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Everything posted by Pyrocumulous
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Not a problem, it's just the SA-10 codes that are listed. Also of note in M14 in DCS 2.9.17.12034, sometimes Crew Chief 6 collides with Uzi 2-2 prior to taxi. Sometimes it goes under the nose, sometimes it goes boom. Similarly in M13 (also DCS 2.9.17.12034), but has no mission impact, NPC Heli-2 -3 lands on top of NPC Heli-2 -2 and also goes boom.
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HARM codes for SA11 in the briefing should be: 107: Snow Drift target acquisition radar 115: Fire Dome target tracking radar in the TELAR reference: APPENDIX B – ALIC CODES & RWR SYMBOLS of the DCS aircraft manual
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Radio traffic in mission 10 says: "1-2 -1-2 switch to Darkstar Chanel 3 on Uniform" and then "1-1 1-2 check on Channel 3 Uniform." However, channel 3 is 399.97 rather than 355.50.
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M02 instructing wingman to engage?
Pyrocumulous replied to Pyrocumulous's topic in F-16C Dragon's Fury Campaign
The exploding bombers? I think it was M03. -
M02 instructing wingman to engage?
Pyrocumulous replied to Pyrocumulous's topic in F-16C Dragon's Fury Campaign
It does work when using the Flight Engage Bandits command; thanks. There does seem to be an awful lot of exploding bombers at Anderson, presumably due to the bumpy terrain in the taxiways. Nothing you can do about that, though. Is kind of amusing to hear the regular chatter on the flight frequency meanwhile a C-17 just blew up in front of our eyes. -
Ski jumps in the taxi ways are normal DEM / topo lines and experience on Guam suggests this is erroneous; was hopeful it would get fixed with WW2 work. Best to just fly rotors at Anderson.
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M02 instructing wingman to engage?
Pyrocumulous replied to Pyrocumulous's topic in F-16C Dragon's Fury Campaign
I'll try again when I have a chance to fly again in a few weeks. Is that the intent, to issue that command to the entire flight? I wasn't sure, and I think I tried that. Same issue on the following mission. I believe that I'm on the right frequency, but I don't recall there being a channel plan in the briefing or kneeboard, so I just punched in frequencies as directed by radio traffic. I definitely hear traffic that makes me think all is working as intended. -
I didn't see a way to instruct the wingman to engage the bandits in mission 2; did I miss something? He just trails me around while I go Winchester.
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#3 only happened twice, so I'm not sure, but seems reasonable to assume that I missed a trigger near WP6 on RTB. Those might have been the times I was experimenting with taking out the SA11 and SA2 with an extra pair of HARMs and then boogying west to WP6 to skirt their engagement zone. I definitely didn't get any of the fence out or approach / tower queues when #3 occurred.
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This mission appears to be having issues with: 1) scoring: It doesn't seem to be possible to score 100 regardless of whether you just destroy the southern two SA-6s, get all three, or even go grab a couple extra snow drifts as well. 60 points is what I get every time, no matter what. It doesn't seem to matter if you jump the gun and shoot the HARMs as soon they come online or wait to complete the briefing. 2) Post-mission Briefings: Out of 10 completions, I only once got a briefing, so not sure what scoring deductions are occurring. 3) lost communication: Same experience as @AlessandroFuBu except without AAR, I'd lose all prompts somewhere around WP6, and get nothing all the way home including approach, tower, ground, and no Mission Complete upon arrival at the shelter. Score of 50 both times that this occurred. Love the campaign, thanks for your work! Really like the post-mission briefings when they work.
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Minor issue, but the fighter to fighter briefing for Mission 9 sorts the launchers when clearly the radar is intended since weapon is AGM88s: PLAYER: Two, one. Fighter to fighter. Line abreast, shooter - shooter, AGM-88, in from the east, off north, sort north. Lead takes two southern launchers." Question: what is the best way for a pilot to determine which two SA-6s are the southern most? Compare latitudes? For the two that are close together (eastern pair), which is the southern most is obvious in the TPod, but not so much for the western one.
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I flew M02 twice, and both times, Weasel 33 crashes into Texaco upon disconnection. Weasel 33 must be invincible, because he keeps going, but seems to miss some radio traffic after that so maybe radio damage? Texaco doesn't fair so well. I'm not sure how a mission creator prevents that, though. DCS version 2.9.15.9599.1
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I did some testing, and was able to recreate it. It is due to Spartan 3 landing at the same time as Sword 2, so it appears to be the player's grade but it is not. When I flew Mission 9, Spartan 3-1 trapped the moment I landed, and then 3-2 when I exited the runway. Apparently LSO grades are broadcast to everyone on the coalition, regardless of distance.
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This is the first mission (#9) I've flow since the 2.9.15.9599 update, so it could very well be a DCS or Syria bug, but upon landing at Akrotiri, I'm given a LSO grade. I suspect it's not a mission bug, but I'm not seeing any mention in the main DCS bugs or Syria forums, so, weird, huh?
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Would you consider a Viggen campaign on Kola map?
