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Everything posted by Stonehouse
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Sorry m8, just an fyi that the files for the new 3 SQD Southern Cross skin seem to be pointing at the RAN skin by mistake. All looking really good in game by the way. Thanks Strut.
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Good stuff, I can feel a Korean era mission coming on :) Cheers!
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Thanks Strut, wish the user files section had latest files listed by change date rather than date of original upload it would mean authors wouldn't need to post alerts with links to updates of previously released work. PS please check the RAN skins, think you uploaded the wrong zip for it. Seems to be 2 OCU skins for me.
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They're here!! :) https://www.digitalcombatsimulator.com/en/files/?CREATED_BY=Strut&set_filter=Y
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Very keen to try these out. Lovely work!
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Thanks for the explanation Suntsag!
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OK I think you need to explain that. How do the gear co-ords relate to particle effects? No doubting you know what you are talking about but just would like a full explanation of what you mean please. They do seem still connected to the motion of the vehicle as making the gear_1 x value too high will stop the vehicle from moving at all but I did already realise that they weren't directly connected to the gears as changing the value had no apparent direct effect on acceleration.
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Hmmm not seeing anything in your lua that reduces the boat motion.....any clues? Otherwise I think I will need to buy some seasick pills. <edit>Is it the gear X,Y,Z numbers? I tried 0 for the z value and the car rolled onto it's left hand side lol. I would never have guessed that response.
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FYI the car wobbling around on the road you complained about is animation args 20,21 and 22 in the model itself. So I think you must have had too much movement and perhaps not enough damping if that is possible in a 3D model animation? I don't really know anything about that side of things.
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Checked again after update 5 and Tarawa still is not attacked by an aircraft tasked to do so with bombs.
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Hi Double_D, Possibly a typo in your mission where you are calling a flak script function. Try going back and making sure that all the names in the addtgt calls or whatever type of flak you are using are correct. No accidental leading or trailing spaces or stuff like 'red flak' when the zone name is really 'redflak' I haven't looked at the script for ages because I thought that now you can put real 88s with correct airburst effects into missions people would do it that way. Although I did post a suggestion up on the wishlist that it would be great to be able to have the aerial equivalent of the new artillery barrage trigger action so you could put up a zone of flak bursts with a top and bottom altitude without placing units as quite often for missions with B17s there is no need for the ground units as the aircraft are high up and you just want the flak. Plus it would probably be less costly performance wise without having AI to run. A heavy barrage of flak involves placing a lot of 88s or Bofors at the moment with presumably the usual penalties for high numbers of AI ground units. Anyway if you still have problems post up your mission and I will try to take a look and see if something in a recent update has busted the script. Cheers, Stonehouse
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Just an FYI for the old bomber mods like the He111. When they were released aircraft in the strategic bomber class could only be a single aircraft in a flight so there is a parameter you should be able to locate in the main aircraft lua that looks like singleInFlight = true change this to singleInFlight = false being careful not to chop off the comma at the end of the line. You will then be able to have up to 4 aircraft in a flight and with the changes that came in with the B17 from ED all the aircraft will appear in game - well they did for me with a quick test of the He111 this evening anyway. So for an example to help out, if you look in the He111 folder you'll find a file named something like He111.lua. Open it up with notepad++, scroll down to around line 223 and you find the parameter I mention above. Change it as suggested, save it and exit. Load up DCS and see if you can create a formation of 4 aircraft in the editor and go from there. All the bombers like the B26 and B24 etc that Markindel released will be like this if I recall things correctly. Please note that if you use something like JSGME you need to unload the mod before you make the edit and then reload the mod before starting DCS. This should save you some work in creating formations although I do not know if setting them up using the WW2 bomber formation and carpet bombing advanced waypoint actions will work properly as there may be special code for the ED B17 which is not present in the mod. Note also that due to the inability to properly set the turret firing arcs in these mods you will find the formation of He111s etc very deadly. Basically no-one has discovered how to set up the turrets properly since the release of the official B17. Have a go anyway and see how you travel. Hope it helps.
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[MOOSE] RAT - Random Air Traffic
Stonehouse replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
PM Flight Control/Franky about your fixes, I am pretty sure FC is quite happy to allow you to create a fork and then all being well it will get merged back into the next release and you'd get credit for the changes. While FC does co-ordinate things Moose is definitely a community project and the more helpers the better is the attitude as far as I know. -
Just to advise I see the following warning from ESET when going onto the forums. I block the request and continue on ok but it's a bit of a worry. Hmm ok will post the image another way as paste looked like it worked but didn't.
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Sorry I've been a bit thick and only just realised this probably should be reported here rather than the 2.5 OB bug thread or at least it should be here as well as the OB bugs thread. Details here https://forums.eagle.ru/showthread.php?p=3425687#post3425687 ED have now fixed the Samuel Chase and LST and AI happily bomb them but not the Tarawa.
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Shipping strike issues
Stonehouse replied to Stonehouse's topic in Aircraft AI Bugs (Non-Combined Arms)
Tested again after Update 4 and the hotfix of 15/3. Aircraft now bomb the Samuel Chase, LST but still ignore the LHA1 Tarawa. I tried the FW190 scenario and also one with the Harrier loaded just with bombs. -
Figured you would after the great update to the Sabre skins underway in the other thread, looking forward to the revamp of these too when they arrive. Understand it takes time however.
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Here you go speedbird. Example is the 76 SQD skin's lua. Seems to be ok under 2.5OB. The edit is pretty much the same for each but I would have thought that Strut's last update from last year would have been the same as mine anyway. description.lua
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I believe this thread could be unstickied now as MOOSE's version of GCICAP provides at least 95% of the required functionality and to all intents this script is not being developed further. @Webber assuming that the DCS api's all work as expected then I would tend to think the last version of GCICAP published would theoretically work under 1.5.8 and 2.5 OB but can't be sure. Even though it wasn't my script anymore I probably should have replied earlier out of courtesy so apologies for the extremely late reply. I would suggest trying out the MOOSE version of an autonomous air defence network instead.
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As the subject line suggests I believe it would be useful to be able to depict a flak area without needing the units to potentially bog down frames so suggesting having a trigger action that produced flak explosions within a zone between specified altitudes and at a specified rate (very similar to the new artillery barrage trigger action) and also be able to select the explosion type eg Bofors, 88mm, or any other AAA type explosion in the game so the zone of AAA matched the nationality and era of the defenders. The reason I believe this would be useful is that simulating the density of fire of AAA around towns and cities during WW2 requires a lot of units to be placed which if the mission is say a B17 raid and it is unlikely that the AA guns would ever be attacked or even seen from 15000 ft plus represents a big overhead in terms of AI units. I think even for later eras like Korea or Vietnam it could be useful to be able to simulate an area of AAA without placing units if the AAA units themselves are not part of the mission story line.
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I was flying with a friend just after 2.5OB came out and he wasn't able to see the smoke and fire from the new smoke objects you can place in the editor. Turned out that his graphics settings were to blame and I think I remember he turned on deferred shading to see the effects. Could your issue be something similar?
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weather and time settings with moonlight? (2.5)
Stonehouse replied to SierraFox's topic in Mission Editor
Handy link https://www.calendar-12.com/moon_calendar/1944/june Just change the year and month in the URL as needed. Another as well https://www.timeanddate.com/moon/@11071621?month=6&year=1944 -
Looks good! I've been missing these skins a lot!
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Really interesting reading, particularly the Malayan Emergency article. Thanks.
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Make it conditional on the unit of interest still being alive? So once it is dead the trigger condition will never be true and so the action will not occur again?