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Gizmata

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  1. Thank you for your response, that was helpful.
  2. I tried this Sunday and again today, and could not locate where in the DSMS or Profile pages for the GBU-54 to change the code. I see the code in the center of the profile menu for the 54, but there wasn't an option to change it. Where should I be looking? I am not new to the A10, just haven't used the 54 much since it can't triple rack so it wasn't my first choice.
  3. I would like to see this option added as well. I create portable scripts to spawn static objects on certain maps to add to the ambience, but currently they aren't a surprise and litter the map with icons. Thanks
  4. My crash was with the LIGHTING pod on station 4 each time, my wingman had it on station 5, we both had the CTD when switching on the LTD/R. His second crash he believe he tried to VVSLV the TGP when it CTD.
  5. Same issue on Multi. As soon as I clicked the arm switch the game hard crashed multiple times (was in the air, master arm, A2G, FLIR page active (probably SOI). I also saw a weird issue using old saved loadouts, so I created a new load from "empty" and saved that, but it still crashed the game when I armed the laser. (the other oddity was MK83/84 were not giving MFUS options, but showing EFUS in the stores page when using an old saved loadout, but worked fine when built from scratch in the rearm menu). add: I use a unique code, not 1688, and didn't get to change it in the FLIR page before the crash.
  6. My experience is the target point moves when the targeting pod must flip the camera over. So, I keep my nose above the target during my turn back towards a target and it never must flip which keeps the target point from moving/walking. If I make a hard turn and my nose (probably the boresite of the TGB in reality) ends up below my target area and I pull my nose up to fly level again, that is when the camera flips and the target point moves. No idea if this is how it works in real life, but it took me months to figure out what caused the move as it happened seemingly randomly.
  7. Since a recent patch, the below trigger stopped making a cone shape of flares, and all the flares fire the same direction as seen in the screenshot. This was working well for a long time, as it makes a cone shape of fireworks, but not anymore. null It is pretty obvious that the bearing value is being ignored now, and is a recent change/bug.null
  8. I noticed this as well recently in the A10Cii. The trim hat on the Emergency Flight Controls panel pulls the stick back when you push the hat forward which should push the nose down. Simply click the switch next to the hat so its not in the forward position (Emergency Override position), and click it either up or down and watch the stick "trim" the opposite direction as it should.
  9. Great suggestion, that worked nicely and is faster.
  10. Thanks for figuring that out. I spent hours frustrated with no progress until I found your post. It is not fun having to boot DCS World for every code change, but it solves the problem.
  11. I have a custom designed script that kept "drones" (S3-B) flying around, that began crashing the server recently due to reading a "nil" value for a destroyed unit/group health. I tracked them every few seconds and queried the health of each aircraft and this worked fine for the past few years. I added some dumps to my log to see what the aircraft table looked like, and it was full of data before the plane got hit and was missing afterwards, as though the plane never had existed. To work around it, the order of testing would need to change, to assume that if the unit/group doesn't exist, then it has been destroyed. I just don't know all the places I have script snips that can't be used without rework/retest. I only tested the single unit S3-B groups, so I don't know how if other vehicle types are removed from tracking the same way, or if this is due to it being a single unit group.
  12. How do I hide objects in the live F10 map? A couple of patches ago items like Airshow Cones and Big Smokes have an icon that show up on the live F10 in game map for everyone. Is there a way to suppress them, so the map is not cluttered with them?
  13. Looking at your lua file I noticed something: ["psi"] = 1.6651584930974, ["heading"] = -1.6651584930974, Which looked too similar to be a coincidence,. From a quick search I found "delta_psi = , -- aspect angle rad" on https://wiki.hoggitworld.com/view/DCS_Export_Script which explained nothing. So, some quick testing and it seems that setting the psi value, sets the spawn direction. psi = 0 = north, pi = south, 1/2 pi = west, 1.5pi = east. Yes this is 90 degrees out of phase of normal heading radians where 0 would be east and pi would be west. I never wondered what psi was used for, but I guess I have some idea of it now. Thanks for your help.
  14. Not a fix. I moved the waypont to the west by decreasing the Y position by 10000, and it still spawned flying east but turned slowly to fly west. Thanks for the suggestion.
  15. I can spawn a refueling tanker easy enough, but it ignores the heading field and always seems to spawn flying east. I have tried it with a couple different airplanes and groups, but they all fly east to begin and then turn towards the first waypoint. What am I missing, or is this a bug? Included is the spawn script for the KC135 which is just the group table where I hard coded the heading to 3.14155 which should be west. The mission file is simply that script being called at time > 2. KC135_Table_Spawn.txt Testing_Tanker_Script.miz
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