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wess24m

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Everything posted by wess24m

  1. wess24m

    LAPD Skin

    Now somebody just needs to figure out a way to package up the skins so they kick in with a made mission. I wanna make some police helicopter mission. :)
  2. I took a look in there and couldn't get what I needed. I'll wait till somebody deciphers it for me. :) I'm not very good with the .LUA files and their structure. I guess I could just look in the 4th mission triggers.
  3. I just ran it without editing it, worked fine. Dir doesn't matter, could technically run it from a flash drive. Just for clarity I ran it from my temp directory and I opened it via the mission "button", didn't have to use mission editor or anything. Not sure if you've already tried this- Redownload it and try it, maybe try one of my other missions and see if you get the same deal.
  4. Not sure if this would work, but have you tried setting an aircraft as invulnerable and invisible then have it circle the area where you'd like the AAA to fire and specify that the AAA engage that unit or group? The AI see's through buildings, pitch black, weather, don't see why they wouldn't see invisible units. :smartass:
  5. Bump. Having a list of these would help mission designers greatly.
  6. This. In my zero dark thirty mission I messed with the AI's flight path for hours trying to get it to fly nice for the players, if you've played that mission and observed the Blackhawks flying that was the smoothest I could get it. "Laivynas" is there a list of clickable actions? I use the 3035-3036 to trigger door opening when landing/before take off but I had to find that out how that was done from a pre-made mission. Also you mention that one of the conditions of landing was having zero collective, that would help alot with having to set 5 conditions just to trigger a landing option.
  7. Found another tutorial video for the section.
  8. You could always go into the mission editor and remove the 100M distance limit. Normally i'd say that was kinda cheating but I've done this mission as well and failed in the same manner.
  9. I've noticed this behaviour a lot. I only use the autopilot for using weapons, but when I do use it the aircraft is already trimmed for the flight conditions (no bank, pitch, climbing/descending). I get the same thing you're talking about, rapid collective increase which results in low rpm and sometimes he just gives up and nosedives. Since I don't use it much it's not a huge deal for me and it is in beta after all.
  10. From what i've read (on a ton of Huey owners forums) the Huey is a huge money pit. Much better choppers for todays uses than a Huey. It's not the Hueys fault at all, just old design and most of the ones you find (as in your posting) are old airframes that need a lot of upkeep. I've also read that the annual on them is $30,000+. You have to insure it, which I've also read isn't cheap by any means.
  11. That would be pretty good training actually, good idea. Oh the mission ideas are flying. DCS: Digital Charter pilot Simulator. :smartass:
  12. I checked your track. Watched it once and flew it once, looks like the slip indicator is lying to you a little bit. I checked this by getting to speed (120/80/60 knots) and flew down the runway 3 times respectively to the speeds I gave, to check if I was aligned with the centerline. I was able to fly with neutral rudder while overflying the runway whilst being aligned. As was said above, If you're Huey is heavier you'll need more left rudder during liftoff, as you probably already know, or big changes in collective will require rudder work at any speed (which didn't seem to be the issue in your track). Notice when you're generally flying around and you'll see the slip indicator tweak out every once in awhile, I just ignore that as long as there isn't any huge swing to one side or the other for a prolonged time or if the Huey is visually veering to the right or left. In short your flying looks fine to me.
  13. Lol. :thumbup: so true
  14. Completely agree.
  15. The only thing I noticed is the rudder had a bump a couple times when I trimmed it. Didn't have to hold rudder for straight flight. You don't by chance have rudder trim enabled do you? Or possibly drifting right.
  16. That's why I said less aerobatic. Overall it flys much better for most people. Aside from the VRS I didn't have any trouble flying the previous FM. I took a little high speed low level flight and just have to get used to the slower responses.
  17. That is true, I've never been one for skins. I normally don't get out of the pit while flying but I can see how people like different skins for immersion reasons. In one of my missions a put a mini car chase, the zone on units work well for that. One thing I did was put a limit on how far you could get from the car once engaged (to simulate losing sight of him and having him bail on foot).
  18. I think it's far less aerobatic now. I can tell a big difference, a lot with the vortex ring. :thumbup: It is far less maneuverable but it seems like it's more accurate now. I don't expect that the Huey was as agile as before the FM tune. From what i've read from pilots it was far too responsive in the cyclic and I now know what they were talking about. It's different, will have to get used to it. Much more stable, especially in low speed and hover.
  19. I love the Huey (even before the sim) but i'd imagine they are better in every way right? maybe not the coolness factor. :)
  20. Can't wait to try it. Thank you Belsimtek.
  21. I thought about making some "civilian" missions as well. :) I was thinking more of a police helicopter role. When I learned that you couldn't package skins to kick in with the mission I kind of lost interest. Sounds good though, will be interesting.
  22. Practice and time. if you get semi-proficient at hovering now then when the more stable FM is released you'll be "leet" status.
  23. Whats strange is (if it is a hitbox issue) that you can fly under power lines no problem.
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