Pyrocumulous replied to dsc106's topic in Ground Pounder Sims
Ditto this! I have a campaign outline created for exactly this that I'd be happy to give away, but the reality is that I'm never going to have time to give it the attention it deserves . The reference points scattered around Sweden when "real life" is used are pretty fantastic for allowing the player to deal with unexpected twists. The radio logic for triggers is kind of weird, not nearly as simple as with Viper or Hornet, but I figured out pretty efficient way of handling that. The real headache for me, anyway, was building an ATC system for the BAS 60/90 air bases, each with numerous runways. A Viggen campaign has to use roadbases to be fun /realistic, and a probably a whole bunch of them. In my mind, ATC should work like it does in a Ground Pounder campaign, and for me anyway, the sheer quantity of triggers quickly got out of hand given the limited time I could devote to the project. -
I replayed Mission 8 to see what happens if you don't stay tight during the I couldn't get Sentinel to clear for Silver, couldn't get Approach F10 to come up, couldn't get Emergency F10 to come up (but did verify radio was working, because I could hear the ATIS), I hit Anane Star, still couldn't get Tower, nor Ground when taxiing back to parking. I kept figuring the fail safe would kick in, but it didn't. Clearly, this wasn't what the player is supposed to do, and I'm not sure that it'll break it every time. If you want the track or tacview recording, I could upload them somewhere, but they are way too big for here. Great mission, thanks for the fun.
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The sleeve goes at the top 1/4" screw to expand it's diameter to fill the damper's hole. Here's a photo. I had to replace that listed dampers after it failed, this 351mm dual tube damper, so far, seems superior.
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M03 Strike Go Ahead criteria?
Pyrocumulous replied to Pyrocumulous's topic in F-16C Last Out: Weasels over Syria II Campaign
Worked perfectly that time -
M03 Strike Go Ahead criteria?
Pyrocumulous replied to Pyrocumulous's topic in F-16C Last Out: Weasels over Syria II Campaign
thanks, I'll give it another run when I get a chance. -
I just flew mission 3, successfully destroyed the popup SA6 and SA8, and the three fixed SAMs (SA2x2 and SA3) as verified in the mission summary and Tacview, but the strike got turned around due to active SAMs still in the cooridor, and my score was 90. Looking at the Scoring Guide, I believe that means I got all points except the Strike Go Ahead.... so what am I missing? Is there a 6th SAM that I didn't locate?
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QNH and temperature units in briefing
Pyrocumulous replied to Pyrocumulous's topic in Weather System Bugs & Problems
This was resolved in 2.9.14.8222. Thank you! -
There's considerable number of ways to get keystrokes and axes inputs from MIDI devices. I think one of the more useful is the midi2vjoy python scripts which pass button pushes and axes values onto vJoy (BrunnerInnovation build for Windows 11). Of the numerous midi2vjoy scripts, I found midi2vjoy-again (by luppahannu) to be the most useful due the numerous options that can be configured.
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GetDevice(device_id) in DO SCRIPT FILE
Pyrocumulous replied to Pyrocumulous's topic in Mission Editor
Good info, thanks. It is my understanding that the mission LUA console is locked down in public releases. Is there another way to access the mission environment besides simply placing the LUA code in a mission editor trigger? -
GetDevice(device_id) in DO SCRIPT FILE
Pyrocumulous replied to Pyrocumulous's topic in Mission Editor
Perhaps it can't be done, this is my first attempt to use script, because doing this solely with ME triggers would get ridiculous in a hurry. This works in the LUA Console (DCS-Insight), though, so I thought that meant I could do it in a script. In LUA Console, both of these examples return values: return GetDevice(0):get_argument_value(492) --returns value of FR22_BASE rotary knob GetDevice(30):get_frequency() --returns frequency of FR22 radio in hertz Alternatively, in ME triggers, I can place: X:COCKPIT ARGUMENT IN RANGE (492,0.005,0.015,"") --returns true if FR22 rotary knob is set to 01 I don't believe I can directly access the frequencies of the Viggen radios with ME triggers, like can be done in the LUA console (or in modules with a cockpit parameter where one can use X:COCKPIT PARAM EQUAL TO("COMM2_FREQ","123.500")) -
New to LUA and DCS scripting and could use some assistance. I am trying to set up radio based flags for single-player AJS37 Viggen. Since there is not a cockpit parameter for the radio frequencies in that module, I have tried two alternatives: 1) checking the actual frequency tuned to each radio and then using some button-logic to determine which is active. 2) a system based on the buttons and rotary dial to determine the channel(s) that are active. Unfortunately, both strategies rely on GetDevice(device_id), which I can't seem to get to run in the mission triggers. Am I approaching this incorrectly or is this not possible? Sure seems like it should be simple, but I'm beating my head against LUA errors here. Example of where it goes wrong: -- Define variables for device argument values local FR24_MODE_VALUE = GetDevice(0):get_argument_value(386) local FR22_GROUP_VALUE = GetDevice(0):get_argument_value(360) local FR22_BASE_VALUE = GetDevice(0):get_argument_value(492) -- Initialize flags local FR24_MODE, FR22_GROUP, FR22_BASE, FR22_BUTTON, CHANNEL, GUARD FR22 = GetDevice(30) FR24 = GetDevice(31) local FR22freq = FR22:get_frequency() -- full 9-digit frequency in hertz local FR24freq = FR24:get_frequency() -- full 9-digit frequency in hertz