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johnv2pt0

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Everything posted by johnv2pt0

  1. Great to hear and thanks for the quick response.
  2. Yes, I should have mentioned that. Example pic of lowest setting attached. While you need a certain level of HUD brightness in bright conditions, HUD repeaters or steam guages make up any difference you might need. Fine control of lowest possible settings are far more important in aviation in general. I think this is overlooked because most people in DCS don't fly at night or in weather. Our multiplayer group routinely flies complex missions at night, so this is somewhat of a pet peeve of mine. At the lowest HUD settings there should basically be no green haze as well.
  3. Currently the HUD pops into existence at a fairly bright level after about 6 clicks on the rotary. At night this means it is unusable if you want to preserve any night vision. This seems to be a common problem with DCS modules for some reason so if you can elaborate on that I'd love to know what the source of the problem is. Can you give us an estimation of where this fix is in your internal cue or if it's a near / long term problem to fix? If it's not on your list (i didn't see anything in bugs) I request it be put on it. Thanks, love the module.
  4. Does anyone know any techniques for lining up patterns across disjointed surfaces? Right now for me it's just trial and error, with some module textures being much more of a pain than others. Is there a way to overlay a camo or pattern on your texture file, and then chop it up so so you can arrange it properly for seamless representation on the 3d model? Any links / tutorials would be very much appreciated. Thanks
  5. This is the problem and it is still present after this latest patch. I do not want to speak for the OP but that old problem he describes does not exist anymore for me. Please look at my tracks and explanation above. To sum up, no drop guidance is given and regardless of what settings you input all illumination flare drop simultaneously.
  6. Problem is still present as of about a week ago. On Persian Gulf map.
  7. Please respond so I know you have looked at and understand the bug.
  8. 2 tracks to illustrate the problem. They will only drop in DSL and you get no symbology. No settings change this behavior. Regardless of settings, if you do a normal pickle press like you would for any bomb all 16 illum flares will drop within fractions of a second. See track 1. You can get it to drop less than that if you try to tap the pickle as quickly as possible, usually dumping out 2-4. See track 2. 1 pickle press should equal 1 flare, regardless of how long you hold down the button. SUU-25 bug 1.trk SUU-25 bug 2.trk
  9. And your response just now, is an example of who razbam hires, what they think of the community and their concerns, and how they handle themselves with their public faces regardless if you're working for them or not anymore. If you're upset because of a funny, yet apt meme, think how irritated customers that have been ignored, derided, and even blamed for wanting the product they paid for 3 years ago must feel.
  10. Yes I have this problem as well. Unfortunately, razbam doesn't seem to care about exports very much. HUD repeater (which is still wrong even in the jet MPCD) still doesn't even export. Good luck getting them to fix any of this.
  11. Yes. The only (semi) reliable way to employ JDAMs currently is in TOO.
  12. They appear to be aligned with the FPM now from the test flight I did yesterday. Do a run in, wait for it to start unwinding and watch your rockets track to where your FPM is...not the pipper. It's really neat...a new thing that doesn't work!
  13. Beta testers typically get listened to / acknowledged and their bug reports investigated.
  14. Not that I care, but for posterity, the penguin is in game right now...has been forever I think. You can load it on SH-60 and they will fire them at surface contacts. I have used them in one of my missions.
  15. You would need to change "I-SUB #001" to your object's Group name and then call the function S_Invis_1() every time after it has respawned so it will set it invisible.
