

Cael
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No campaign bug - Spotting kills it for me
Cael replied to Lt_Jaeger's topic in F-4 MIG Killers Campaign
Did this get fixed? I have full labels for takeoff and landing, but just a single-pixel dot for the exercises. With my hardware and settings I lose sight as soon I start my egg. Still really enjoying the campaign, but I’d love to have an easier time keeping track of the other fighters. -
dcs bug Problems with Mission 06
Cael replied to ENTER's topic in F/A-18C Raven One: Dominant Fury campaign
Ran into a number of issues in Mission 6 in today's update. The taxi director didn't tell me to move until 19:50, 7 minutes before the push time from a waypoint 40 miles away. I flew faster than the 300 knots in the briefing and managed to hit within 15 seconds of the TOT with the bombs and landed on the carrier as instructed based on Cajun's push time, but didn't get a mission complete message and ended up with only 50 points. -
Mike Force Team started following Cael
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I’ve been trying out the ACLS for case III mode 1 landing and the couple of times I tried it the system flew what looked like a perfect approach and then boltered. Is this a known issue? Am I doing something wrong? Yes the hook was down
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Thanks very much! Really glad you’re having fun with it. I fought long and hard with the Su-25s dropping illuminating flares in the night mission, sounds like they stopped behaving again. I’ll take a look and see if I can get them lighting the 2nd boat properly again. Thanks!
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Awesome, thanks for posting! Really glad you enjoyed it, this made my day to read :)
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@BuzzLine good job figuring that out! I added a link to your thread in the campaign description on the download page. Great work, and thank you! Hopefully ED fixes this issue soon
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Has anyone finished the campaign? Would love to know that everything is working now
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Thanks again for reporting this stuff. I couldn't make the "end mission" button issue happen, but I've seen the thing @BuzzLine described happen so hopefully it was just that? The issue with the boat was a weird one! Once the boat switchover happened, the 2nd boat was submerging like a submarine! I temporarily turned on all the F10 map tracking and it was actually still there, doing what it was supposed to do, just underwater and invisible. It looks like it's a problem with the map. Starting it south a little bit from where it was starting before made it start underwater, so I think something must have happened to it between when I made the mission originally and now. The reason there are two boats to begin with is that I couldn't get the river boat to go into the sea, it would just stop dead when it got to the end of the river, so something is wonky with water navigation there. Anyway, I moved it to another point on that jetty and it seems to be working. The revised version is uploaded, please let me know if it's still broken for you
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Thanks for the bug reports! I’ll check these out and get them fixed
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I just posted a new SP campaign for the Hind: https://www.digitalcombatsimulator.com/en/files/3320102/ This campaign is an homage to classic action shows of the 1980s like Airwolf and The A-Team. Bellerophon International is a mercenary organization, rushing to the Black Sea to take a contract from the Georgian government during the Russo-Georgian War in 2008. An attack by parties unknown has disrupted the peace talks and as Captain Elena “Zap” Bishop, you must fly an Mi-24P Hind and help turn the tide of the war before it spirals out of control. Assault mountaintop strongholds, provide close air support, engage columns of armor, sling load cargo, and transport troops under fire in 12 fully robovoiced missions. Enjoy, and please let me know if you encounter any bugs so I can fix them
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Noob question: sudden roll to one side while diving
Cael replied to VR Flight Guy in PJ Pants's topic in DCS: Mi-24P Hind
It’s a retreating blade stall. You’re moving forward fast enough that the rotors moving backwards relative to your direction of travel are almost still in the air, so they stop generating lift and you roll over. Scrub speed when it starts to happen and it should even out. -
Is there a way to set a variable in one mission and read it in a subsequent mission in a campaign? Or any way to pass information from an earlier mission to a later one? Thanks in advance!
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I was playing around with delivering cargo to a ship, so I was thinking it might be better to look at velocity than elevation (assuming if it's stationary and within the radius, we can call it delivered). With the example block below (looking just at x, I tried all 3 axes), I was getting a reported velocity of zero, even while moving. Does sling loaded cargo not have its own velocity? local cargoVel = cargo:getVelocity() local cargoX = cargoVel.x trigger.action.outText('Vel X: ' .. cargoX, 20)
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Thanks for your help! I ended up ripping all the custom script out, which fixed the crashes, then I added it back in piece by piece. Eventually I ended up exactly where I started but the crashes stopped. Head scratcher, but glad it's working. Some more iteration and this is what I ended up with for my two trigger predicates, for anyone in the future who comes across this thread in a similar boat trying to deal with script-spawned cargo objects: -- This check looks to see whether AmmoPallet is delivered to CargoDelivery if StaticObject.getByName("AmmoPallet") == nil then return else local zone = trigger.misc.getZone("CargoDelivery") local cargo = StaticObject.getByName("AmmoPallet") local cargoPos = cargo:getPoint() local xCargo = cargoPos.x local zCargo = cargoPos.z local xZone = zone.point.x local zZone = zone.point.z local xDiff = xCargo - xZone local zDiff = zCargo - zZone local dist = math.sqrt((xDiff * xDiff) + (zDiff * zDiff)) local radius = zone.radius if StaticObject.getLife(cargo) > 1 and cargo:inAir() == false and dist <= radius then return true end end Another trigger looking to see if the cargo was destroyed: -- This check looks to see whether AmmoPallet is dead if StaticObject.getByName("AmmoPallet") ~= nil then local cargo = StaticObject.getByName("AmmoPallet") if StaticObject.getLife(cargo) < 1 then return true end else return end It looks like the inAir check isn't working (it's returning true while the cargo is still swinging from the helicopter), but that's a problem for another day
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I'm probably missing something obvious, but I've been trying to script a lua predicate that checks for when a cargo object that's created in script is inside a trigger zone, on the ground, and not dead. I wrote the predicate but when I run it the game crashes. I'm not getting a popup message with an error, and I didn't see anything in the logs. Could anyone tell me what I'm doing wrong? Thanks in advance local zone = trigger.misc.getZone("CargoDelivery") local cargo = StaticObject.getByName("AmmoPallet") local cargoPos = cargo:getPoint() local xCargo = cargoPos.x local yCargo = cargoPos.y local xZone = zone.point.x local yZone = zone.point.y local xDiff = xCargo - xZone local yDiff = yCargo - yZone local dist = math.sqrt(xDiff * xDiff + yDiff * yDiff) local radius = zone.radius if StaticObject.getLife(cargo) < 1 and cargo:inAir() == false and dist <= radius then return true end