-
Posts
135 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by bingbean
-
1.The auto targeting mode doesn't work for S24B , S13-OF rockets and 30mm grenade launcher. I really don't think this is real live dehavior. I would expect aim assistance especially for those heavy rockets. 2.I know the analog "GPS" navigation Map is simplified in game compared real life. I meen the auto changing map while zoom in/out doesn't work in real live probably. I am O.K with this, but it should work somehow consistently. The problem is when the position indicator goes of the way a little bit , and i move the indicator by the wheels under map to the correct position over some waypoint, then the zoom in and zoom out map is no more synchronized. That mean in zoom in map the indicator is over the waypoint, but if i zoom out the map, the indicator is far away from the waypoint. Or vice versa. I think the problem is caused by the fact that the difference in the X position and the Y position when using the wheels under the map is transmitted to the zoomed in and out of the map the same, which is wrong. If is hard to do the calculation correctly, then it would help it the wheels will influence only position indicator on selected map. So I could fix the location individually on the zoomed in map and then on the zoomed out map. This problem was already reported quite some time ago. Here I found a video showing it: Video na YouTube™: Bug report 1 - DCS World 3. This isn't exactly a bug, more of a feature request. Hind need really much of rudder correction while takeoff or landing. Sometimes i have to full press the right pedal to reduce spinning to left. Well, what's the problem. I want to use and i am using Trim for rudder. While i slowing down to landing and reduce the collective the Hind start to spin to the right, so i press left pedal to reduce the spin. Now i use trim button so my logical rudder axis is 30% left, but my physical rudder pedal are in center 0%. When the helicopter slowing down under 100 km/h it start lose height to much so i have to increase collective what will cause the helicopter start spin to the left. To reduce this spin i need more as 80% right rudder input , but i don't have 80% at this moment, because even if my physical rudder pedal are 100% right , the logical rudder axis is only 70% to right , because of previous 30% Trim to left. Before I can react, the helicopter spins uncontrollably to the left and falls to the ground. So my request is for some kind of auto trim reset, when the physical axis is on 100%.
-
Mi-24P crosshair-options for Petrovich - move to special
bingbean replied to zerO_crash's topic in Wish List
+1 -
I agree. This new camera shaking is annoying. I am scared i get epileptic because of that.
-
Different symbol for AAA units? Labels.lua
bingbean replied to bingbean's topic in How To Mod for DCS World
I thought the labels.lua run in loop and the "%N" is variable, but it does not. It si only specific formart who is used in some different script, where are defined the the airformat{} groundformat {} things. So i can't in labels.lua defined when the ground unit is AAA or not. So just by editing labels.lua this is probably not possible. -
