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applepiefrost

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Everything posted by applepiefrost

  1. True, but I think it should still return to the first point in the sequence after it reaches the last point. It doesn't explicitly say that in the manual... ... but it is what the A/G radar does when you step through the points there. Unless someone actually knows for a fact it shouldn't, I think it makes sense the behavior is the same on the TPOD.
  2. Sequencing waypoints on the TGP stops at the last waypoint Version: DCS v2.8.6.41363 Open Beta MT Reproducible: 100% Reproduce steps: Make a mission and add a couple of waypoints Open TPOD page on a MFD Press the OSB (Pushbutton 17) to cycle through the waypoints Observed result: After the TPOD points at the last waypoint, it doesn't cycle back to the first waypoint when Pushbutton 17 is pressed again Expected result: TPOD should cycle back to the first waypoint tpod_sequence_issue.trk
  3. +1 Would love this as well
  4. Ah, I skipped over this comment. Then yeah, feel free to disregard this report if it's an overall DCS problem.
  5. It appears IR lasers are no longer visible through the NVGs Version: DCS v2.8.4.39731 Open Beta MT Pre-requisites: Have drone create a IR spot on a location Reproducible: 100% Reproduce steps: Make a night mission Add a MQ Reaper drone unit with the name "drone" Add a ground unit with the name "marine" Add F-16C, set to player Make sure NVGs are available Make sure TGP is available For testing, add a waypoint on the ground unit Add the following code as a trigger on mission start to create both an IR as well as a laser spot: trigger.action.outText("Lasing 1688") local drone = Unit.getByName('drone') local target = Unit.getByName('marine'):getPoint() local ir = Spot.createInfraRed(drone, {x = 0, y = 1, z = 0}, target) local lase = Spot.createLaser(drone, {x = 0, y = 1, z = 0}, target, 1688) Start mission, turn on NVG Observed result: Drone starts lasing the target which you can verify by doing a Laser Spot Track on the waypoint. The TGP will pick up the laser, so we know for a fact that the drone sees the ground unit and is lasing that location. Log shows no errors of IR spot not working, so we can assume that line of code gets executed properly as well. The IR laser beam is not visible through the NVGs. Expected result: IR laser beam should be visible through NVGs. no_visible_ir.trk
  6. I understand, that's fine. I managed to copy over everything I needed from the old `mission` into a new one so it didn't end up being much work as all. Thanks for pointing out where it went wrong though!
  7. Ah, you're right. The QNH for the mission where the mark points get created in the air was set to 30.08. I completely forgot and never changed it during my start up of the jet. I don't remember when exactly I saved the first version of this mission, but I'm pretty sure it was before the multi threading client was added. I then saved over it dozens of times using the MT client. I did try in both the normal and the MT client though and got the same results. Some things to note though: `mission["weather"]["qnh"]` in the `mission` file was set to 764 (torr), which converts to 30.08 inHg. So just like I set it in the Mission Editor I air start in the .trk file, and you can see that the value in the jet reads 29.92. Looks like it's not set to the same value that is set in the Mission Editor I attached another .trk file where I start hot from the ground The value in the jet reads 30.08, so that seems to be correct When I make a mark point, it still floats above the surface it seems I don't know, maybe there's another problem with the QNH settings? It seems that when I make a mission and just leave it at 29.92, everything works fine. I don't have the time to further investigate this now though, but might be worth looking over from your side. jhcms_mark_point_in_air.miz jhcms_mark_point_in_air_hot_start_ground_qnh_ok.trk
  8. Preface: I have a particular .miz file where this problem happens. If a make a new mission on the same map (NTTR), the problem doesn't occur. Problem: Mark point made through JHMCS starts drifting after pressing TMS up once to ground stabilize. Press TMS up again to save the mark point and it continues drifting. Happens both in single player as in multiplayer Happens both on normal server as well as dedicated server Question: Why is this one .miz so special that it's causing this issue? Attached are both track files: one with the problem and another one where the problem doesn't happen. I know I can remake my mission in a new .miz file, but it was quite big and had a lot of things on there already. So if there's a way to fix this without having to remake it from scratch, that would be great. jhcms_mark_point_drifting.trk jhcms_mark_point_ok.trk
  9. I stumbled across this as well at some point, I remember having a bunch of little menus that I could put bookmarks in. But I can't, for the life of me, find how I did this again. Does anyone know what keys or keybinds I should be looking for?
  10. Invaluable tool for anyone wanting to do any scripting in DCS! I truly believe MOOSE is by far the best way to quickly and easily get whatever functionality you need from DCS. A huge thanks to everyone who contributed time and effort into getting MOOSE where it is today.
  11. Did we ever have system failures in the Viper? The window is just empty for me, but I seem to remember it not being like that at some point. For the A-10 the list of failures is populated, but not for the Viper. Is this a bug?
  12. To reproduce: Enter offset aim points either through the DEST page or using the TGP Verify offset aim points show up in HUD With TGP SOI press TMS down or press OSB CZ Observed result: Offset aim points are reset and are removed from the HUD Expected result: TGP goes back to either the selected STPT or OA cz_removes_oa.trk
  13. Also make sure the TGP is not in MAN mode but is set to AUTO. This was one of those things that I completely forgot about when coming back to Mavericks in the Viper.
  14. Are you willing to share the actual document instead of a screenshot of it? I'm writing my own implementation of an IADS and this seems like nice resource to do range tweaking on it. Totally OK if you don't want to though!
  15. Hey @BIGNEWY could you maybe share your track file of where you show it works flawlessly? Because I've only had it happen to me a once or twice and it was just a single tank somewhere in the middle of nowhere. In any other more "mission-like" scenario -where it's not just a solitary tank waiting to be shot- the handoff always fails for me. However, if I just put the TGP on the target, switch to MAV page and TMS up, I get a good lock and can engage. Seeing a working handoff would be like seeing a unicorn to me
  16. Oh right, I was trying to get to the `mission` table but didn't realize that was in the `env` table. Thanks man!
  17. I haven't figured out how to clear the message from the HUD after you've received a SPI/Markpoint. Can anyone enlighten me?
  18. Is there a way using scripting to get the points of a drawing done in the Mission Editor? For example, if I draw a line in the ME, can I somehow find the (x, y)-pair of the two points while the mission is running?
  19. Any update on this? With the Syria expansion and Falklands map coming up, our virtual server will also be running out of harddrive space I fear. Would very much love to just get rid of the Channel and Normany maps for the dedicated server since we never use them.
  20. I seem to remember there was a very simple way to allow someone to join a server that has a mod, even if they don't have that mod installed. For example, it would show the Hercules as a SU-27 or something like that for everyone who doesn't have the Herc mod. Can someone refresh my memory on how to do that exactly?
  21. Can confirm this happening for me as well with the steps that Weidlich says.
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