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Everything posted by uri_ba
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Unfortunately I've never tried to figure out pulling data from, maybe DCS BIOS can help with that aspect and you just need to transmit to the arduino. DEDunio's communication protocol is fairly straight forward to "hack" most of the heavy lifting is on the PC side (I've done it to save precious MCU cycles on low end Arduinos)
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Cool idea, I was thinking on how to solve that problem of Viggen and Su-25 human pilots (and Anubis' c130) I might steal that one I do have "personal menus" planned, so it will go with that.
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Introducing DCS Simple Text To Speech (DCS-STTS)
uri_ba replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Transmit Function returns number of seconds it estimates the read time will be. Just schedule the next sentence using that number. However this is more suitable for multiple not directly related calls (i.e controller type thing). For long uniform message, you better just do everything in one string. As the timing will be tricky. https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction -
Introducing DCS Simple Text To Speech (DCS-STTS)
uri_ba replied to Ciribob's topic in Scripting Tips, Tricks & Issues
If you open a console window and rus the External exe, you'll see a list of all installed voices. You should see something like "en-IN" you pass that and female for gender. Or you can pass a specific voice name if you have multiple voices but you want a specific one. For english india there is only one male and one female. https://support.microsoft.com/en-us/topic/how-to-download-text-to-speech-languages-for-windows-10-d5a6b612-b3ae-423f-afa5-4f6caf1ec5d3 -
Hound 0.1.1 is out. Mostly bugfixes, thank you for all the bug hunters out there!
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DCS like all flight sims has situations where user settings (resolution, Zoom level, etc.) has effect on "visual acuity" (distance in which you can spot enemy aircraft). The neutral dot allows to even the play field, everyone can see one pixel target from the same distance. And as the dot is not blue or red you don't get an unfair advantage IFF wise.
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I will be happy to hear what you guys think after the first flight with it and feel free to borrow whatever bits you need
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Howdy folks! Born from the desire to create a realistic SEAD/DEAD mission, I've realized DCS (or any other sim for that matter) is lacking in one of the most crucial elements of the modern battlefield, ELINT. so I've decided to pick up this glove and do my best. Introducing Hound ELINT system for DCS. MP oriented, realism in mind, ELINT system. it uses allocated assets (Air, ground and static units) to realistically estimate position or active enemy radars. Available for download in Github https://github.com/uriba107/DCS-Hound Current version: 0.4.1 Questions regarding mission building and scripting? Join the Skynet discord Group, Hound has a small section there: https://discord.gg/pz8wcQs Hound Feature Highlights: MP Oriented Text-To-Speech centered information delivery, using SRS provides both position and positional error estimation for radars physics based location accuracy Compatible with MOOSE, MIST and Skynet I firmly believe less words is more, if you like words, the readme in the repo is at your services! So cinematic introduction Video Special thanks to @tigair - for Skynet which inspired Hound. @Grimes- for MIST and the hoggit wiki @Ciribob - For SRS and supporting changes to the SRS TTS engine that made Hound viable. Changelog: v0.4.1 - 31/03/2025 Key Change - MIST is no longer a required dependency for Hound (Thanks @Grimes) Key Change - Emitter frequencies are no longer fixed values. Each unit will generate a random frequency from its defined frequency range. DCS Data is used to determine frequency range when possible. New - Updated platform list. Added Su-24M,Su-24MR, Su-25TM. Blue ground unit is now the Patriot Communication relay. (Thanks @LongShot) New - Hound instances are now accessible via a global HOUND.INSTANCES table. (Thanks @Special K) Bugfix - Fixed issue memory leak when drawing polygon uncertainty markers. Bugfix - Menus are not drawn for dynamic slots. (Thanks jefferson) Bugfix - Attempt to fix issue where controller returns NaN radar position. (Thanks @Revientor) Bugfix - Hound will override STTS.DIRECTORY only when default value is in use. (Thanks @Drofseh) v0.4.0 - 04/11/2024 Key Change - Sites have been introduced to group radars, simplifying reports and allowing users to better pick their targets. Key Change - Radars can now have two frequencies: one for search and another for track (if applicable). New - Added "TV Tower" and "Command Center" static objects as valid Hound platforms (in addition to the existing "Comms Tower M"). New - Callsign override now accepts '*' in the target callsign, forcing Hound to use the group name as callsign. New - Reworked README for improved readability. New - RAZBAM's F-15E gets correct coordinates format New - Added site markers and reworked marker order (please check README for details). New - Added ability to add a custom message to the Notifier queue (transmit via controller was already implemented). New - Added ability to specify transmission priority for custom messages (Controller and Notifier). New - Introduced priority 0 for messages. Priority 0 messages will be the next to be transmitted. New - All High-Digits SAMs will show up as their basic form since the real world difference is usually just the missile employed, and radars are interchangeable. New - Updated CurrentHill Units. New - Added support for the P-14 Mod. Bugfix - Adjusted antenna size value for static objects to reflect their actual model height. v0.3.5 - 23/12/2023 Bugfix - fix for Scripting engine changes in DCS 2.9.1 Bugfix - Better Readme thanks to @Apple v0.3.4 - 24/5/2023 New - Added support for CurrentHill Millsim units New - support to SA map naval assets New - Added support for multiple units as platforms CJS EF-18G prccowboy's Tu-214R prccowboy's P-8A Military Aircraft Mod P-3C New - Added DCS radars added since Hound 0.3.3 New - Refactored DB to separate DCS units from community modssupport to SA map naval assets New - Added per instance DCS callsign override (thanks @apollonaut for suggesting) New (Experimental) - Added support for DCS-gRPC TTS Bugfix - Fixed radar position calculation when only two static platforms detect the radar (thanks @SkyPirate17 for reporting) Bugfix - Fixed PreBriefed radars being dropped from tracking Bugfix - updated Demo missions to work on DCS 2.8.x v0.3.3 - 31/8/2022 Feature - support to SA map naval assets Bugfix - fix SE crash related to dead unit handling (thanks @RexAttaque) Bugfix - fixed typo related to HighDigitsSam unit (Thanks @Bones1775) v0.3.0 - 12/6/2022 Some refactoring was required. Feature - Refactoring of all subclasses. Hound is now mostly in one (giant) table NOTE: Main effect of this change is that HoundEventHandler is not called HOUND.EventHandler please make sure to update your scripts Feature - New method of managing dead units. This allows Group.destroy() function to be called for decluttering the mission. New - Added support for Secret Squirrel Studios SPECIAL MISSION AIRCRAFT and Operator's AI Mod (RC-135W and EC-130) New - Added support for the upcoming Aerges Mirage F1 module. NOTE: This does not mean that the Mirage F1 module will have native ELINT capabilities. Aerges did not provide any information on this subject! However, they were kind enough to provide the information required to add the modules to Hound. Note that the F1.CE is not ELINT capable IRL, but was added for the duration until EE and M variants are shipped. New - MGRS default was changed to 10 digits New - BDA settings only effects dead contact detection. New - Mission builders can now mark radar as dead. this will trigger death notification regardless of BDA settings. bugfix - PreBriefed contacts will no longer trigger new contact alert when configured before hound is initiated bugfix - more CPU friendly default detection intervals bugix - C-17 is RC-135 stand-in. Tuned platfrom parameters to reflect that Bugfix - Better comm checkout handling when player disconnects. v0.2.2 - 22/3/2022 some feature creep was observed Feature - Position estimation algorithm was replaced Feature - Datapoints management, should improve performance and responsiveness to moving radars Feature - Added Option to force Hound to track markers ID using internal counter (rather then using MIST/MOOSE) Feature - export to csv functionality New - Added C-47 as platform New - AH-64D added with correct LAT/LON format New - Tuning system intervals and allowing user to fine tune them New - Internal Refactoring and grouping of functions in HoundUtils class. Bugfix - E-2 was not a valid platform Docs - Updated to reflect new features, added some tips for performance tuning v0.2.1 - 7/1/2022 Bugfix - Triangulation of radar with only two static receivers now works as expected. Bugfix - Fix script crash when trying to get ships radar detection range. Bugfix - Fix script crash caused by destruction of a radar that had been detected but not yet triangulated. Feature - H-6J and JF-17 has been added as a valid platforms (JF-17 should be carrying SPJ) - thank you @foogle. Docs - Updated some typos and inaccuracies in README (Thanks @hbjonsson) Thank you @Toumal for finding these bugs. v0.2.0 - 4/12/2021 This first Major Hound update which required a massive rewrite of code. Reworked comms system. 3 Communication Entities available. Controller - Interactive on-demand Targeting information and automatic High priority alerts (pop-up and destruction) ATIS - Automated Threat Information System, Automatic broadcast of general information on all relevant threats Notifier (New!) - High priority alerts only. Pop-up or Destruction. Intended for alerting on non-SEAD channels New! Hound now Support for multiple Sectors with optional Geo-fencing. Each sector can contain all (or some of the communication options) Reworked Comms Menu interaction Less text message clutter Correct Lat/Lon format for each Aircraft New! Event Handler. Allows mission builders to trigger custom scripts on Hound events. New! Allow adding "Pre Briefed" radars into the system. (for sites you give your users the actual position anyway) Fine tuned parameters and added HTS equipped F-16s as platforms. (not that due to DCS limitation, pod presence is not checked) Many Many more customizable settings for mission Builders. v0.1.2 - 23/7/2021 Better location accuracy Updated Radars list with radars introduced with DCS 2.7.3 & 2.7.4 Added support for "SAM asset pack" mod Uncertainty ellipse now supports more display option (Thanks to @davidp57) Hound Instance can now be created with coalition so it will start correctly without assigned platforms. Multiple bugs squashed v0.1.1 - 28/6/2021 Multiple bugfixes Added Support to Anubis' C-130 and VSN EA-6B Mission Editor Tutorial Grimes Grimes
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regardless of speed. piper should remain calibrated for 1G target maneuvering. so somewhere between the +9G and the -4G markers. not fly off into the -10G region. In addition, there is a HUD vid/Image of an IAF gun kill from 1982, doing 7.2G. However I can't find it right now, but it most defiantly wasn't "in the 300 kts" range.