I need help with this task. My goal is to edit the labels.lua file so that the selected ground units have a different symbol. Ideally, I would like to ensure that all AAA units have a different symbol. The only variable I have available in the labels.lua file is the unit name. So the plan was to follow the unit name with the "If-then" function, and if the unit name is ZU23, for example, the output of the function will be another symbol. local function AAA_symbol(IS_IT_AAA,blending,opacity) if IS_IT_AAA == "ZU23 " then return {ground_AAA..IS_IT_AAA ,"LeftBottom", blending or 1.0 , opacity or 0.1} else return {ground_symbol_near..IS_IT_AAA,"LeftBottom", blending or 1.0 , opacity or 0.1} end end GroundFormat = { --[distance] = {format , alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [10] = EMPTY, [5000] = AAA_symbol(ABB_NAME,0.75, 0.7), [10000] = AAA_symbol(ABB_NAME,0.75, 0.5), [20000] = dot_symbol(0.75, 0.1), }, But the condition if IS_IT_AAA == "ZU23" then is never evaluated as true, while "ground_symbol_near..IS_IT_AAA" is displayed as -ZU23. I don't know where the problem may be. Some advice? This is my edited labels.lua . Bold is what i changed or add. -- Label parameters -- Copyright (C) 2018, Eagle Dynamics. -- labels = 0 -- NONE -- labels = 1 -- FULL -- labels = 2 -- ABBREVIATED -- labels = 3 -- DOT ONLY -- Off: No labels are used -- Full: As we have now -- Abbreviated: Only red or blue dot and unit type name based on side -- Dot Only: Only red or blue dot based on unit side AirOn = true GroundOn = true NavyOn = true WeaponOn = true labels_format_version = 2 -- labels format vesrion --------------------------------- -- Label text format symbols -- %N - name of object -- %D - distance to object -- %P - pilot name -- %n - new line -- %% - symbol '%' -- %x, where x is not NDPn% - symbol 'x' -- %C - extended info for vehicle's and ship's weapon systems ------------------------------------------ -- Example -- labelFormat[5000] = {"Name: %N%nDistance: %D%n Pilot: %P","LeftBottom",0,0} -- up to 5km label is: -- Name: Su-33 -- Distance: 30km -- Pilot: Pilot1 -- alignment options --"RightBottom" --"LeftTop" --"RightTop" --"LeftCenter" --"RightCenter" --"CenterBottom" --"CenterTop" --"CenterCenter" --"LeftBottom" local aircraft_symbol_near = "˄" --U+02C4 local aircraft_symbol_far = "˄" --U+02C4 local ground_symbol_near = "-" --U+02C9 local ground_symbol_far = "-" --U+02C9 local ground_AAA = "▴" local navy_symbol_near = "˜" --U+02DC local navy_symbol_far = "˜" --U+02DC local weapon_symbol_near = "ˈ" --U+02C8 local weapon_symbol_far = "ˈ" --U+02C8 local function dot_symbol(blending,opacity) return {"˙","CenterBottom", blending or 1.0 , opacity or 0.1} end local DISTANCE = "%D" local NAME = "%n %N" local DISTANCE_NAME = DISTANCE..NAME local DISTANCE_NAME_PLAYER = DISTANCE_NAME.."%n %P" local ABB_NAME = "%N" local ZU23 = "ZU23" local function AAA_symbol(IS_IT_AAA,blending,opacity,shift_in_pixels_x) if IS_IT_AAA == ZU23 then return {ground_AAA ,"LeftBottom", blending or 1.0 , opacity or 0.1 , shift_in_pixels_x} else return {ground_symbol_near..IS_IT_AAA,"LeftBottom", blending or 1.0 , opacity or 0.1, shift_in_pixels_x} end end -- Text shadow color in {red, green, blue, alpha} format, volume from 0 up to 255 -- alpha will by multiplied by opacity value for corresponding distance local text_shadow_color = {128, 128, 128, 255} local text_blur_color = {0, 0, 255, 255} local EMPTY = {"", "LeftBottom", 1, 1, 0, 0} -- Colors in {red, green, blue} format, volume from 0 up to 255 ColorAliesSide = {249, 69,38} ColorEnemiesSide = {0, 82, 199} ColorUnknown = {50, 50, 50} -- will be blend at distance with coalition color ShadowColorNeutralSide = {0,0,0,0} ShadowColorAliesSide = {0,0,0,0} ShadowColorEnemiesSide = {0,0,0,0} ShadowColorUnknown = {0,0,0,0} BlurColorNeutralSide = {255,255,255,255} BlurColorAliesSide = {50,0 ,0 ,255} BlurColorEnemiesSide = {0 ,0,50 ,255} BlurColorUnknown = {50 ,50 ,50 ,255} local function NEUTRAL_DOT(hundred_percent_dist,five_percent_dist,cutoff_dist) local res = { [500] = EMPTY, } local points = (five_percent_dist - hundred_percent_dist)/2000 local last_x = 0 for i = 1,points,1 do last_x = hundred_percent_dist + (i - 1) * 2000 local opacity = 0.95 * (1 - math.sqrt(last_x/five_percent_dist)) + 0.05 res[last_x] = {"·","CenterCenter",0,opacity,0,2} end res[last_x + 2000] = EMPTY return res end local baseNeutralDotColor = {75,75,75} LEVEL_NEUTRAL_DOT = { AirFormat = NEUTRAL_DOT(1000,30000), GroundFormat = NEUTRAL_DOT(1000,20000), NavyFormat = NEUTRAL_DOT(1000,40000), WeaponFormat = NEUTRAL_DOT(1000,10000), -------------------------------------------------------- ColorAliesSide = baseNeutralDotColor, ColorEnemiesSide = baseNeutralDotColor, ColorUnknown = baseNeutralDotColor, ShadowColorNeutralSide = baseNeutralDotColor, ShadowColorAliesSide = baseNeutralDotColor, ShadowColorEnemiesSide = baseNeutralDotColor, ShadowColorUnknown = baseNeutralDotColor, BlurColorNeutralSide = baseNeutralDotColor, BlurColorAliesSide = baseNeutralDotColor, BlurColorEnemiesSide = baseNeutralDotColor, BlurColorUnknown = baseNeutralDotColor, -------------------------------------------------- font_properties = {"DejaVuLGCSans.ttf",11}, } LEVEL_DOT = { AirFormat = { --[distance] = {format, alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [10] = EMPTY, [5000] = {aircraft_symbol_near , "LeftBottom" ,0.75 , 0.7 , -3 , 0}, [10000] = {aircraft_symbol_near , "LeftBottom" ,0.75 , 0.5 , -3 , 0}, [20000] = {aircraft_symbol_far , "LeftBottom" ,0.25 , 0.25 , -3 , 0}, [30000] = dot_symbol(0,0.1), }, GroundFormat = { --[distance] = {format , alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [3000] = EMPTY, [8000] = AAA_symbol(ABB_NAME,0.75, 0.7, -3), [30000] = AAA_symbol(ABB_NAME,0.75, 0.5, -3), [40000] = dot_symbol(0.75, 0.1), }, NavyFormat = { --[distance] = {format, alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [10] = EMPTY, [10000] = {navy_symbol_near ,"LeftBottom" ,0.75 , 0.7 , -3 , 0}, [20000] = {navy_symbol_far ,"LeftBottom" ,0.75 , 0.5 , -3 , 0}, [40000] = dot_symbol(0.75,0.1), }, WeaponFormat = { --[distance] = {format ,alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [5] = EMPTY, [5000] = {weapon_symbol_near ,"LeftBottom" ,0.75 , 0.7 , -3 , 0}, [10000] = {weapon_symbol_far ,"LeftBottom" ,0.75 , 0.5 , -3 , 0}, [20000] = {weapon_symbol_far ,"LeftBottom" ,0.25 , 0.25 , -3 , 0}, }, -------------------------------------------------------- ColorAliesSide = ColorAliesSide, ColorEnemiesSide = ColorEnemiesSide, ColorUnknown = ColorUnknown, ShadowColorNeutralSide = ShadowColorNeutralSide, ShadowColorAliesSide = ShadowColorAliesSide, ShadowColorEnemiesSide = ShadowColorEnemiesSide, ShadowColorUnknown = ShadowColorUnknown, BlurColorNeutralSide = BlurColorNeutralSide, BlurColorAliesSide = BlurColorAliesSide, BlurColorEnemiesSide = BlurColorEnemiesSide, BlurColorUnknown = BlurColorUnknown, -------------------------------------------------------- -- labels font properties {font_file_name, font_size_in_pixels, text_shadow_offset_x, text_shadow_offset_y, text_blur_type} -- text_blur_type = 0 - none -- text_blur_type = 1 - 3x3 pixels -- text_blur_type = 2 - 5x5 pixels font_properties = {"DejaVuLGCSans.ttf", 13, 0, 0, 0}, } LEVEL_ABBREVIATED = { AirFormat = { --[distance] = {format, alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [10] = EMPTY, [5000] = {aircraft_symbol_near..ABB_NAME , "LeftBottom" ,0.75 , 0.7 , -3 , 0}, [10000] = {aircraft_symbol_near..ABB_NAME , "LeftBottom" ,0.75 , 0.5 , -3 , 0}, [20000] = {aircraft_symbol_far ..ABB_NAME , "LeftBottom" ,0.25 , 0.25 , -3 , 0}, [30000] = dot_symbol(0,0.1), }, GroundFormat = { --[distance] = {format , alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [10] = EMPTY, [5000] = {ground_symbol_near..ABB_NAME ,"LeftBottom" ,0.75 , 0.7 , -3 , 0}, [10000] = {ground_symbol_far..ABB_NAME ,"LeftBottom" ,0.75 , 0.5 , -3 , 0}, [20000] = dot_symbol(0.75, 