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Everything posted by Furia
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You can actually placed parked in the deck as uncontrolled. The airplane will be there parked until the condtion to start are meet. Trigger with AI task set. Then the aircraft will move to a catapult and launch. The way the parking work now is that no matter what parking spot you assign to an AI aircraft ion the carrier, they are always being spaced in front of elevator 1 and 2 and corral in the sxpack area. I have a mission with such kind of AI start and works nice and looks cool to see the AI catapulting while you are still on deck. Be aware that if you use the AI ATC for take off this creates problems with the AI aircraft moving on deck at that moment
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Hi.I would like to know if you can provide us with an estimate about when it is planned to have CASE II and III into the script. I am asking this because in my virtual squadron we are running a naval campaing and we need to start with night operations. We are now into deciding if we do develope our own methods to deal with CASE III in multiplayer or if we wait for the script to have such function available. Would be great to have an time frame estimate for that, just to help us decide if it is better to wait or not. Another question I have is if you plan to change the use of True north for Magnetic North on the script? Thanks a lot for this awesome script!! It is really a game changer!!! :thumbup:
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I really welcome this step forward :thumbup::thumbup:
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Is this working on moving ships or only stationary ones?
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That did it!! It worked!! In Multiplayer!!! Thanks Pawsie and thanks Vannipos!! :thumbup::thumbup: I have used the example for the moving vehicle from Vannipos and it works real good. We just tested it on a multiplayer scenario and 5 different pilots could navigate using the ADF and FM homming beacions created. This is really helpful. Thanks again!!
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** Anytime, Baby! - NEW TRAILER & TRACK PREMIERE **
Furia replied to Cobra847's topic in DCS: F-14A & B
AWESOME!!!! If it wasn't because I had already pre ordered it the very first day, I would pre order it again :pilotfly: -
Hi guys I would appreciate some support on this subject if you can provide it. We are running a Naval multiplayer campaing withn our squadron and we badly need to be able to set some kind of radiomagnetic navigation system for the UH to locate and operate from ships in the open waters. Whiile I have managed to create FM homming beacons that work nicely in single player by adding an AI helicopter with no fuel on a ship deck and with wp properties to generate a radio transmision in a loop, this does not work for the clients only for the host. I need to have a system where our helo pilots could steer to the ships either using FM homming, ADF or even VOR. Does not need to be real life realistic but something that works in DCS multiplayer and with moving ships. Have you found any way to create a radioeletric signal that could be received and used to track a moving ship in a DCS multiplayer enviroment by clients?
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It is not only a matter of matching mounts, it is also a matter of center of gravity, launch aerodynamics, structructural airframe.... releasing a weapon for an specific airframe requires a complex certification and testing process before an airframe is allowed to use such ordnance. In some cases mounts have to be modified, relase procedures implementes ect etc While the A-4 can nicely transport a Mk 82 unit by weight, the A-4 has never transported or droped a GBU-12 in real life and nobody can certify this is possible until such process of assessment and testing is performed. Why should DCS starts now with „never happened“ weapons loadouts configurations? Lets keep it realistic as it is now where we all understand the capabilities and possibilities of each platforms based on historical and actual data. It is still a great and fun aircraft to fly without GBU. Fly and fight it as it was designed.
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I do not favour unrealistic loadouts (Non historical). Once you cross the line, it is hard to stop. What about Sabre with GBU or a Spitfire with GBU?
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Any chance this gets some love and gets fixed? Having this tanker available would be agreat force multiplier.
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Looks real nice. Thanks!! :thumbup:
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This is relevant information. Thanks So far I have done my testing in single in the Release version, but we plan to start next Sunday with a MP campaing using it. I will kae sure the server have this enabled :thumbup:
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Just tested it several times replacing the original maually, editing the lines using a mod manager but I still get the "*" on the after landing grade sumary sentence and no file is recorded. This is how my MisionScripting lua file looks like. See the attachment
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Ok seems this is not enable since I get this "*" symbol but I cannot understand why since I have followed the instructions properly I will try again with a different method. Just a comment for this wonderful script. I believe the BRC and FB are based on Magnetic North not True North.
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Alerax, I have tried to implement the export feature but I cannot find the file it is supposed to produce. I have manually implememted the changes on the lua file as you mentioned, run a mission with the sript made a landing and got the LSO score after landing. I am running it in the release version. I followed your instructions but I cannot find any doc file created after flying. Could you please elaborate a bit more what is the name of that file created and where on release version can I find it? Thanks again!
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Brilliant!!! Thanks a lot Alerax!! Nex Sunday my Virtual squadron is starting a long cuise campaing with the Hornet and we will surely use your script! I really like the addition of exporting the grades. Need to eplore the possibility of creating a Greenie Board with this one. Just one question, would the script work if I rename the carrier to something else than Stennis_AI but I also add that new name to the script lua? Thanks a lot!!!
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Is there any way to make that the server rejects any player that does not have the required skins as it hapens when you do not have the appropiate Mods?
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I would be also very interested on this one if anyone can provide some solution. Thanks
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I have not seen it. Great!! I fully support it!
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User skill uncontrolled group visible before start
Furia replied to discwalker's topic in DCS Core Wish List
I fully support this!! Should be a scenario creator option. Would make airfields look like more populated and in some cases will offer the possibility of destroying enemy assests in an airfield if then are not maned. If the AI can use this option I believe it should not be dificult to implement for clients and will add a nice feature for mission creators. -
Thanks! Anway this is the kind of feature it should not take much effor for ED to implement and will add a nice inmersion and playability. In in a mission we do have 10 slots of airplanes the scenario creator could chose to have thos aircraft to actually be seen on the ramp as parked aircraft before a human pilot jumps in. This would populate air bases and ships and also will allow in som scenarios to destroy enemy asets if they are not being flown. If this is working nicely with AI and the "uncontrolled function" I do not see whay it should not work with client aircraft as well.
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Thanks. That sounds interesting but I have not seen any conditional element on the ME triggers that defines when an aircraft is human contriolled. How do you do that? But what you proposse sounds very interesting.Did yoi managed to make it work?
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I must assume for the lack of answer that this is simply not possible and there is no way around. A pity since it would be a quite useful feature. Hoepfully we may have this available in the future.
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Hi all. Does anyone know if there would be possible to use the „option“ or „concept“ of having playable aircraft parked empty with no pilot on the ramp until a human player select that aircraft in the multiplayer lobby and jumps into it? Something similar to what happens with AI when we set the aircraft as „uncontrolled“ and then create the contidion to become controllable or active and the AI pilot just spawns in and start up engines. My idea is to be able to have visible and parked over the designated parking slots all „playable“ aircraft and before a pilot can jump on it in multiplyer, Funny thing is that the „uncontrollable“ options is available for player or client aircraft but when I create an aircraft with that option and I select this aircraft during a multiplayer session, I can only see the aircraft from outside. This feature would be specially great in carriers or other congested airports and would be even interesting to allow that aircraft to be destrioyed by the enemy on the ground unoccupied. I have not seen any condition on the ME that „detects“ when a human pilot tries to jump in an specific airframe Does anyone have any idea if this would be doable and we can have client aricraft visually parked on the ramp befire a human pilot takes over? Thank!! :thumbup: