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Everything posted by 42jeff
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Right on. Thank you for the updated link
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Awesome thank you. I'll update my own documentation. This isn't your mod by chance is it? @Rudel_chw
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downloaded ink is broken. Is this still active? I have your wonderful mod in a campaign I just released. If you're ok with it I can host it on my Dropbox
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I've been working on a mission for a while and I cannot get the AI to consistently follow. I mean...it'll "follow"...but what's happening is it's pursuing to get into follow position it will either A) plummet down to 500 AGL or lower and assume position where it should be...or B) verrrrryyyy slowly creep up on Lead (player) aircraft generally about 15-20 kts of closure..no matter WHAT speed you fly. If you firewall it, AI will creep up 15 kts..ish faster. If you dial it back to 75-80 pct to allow them to catch up...THEY throttle back...but all the while, about 15 kts or so faster. I've varied the follow location, left, right, up, down, forward and backward. Nuttin works. Anybody have that issue or do I need to send this toaster off to be melted down and get me a new one?
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So I had a hard time sorting out your flag numbers. Of course I'm a little tired so that didn't help. HOWEVAH comma...your counting method made total sense to me and I got it to work. One trigger at the start of the bomb run sets the five flags to zero (right, on, left, high, low, fast, slow), then a seperate trigger for each set to repetitive to identify that you are in a zone or condition, next trigger set to repetitive...sees that that condition or zone was evident then that flag is increased by one, one final trigger for each sees that that flag is at 8 (the three I had initially thinking proved SUPER annoying) so each 8 seconds you're in that zone you'll get nagged by the radar controller "Come Left/Right, You're on Course,Youre too high,etc" Thanks for the idea.
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I'm creating a mission where a radar controller is talking you into release position. I have zones worked out funneling the player into release position, but am having trouble getting the triggers to work right for the talk on. I have a repetitive trigger identifying whether you are in the "come left" "come right" or "on course zone" and turning on a flag for whichever one. I have a switched trigger telling you what you need to do depending on which zone you're in and then turning off that original flag so the switched flag will refire reminding you that you're still off or on course. Trouble I'm having, it's just rapid fire "come left come left come left come left". I set a "TIME SINCE FLAG" to 3, and they won't fire at all. I tried again with a second trigger giving that time since flag, firing a second flag which fires the audio call. That third one turns off all flags. But sadly, this one didn't work either.
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And Willy's Jeep
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And train cars apparently
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Ohhhh....so you converted an S3 to a Hornet. That's genius. That cannot have been easy
- 446 replies
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- super hornet
- hornet
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Found it. So it seems the C47 AI plane ...even though it's NOT listed on the Assets pack....is a WWII Asset. Ugh.
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Ok I created a series of missions and wasn't paying attention to the assets required in the list at the bottom each time it loaded. It turns out I seem to have a couple units from the WWII Asset pack I was wanting to remove so more people could use it. I found a couple off the Estore listing for the asset pack and have removed them, but the mission still shows it required on the load page. Any way I'm missing to sift them out? I tried disabling the Asset pack but because of whatever is there, I can't load it up to see what doesn't come in.
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Ok...so now I have to ask. Is it just in this mod? Reason I'm asking is I was beating my head against the wall putting together triggers and such in a mission to recreate A4 buddy tanking and was told by a few people that there's no way for anything other than the KC 130/135 or S3 and the russian one to tank.
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- super hornet
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Scripting ninja help requested.... Adjusting fuel level possible?
42jeff replied to 42jeff's topic in Mission Editor
Was trying to simulate A4 buddy tanker in a campaign I'm working on. I'll just use C130 or KC135 and write it off Thank you for the replys. -
So I've created a mission. I was trying to create a method in game to have A4, f18 or really anything as buddy tanker. I created some triggers and mobile zones where I have an aircraft tagged as a tanker. Created an F10 menu set that works just like the tanking system and a very close trigger zone 16ft is apparently the smallest possible, with an altitude span of about 10 feet below the tanker alt where the trigger recognizes you are in place and says "connected you're taking fuel". I even have a timer displayed when you hook up. Unfortunately, I just can't find a way for a script or otherwise to adjust fuel quantity either up (for the receiver) or down (for the tanker) Is this an attribute that is possible to change in game aside from AAR or the refuel/rearm window?
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Radar Elevation axis functionality
42jeff replied to Zergburger's topic in Controller Questions and Bugs
Genius. Thank you- 13 replies
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- hotas-controls
- bindings
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323 is the outbound course for the course reversal based off the tacan. 126 is the inbound course for the ILS based on the ILs
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DCS Super Hercules mod by Anubis
42jeff replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
It may be due to center of thrust vs center if gravity. Highwing aircraft with a center of mass below thrust line. So when you increase thrust its pivoting on that center if mass so the nose goes down. Decrease thrust.....nose cones up because less thrust pushing the nose down -
Anyone have it? Beuler? Beuler?