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can not reproduce Severe Flight Modeling Glitch. Post Stall behaviour.
uri_ba replied to twistking's topic in Bugs and Problems
Deep stall on the viper is pretty nasty situation, and you cannot exit it without following the checklist. if you "catch it in time" (i.e before it fully develop, you can still get out of it). basics of a deep stall is that the plane settles into an AOA such that the elevators are in "dead air" in the wake for the wing flow separation. it is more common in T-Tail aircraft. however, the Viper is unique in the way it's FLCS tries to correct. so it will start rocking back and forth but will never come back to normal flight. you should hold the MPO and "help" the oscillation to develop (i.e pull back when the nose comes up, and push when nose comes down). eventually, nose will plunge down for the elevator to be effective again and plane will be in normal controlled flight. MPO however is a double edged sword. it overrides the FLCS pitch authority completely. and will be misused in MP dogfights if implemented correctly (hadn't tried it in DCS yet) -
1. it will break immersion as head will stop moving 2. head movments which are not 1:1 will cause many many people mosion sickness 3. In the real world you can move your eyes to gain a little more FOV. in VR we are stuck with "goggle vision" and sweetspot considerations. sometimes, "leaning out of the cockpit" to look over the shoulder is the only way to check 6. 4. if you are really bothered by it. program you boundaries to match a canopy size. every time you lean out, you would be popped out of the game vision by the guardian function. good luck.
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you can mix and match flare types and chaff in each dispenser AFAIK, and the system is usually smart enough to dispense the correct type of flare. i.e some systems deploy one type of flare when in AB, and another when in MIL. some will detect it ran out of specific type of flares and will release something else. even compensating, i.e firing off two M206 if it ran out of MJU-7 and needs to dispense one of those. but all in all. flare thermal signature is matched to the platform to provide effective protection. so yes, M206 should be as effective as MJU-7 in some scenarios and lack in others. for an F-16 in MIL M206 might be enough. but not in burner. unfortunately, I don't think DCS (or any other flight sim for that matter) treats chaff and flare in any meaningful way other then RNG generator. if missile has 90% to reject flare. the it will reject any flare 90% of times.
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I couldn't help myself P18 is in the Game but it's 1L13 and not the 55G6 as I've mentioned earlier. and it works just fine as the SR for SA-2 site. (i.e Fan-song will only energize to fire).
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you have a mistake here. S-125 "lowblow" is the Tracking radar for SA-3. it also uses P19 as search radar ("flat face") - actually it should have a p15 or a p19 (upgraded version of the same radar) Fan Song is the Targeting radar for the SA-2. which actually historically used P12 or P18 as search radars. (we have the P18 in DCS as "55G6 EWR") but I've never tried to use them in an SA-2 battery. and you must place the SR as the first unit and the TR as the second in DCS in order for the target handoff to work correctly
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is there a way to get currenly loaded pods from lua?
uri_ba replied to uri_ba's topic in Mission Editor
It does not work when player changes weapon loadout. If it would have been triggered on rearm as well, it would have been awesome -
is there a way to get currenly loaded pods from lua?
uri_ba replied to uri_ba's topic in Mission Editor
In the Unit object there is no Payload or pylons. none that I could find. -
is there a way to get currenly loaded pods from lua?
uri_ba replied to uri_ba's topic in Mission Editor
Thanks! I'll Dig into it. just to make sure, env.mission method is only relevant for aircraft saved in the mission. and the event handler is only relevant for player/clients spawning Airborn. can I read what the player is loading up? or what his loadout on takeoff? -
Hi all, I want to see if a specific aircraft is carrying a TGP or an ECM pod. Unit.getAmmo() only returns shooty stuff Unit.getSensors() only returns on-board stuff. Unit.getDesc() has nothing interesting. does such a function even exists? (even in a long convoluted way?)
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I know how outText work. I'm talking about trigger.action.textToAll() a whole different function that does something else completely. except that it seems to trigger trigger.action.outText() as well. which in my case, is an unwanted feature.
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seems to be locked in the DLL.
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Sa-5 is an interesting missile to put FM on due to the engine thrust profile. It has 30ish thrust profiles, matched with flught profile selected at launch based on target params. For close in targets you'll get full thrust direct to target. On long range it will do boost sustain with a massive loft. Not sure how ED are going to tackle it. I know other sims have selected a middle ground for thrust and guidance gains for middle of the envalope engagement
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You overrate my math nothing that fancy. If i end up needing to guess, i'll guess based on gameplay. I prefer to get the correct numbers from the folks that actually wrote them. It's a computer program after all. The position of platform and emitter are known and accurate and it's up to the person that wrote the code go generate the noise and error margins.
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Yes. And as the Viggen is the only module that actually inclue this capability, not including it with the correct number would be a shame