0.1), }, NavyFormat = { --[distance] = {format, alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [10] = EMPTY, [10000] = {navy_symbol_near ..ABB_NAME ,"LeftBottom" ,0.75 , 0.7 , -3 , 0}, [20000] = {navy_symbol_far ..ABB_NAME ,"LeftBottom" ,0.75 , 0.5 , -3 , 0}, [40000] = dot_symbol(0.75,0.1), }, WeaponFormat = { --[distance] = {format ,alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [5] = EMPTY, [5000] = {weapon_symbol_near ..ABB_NAME ,"LeftBottom" ,0.75 , 0.7 , -3 , 0}, [10000] = {weapon_symbol_far ,"LeftBottom" ,0.75 , 0.5 , -3 , 0}, [20000] = {weapon_symbol_far ,"LeftBottom" ,0.25 , 0.25 , -3 , 0}, }, -------------------------------------------------------- ColorAliesSide = ColorAliesSide, ColorEnemiesSide = ColorEnemiesSide, ColorUnknown = ColorUnknown, ShadowColorNeutralSide = ShadowColorNeutralSide, ShadowColorAliesSide = ShadowColorAliesSide, ShadowColorEnemiesSide = ShadowColorEnemiesSide, ShadowColorUnknown = ShadowColorUnknown, BlurColorNeutralSide = BlurColorNeutralSide, BlurColorAliesSide = BlurColorAliesSide, BlurColorEnemiesSide = BlurColorEnemiesSide, BlurColorUnknown = BlurColorUnknown, -------------------------------------------------------- -- labels font properties {font_file_name, font_size_in_pixels, text_shadow_offset_x, text_shadow_offset_y, text_blur_type} -- text_blur_type = 0 - none -- text_blur_type = 1 - 3x3 pixels -- text_blur_type = 2 - 5x5 pixels font_properties = {"DejaVuLGCSans.ttf", 13, 0, 0, 0}, } LEVEL_FULL = { AirFormat = { --[distance] = {format, alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [10] = EMPTY, [5000] = {aircraft_symbol_near..DISTANCE_NAME_PLAYER , "LeftBottom" ,0.75 , 0.7 , -3 , 0}, [10000] = {aircraft_symbol_near..DISTANCE_NAME , "LeftBottom" ,0.75 , 0.5 , -3 , 0}, [20000] = {aircraft_symbol_far ..DISTANCE , "LeftBottom" ,0.25 , 0.25 , -3 , 0}, [30000] = dot_symbol(0,0.1), }, GroundFormat = { --[distance] = {format , alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [10] = EMPTY, [5000] = {ground_symbol_near..DISTANCE_NAME_PLAYER ,"LeftBottom" ,0.75 , 0.7 , -3 , 0}, [10000] = {ground_symbol_far ..DISTANCE_NAME ,"LeftBottom" ,0.75 , 0.5 , -3 , 0}, [20000] = dot_symbol(0.75, 0.1), }, NavyFormat = { --[distance] = {format, alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [10] = EMPTY, [10000] = {navy_symbol_near ..DISTANCE_NAME ,"LeftBottom" ,0.75 , 0.7 , -3 , 0}, [20000] = {navy_symbol_far ..DISTANCE ,"LeftBottom" ,0.75 , 0.5 , -3 , 0}, [40000] = dot_symbol(0.75,0.1), }, WeaponFormat = { --[distance] = {format ,alignment, color_blending_k, opacity, shift_in_pixels_x, shift_in_pixels_y} [5] = EMPTY, [5000] = {weapon_symbol_near ..DISTANCE_NAME ,"LeftBottom" ,0.75 , 0.7 , -3 , 0}, [10000] = {weapon_symbol_far ..DISTANCE ,"LeftBottom" ,0.75 , 0.5 , -3 , 0}, [20000] = {weapon_symbol_far ,"LeftBottom" ,0.25 , 0.25 , -3 , 0}, }, -------------------------------------------------------- ColorAliesSide = ColorAliesSide, ColorEnemiesSide = ColorEnemiesSide, ColorUnknown = ColorUnknown, ShadowColorNeutralSide = ShadowColorNeutralSide, ShadowColorAliesSide = ShadowColorAliesSide, ShadowColorEnemiesSide = ShadowColorEnemiesSide, ShadowColorUnknown = ShadowColorUnknown, BlurColorNeutralSide = BlurColorNeutralSide, BlurColorAliesSide = BlurColorAliesSide, BlurColorEnemiesSide = BlurColorEnemiesSide, BlurColorUnknown = BlurColorUnknown, -------------------------------------------------------- -- labels font properties {font_file_name, font_size_in_pixels, text_shadow_offset_x, text_shadow_offset_y, text_blur_type} -- text_blur_type = 0 - none -- text_blur_type = 1 - 3x3 pixels -- text_blur_type = 2 - 5x5 pixels font_properties = {"DejaVuLGCSans.ttf", 13, 0, 0, 0}, }