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Chump

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Everything posted by Chump

  1. I believe that the table data you are looking for is in /Bazar/Terrain/Beacons.lua (Airdrome).
  2. The flags will go away once the ILS receiver is tuned to a valid frequency. You will hear the tone when a valid frequency is obtained. You can test this by starting up at an airport with ILS and tuning the AN/ARN-82 (VHF navigation radio) to the frequency. The GS/LOC flags will be removed once the frequency is correctly tuned. Obviously, this does not help with the FM-to-ATC issue, which I can confirm also.
  3. You got me on where cancelChoosingCargo() is implemented. Since cargo is fairly new to the Huey/Hip, it might not be exposed fully at this time (just a guess) until they get it ironed out. I do not know of a singular repository for this information other than the wiki mentioned above. These forums have a wealth of knowledge regarding what people have tried so far with Lua scripting.
  4. The Object class and derived class summaries can be found @ http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine/DCS:_World/Part_2.
  5. The key command name in Options is called "AI Panel Show/Hide" under "UH-1H Sim".
  6. joker62, I had a chance to look into this tonight. If I'm understanding you correctly, you want the smoke marker to disappear when the unit/group to medevac is dead? Remember, popping smoke in this game doesn't necessarily mean that the wounded will be alive long enough for the grenade filler to burn completely! There is no "stop" command to counter tigger.action.smoke() because it will burn (for darn right at 5 minutes by my test mission and this: http://forums.eagle.ru/showthread.php?t=111850, not sure if that is the smokeLifeC=5 in FireVehicle.lua) until depleted.
  7. SnowTiger, a few things that I've noticed when it first came out and you haven't dealt with it on a daily basis is the following: * The pilots will be visible upon first flight. To "disable" the pilot body and return the cockpit to it's original state, disable the Options -> Misc -> Show Pilot Body in Cockpit, hit OK, repeat with enabling this option, then repeat by disabling the option for the final time. It literally took that before my config was straightened out and now I can use RSHIFT-P when I choose to. Do the same for any unwanted behaviors with Options -> Special -> UH-1H. * Some of the controls were remapped (I cannot recall which ones exactly). I had the same exact issue after updating. Go through Options -> Controls -> UH-1H Sim (assuming that we all ignore the silly "game" options) and double-check all controls, including Axis Commands. I also had an issue of figuring out that my Throttle Up/Down was conflicting with the Corrector (axis) in the Mi-8MTV2. </2¢>
  8. Before my change, the RedListPos/BlueListPos arrays would get populated with each "leader" unit found, then randomly selected from so it might not actually be the closes unit to the group. I went ahead and implemented the finishing touches on the bubble sort, as this (I think) was the authors intent. - Chris
  9. After getting used to the Huey and CTTS playing nice together, it was a shame to have such issues with it after the DCS v1.2.12 updates rolled out. My assumptions: 1) CTTS was meant for troop transport and logistics scripting (things on the ground), 2) dropped troops should head towards any enemy troops nearby, not just the first unit (leader), and 3) "nearest enemy" should mean just that My modifications: FindNearestEnemy() in CTTS.lua (v1.04) As Grimes mentioned (http://forums.eagle.ru/showpost.php?p=2257672&postcount=5), coalition.getGroups() will now return all groups/units dead and alive. My first change was to narrow down the returned groups to ground units only as ENO suggested here (http://forums.eagle.ru/showpost.php?p=2058688&postcount=10): local RedList = coalition.getGroups(1, Group.Category.GROUND) local BlueList = coalition.getGroups(2, Group.Category.GROUND)My next change was to loop through the returned units array and check for the first one that has life, rather than always using the first index: for x = 1, #units do if units[x]:getLife() > 0 then leader = units[x] break end endI then added a check to ensure that we have a valid "leader": if leader ~= nil thenI found that it now skips the dead units and returns the coordinates to the first unit that has health for the group (it was actually the leader:getPoint() call that was throwing the error). I also changed the logic to use the actual nearest enemy: if dist < minDist then minDist = dist EnemyPos = leaderpos endI have attached the method snippet in case anyone wants to see the full LUA code for themselves. This is my attempt at fixing my SP game, and in no way take credit for CTTS. I have sent a PM to geloxo and he may decide upon future updates for CTTS. Please let me know if you see other issues in your SP games using CTTS. I have not done nearly enough flying lately to test every scenario, but this should get us visibly moving troops again! FindNearestEnemy.lua
  10. Thank you for the clarification, AlphaOneSix! The deicing systems do put a drain on the power output.
  11. Up is manual, down is auto for all switches EXCEPT for the left engine. For that switch, down is off and up is on. Once the left engine deicer is turned on, the other deicing systems will automatically engage when needed.
  12. To turn on the de-icing, you only need to turn on the left engine deicer switch. The right switch should stay in the auto position unless you need to manually operate the deicing equipment.
  13. Howdy. I have been lurking in the shadows for many years now. I read the forums numerous times per day, and have only started to have more time in life to dedicate to flying. I started with the Black Shark 1, moved onto BS2, A10C (for fun as I mainly prefer rotors), P51 (for nostalgia), Mi8, and UH1H. I have seen many of you on occasion in-game on various servers. I just wanted to take this opportunity to do the whole meet and greet thing, as I plan on partaking more in the DCS goodness! Thanks, all. Thanks, ED.
  14. I only fly helos, and find all of them to be exciting in their own way. UH1H - Simple, fun, effective machine to skirt around in the dirt (with plenty of practice) Mi8 - A more beastly machine that requires some loving guidance but will perform great in any mission you throw at it Ka50 - Like getting chauffeured around while shooting at things that shoot back
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