engines are started (if cold & dark) or after take off (if started as a hot aircraft). ==================================== --Author notes: ==================================== The default unit of measurements can be easily changed on the ME, using the “Override defaults trigger”. When designing the script, I decided not to spend time (neither CPU or mine) doing validations, so, be warned: if you use an unsupported value, something will blow up. The mission can be downloaded from this thread until the file is approved in the User Files section. A couple of good videos by @sidekick65on my Target Impact Tracker Script (used by this mission): Download from the User Files section
  23. Indeed, for the time being, I'm keeping every in the DCS controls mappings, directly to the Xbox controller, except for the triggers... As I learn (what controls I need) and as the FCR / other features comes online, I'll migrate some of the mappings out... Most likely to reWASD.... I like the UI and functionality and the fact that it is supported software.
  24. Very nice... I see how reWASD could be useful to expand the number of buttons available with the long press, single, double and triple tap options...
  25. Thanks, I downloaded the demo to play with the vibration feedback but I'll wait for how you did the reWASD profile before buying anything. If you want to post here the rest of your setup, please feel free to do so. I created this thread to share how we setup our TEDACs... I've seen plenty of control mappings but the how to do it was lacking...
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