  16. I use this in one of my missions: local function S_Invis_1() if Group.getByName('I-SUB #001') ~= nil then local sub1 = Group.getByName("I-SUB #001") local SetInvisible = { id = 'SetInvisible', params = { value = true }} sub1:getController():setCommand(SetInvisible) end end S_Invis_1()
  17. DCS World\Mods\aircraft\JF-17\Sounds\sdef\Cockpit\DPlayer DCS World\Mods\aircraft\JF-17\Sounds\Effects\Cockpit\DPlayer
  18. Roger that, just wondering if we could still reference the edm we have now. Not sure how the beginning of the description.lua line works...how it references the model and stuff. Looking forward to the pain kit :)
  19. Can we currently reference the drop tanks and pylon adapters in custom liveries or is it something we have to wait for the paint kit to accomplish? I have the files, just don't know how to reference them in the description.lua TYIA
  20. Does anyone know how to add these items to the description.lua? I have the files created, but don't know how to reference them. Ie, this doesn't work: {"JF-17_PF9W", 0, "JF-17_PF9W", false}, {"JF-17_PF12", 0, "JF-17_PF12", false}, {"JF-17_PF12Dual", 0, "JF-17_PF12Dual", false}, {"tank800", 0, "tank800", false}, {"tank1100", 0, "tank1100", false},
  21. Context: I've used the concepts from the weathermark script (Thanks!) to do the same thing to output coordinates. I've left some empty lines at the top of the newly created markpoint so the user can label it if they want. Ie. Infantry, target 1, hilltop position...etc. Is it possible to capture what is written on the initial markpoint creation to then insert into the newly created point? Keyword for the process is COORDINATE. So if someone wanted to get the coordinates and also label it in one go they could type something like "COORDINATE, target 1". That would create the markpoint and also insert into the first line "target 1". Is that possible? -------------- mark point coords -------------- env.setErrorMessageBoxEnabled(false) --Coordinate_Keyphrase = 'C' Coordinate_ID = 500 --initial CoordMarkVec3 = {} coordMarkHandler = {} function coordMarkHandler:onEvent(Event) if Event == nil or Event.idx == nil then --ignore event if not mark return true end -- Call event function when a marker has changed, i.e. text was entered or changed. if Event.id==world.event.S_EVENT_MARK_CHANGE then coordMarkChange(Event) end end function coordMarkChange(Event) if Event.id==world.event.S_EVENT_MARK_CHANGE then if Event.text ~= nil and ( Event.text:upper():find('C') or Event.text:upper():find('COORD') or Event.text:upper():find('COORDINATE') or Event.text:upper():find('COORDINATES') ) then CoordMarkVec3 = Event.pos --vec3 CoordMarkVec3Lat, CoordMarkVec3Lon = coord.LOtoLL(CoordMarkVec3) CoordMarkVec3MGRS = coord.LLtoMGRS( CoordMarkVec3Lat, CoordMarkVec3Lon ) Coordinate_ID = Coordinate_ID + 1 trigger.action.markToCoalition(Coordinate_ID, '\n\nDMS: '..mist.tostringLL(CoordMarkVec3Lat, CoordMarkVec3Lon, 2, 's')..'\nDDM: '..mist.tostringLL(CoordMarkVec3Lat, CoordMarkVec3Lon, 4)..'\nMGRS: '.. mist.tostringMGRS(CoordMarkVec3MGRS, 5), CoordMarkVec3, Event.coalition , false, 'Coordinates Added') trigger.action.removeMark(Event.idx) elseif Event.text ~= nil and ( Event.text:upper():find('HELP') or Event.text:lower():find('help') ) then --[[_cUnit = Event.initiator --not working MP _cGroup = _cUnit:getGroup() _cGroupID = _cGroup:getID()]] --trigger.action.outTextForGroup( _cGroupID, '-- CASE SENSITIVE-- \nCoordinate Mark:\n"C"\n"COORD"\n"COORDINATE"\n"COORDINATES"\n\nWeatherMark: \n"weather report" \n"weather report, metric" \n"weather report, imperial" \n"weather report, alt 1000, imperial" \n-- @ 1000 ft ASL in this example.', 20 ) --not working in MP? trigger.action.outTextForCoalition( 2, '-- CASE SENSITIVE-- \nCoordinate Mark:\n"C"\n"COORD"\n"COORDINATE"\n"COORDINATES"\n\nWeatherMark: \n"weather report" \n"weather report, metric" \n"weather report, imperial" \n"weather report, alt 1000, imperial" \n-- @ 1000 ft ASL in this example.', 20 ) trigger.action.removeMark(Event.idx) end end end world.addEventHandler(coordMarkHandler) env.info("Coordinate Mark 1.0 Loaded!")
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