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Everything posted by johnv2pt0
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The Su-27 Mozdok fortress is not working.
johnv2pt0 replied to AdolfoWilson's topic in Su-27 for DCS World
Drive by post here, but can you fly slower so they don't need burners to keep formation? -
Are you referring to the screenshots I posted? The above advice about using FRAPS is good, but my screenshots actually were taken with the in-game printscreen functionality. I don't know if this makes a difference anymore, but you can go into your :\EagleDynamics\DCS World\config\graphics.lua and change line 186 to 100. Also, I take them in replay mode. That way I can max out the graphics settings, and then pause the replay at the point I want to take the shot, line it up perfect, and then printscreen. And finally, you can edit those shots in a 3rd party picture editing program. I recommend not going overboard on the editing though because you'll lose the "feel" of the original.
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Thanks for taking a look Skatezilla, I JUST figured it out. I have that OH-58D acting as an AFAC and I had unticked his "comm" box. Since he has his JTAC freq I wanted to silence his other atc communications, but I guess the game really doesn't like that.
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Hello gents, I was working on a mission today and all of a sudden the game would start crashing when loading it up. It would then take me to the mission debrief, but the debrief would be missing and then finally spit me back out to the editor. The changes I made just prior to the crashes were reversed but the crashes are still persistent. Changes made just before the crash: default wx > winter w/ snow added AWACS added trigger to launch an uncontrolled KC-135 on it's flight plan These changes were all reversed one by one, and in fact I've gone all over the mission testing changes/deletions etc. The crash is persistent. Here are some logs, I can't glean anything from them. If anyone can take a look for me or give some advice I'd appreciate it. DCS-20140402-034835.zip
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Well, you’re right with the above, but wrong with how that translates to teaching someone to fly on a sim. :) Stick throw is longer in most aircraft (some have side mounted sticks though that will be similar if not the same), but that doesn’t necessarily mean anything to your brain-to-hand process. The T-34C has mechanical linkage from the controls to the control surfaces. Those surfaces are small. The C-17 has HUGE control surfaces, but they are electrically initiated and hydraulically actuated. The 34 feels fairly heavy on the controls when at high speed, but the 17 is like butta. And you know what…you fly them exactly the same. I’ve never flown any side stick aircraft, so I don’t know if they have curves built in to them, but all I’ve flown are linear. So it doesn’t matter exactly what the stick is…it matters that it’s linear. Much the same as professional fps gamers don’t use mouse acceleration… You need a constant ratio. So, I think it’s better to know your stick (insert joke here) and just fly with it. You will be better across multiple platforms. Splitting the throttle while doing AR is a really good technique ENO. Lots of pilots do this IRL. However, you don’t so much feel the movement of those small throttle inputs, nor are they immediate in jet engines. AR is almost all visual. Every throttle change is a process. Put in a change, wait for the change to take effect, reduce the input, then catch the desired airspeed. Forward, wait, back, forward. Or vise versa. So in that respect, it’s the same in sim as IRL. AR is a whole nother topic though, with lots of techniques and such. So in my opinion you’re better off leaving the curves alone, but there are many ways to skin the cat, and my wife tells me I’m a pretty stupid person. It’s a sim after all, and you should be having fun with it. It’s a rewarding process.
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I would also stay away from curvatures on the axis. There are very few times you will need to do that in order to simulate what the actual airframe feels like. Most people use axis adjusting as a way to "cheat." IMHO it's much better to learn how to fly then make it easier to fly. But that's just as an aside... For leveling off, a good rule of thumb is to start at 10% of your VVI. Example: 1000 ft/min climb, start your level off 100 ft below your desired altitude. As others have said, just keep with it and you'll get a feel for the jet. Don't get too discouraged about trimming either...it's much harder to trim in this game than in real life. With my TMWH I find myself wishing I had twice as many trimming intervals as I actually have. However, as a tip for trimming, remember to fly the airplane and trim off the resistance. Don't "fly with the trim."
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For people that might read this later on, I'd like to correct a few things. If there is any wind at all you will be applying aileron corrections. Otherwise you will be getting blown off course. The only thing that changes is how much. This in combination with opposite rudder once on short final is called the "wing low method." If anyone would like to learn more about it you can google it. In a one sentence explanation: the ailerons control your track while the rudder lines up your heading (wheels) with the runway. Two things here. If you're in a bad wx situation with some amount of moisture on the runway, you do not want to keep the nose off the ground. Doing this keeps the aoa higher, thus creating more lift and decreasing braking effectiveness. Also, there is the possibility of the nose slamming down because you waited too long to fly it down or because you applied the brakes. It also reduces visibility. And as an aside, irl you would want to track a little off centerline so your nosewheel is off the painted surface because it will have a slightly lower RCR (it's more slippery). Second part is true but the solution isn't keeping the nose off. Remember that when you're rolling down the runway you are still creating lift. The wind will be trying to lift your windward wing off the ground, so you need to keep "flying" the airplane on the rollout. You will have to gradually increase the amount of crosswind control as you slow down because the airspeed over the control surface will be decreasing and thus will be less and less effective. Once again, if I didn't explain it well enough you can google :) Glad you're getting the hang of it OP. I wish there was more instrument work available in DCS.
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Fair point.
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Crab into the wind and fly the needles. I know absolutely 0 pilots that would break out an e6b although i suppose in a large crew aircraft it might be an option. However it's almost an exercise in futility as the wind will usually vary on your way down the glideslope. Fly the needles. You don't need a hud, and in fact I'd recommend turning it off sometimes to practice. We do that regularly because you never know what's going to fail. The benefit of flight sims is that you can practice (and mess up) as much as you want :)
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TeamVRC: F-100D Module
johnv2pt0 replied to SkateZilla's topic in Utility/Program Mods for DCS World
Great work. I'm really looking forward to this. Thanks ~ -
Nice. He's a cute kid
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I'm using Astro A40s. Love em, but they're more expensive. Can also use them with consoles though if you so desire.
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Ok thanks, I'll check it out tonight EDIT: Works great and is much better than what I was trying to do. Thanks again...rep inbound
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Can someone help me here? I'm trying to use your script SNAFU, and it's working however I can only get 1 of my 3 zones/targets to give correct feedback. As it is "Rocket" reads correct, but "Dumb" and "LGB" read 70km off! Any help is appreciated. target = 'DUMB-' -- targetzone name function SignalTarget() Aimpoint = trigger.misc.getZone(target) Aimpointpos = {} Aimpointposx = Aimpoint.point.x Aimpointposz = Aimpoint.point.z Aimpointposy = land.getHeight({x = Aimpoint.point.x, y = Aimpoint.point.z}) Aimpt3 = {x=Aimpointposx, y=Aimpointposy, z=Aimpointposz} trigger.action.smoke({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.smokeColor.Red, 0) return timer.getTime() + 5 end timer.scheduleFunction(SignalTarget, nil, timer.getTime() + 1) DummybombHandler = {} function DummybombHandler:onEvent(event) if event.id == world.event.S_EVENT_SHOT then BombInit = event.initiator BombInitGroup = BombInit:getGroup() _alpha = mist.getHeading(BombInit) _ordnance = event.weapon _ordnanceName = _ordnance:getTypeName() if (_ordnanceName == "weapons.bombs.BDU_50HD" or _ordnanceName == "weapons.bombs.BDU_50LD" or _ordnanceName == "weapons.bombs.FAB_250" or _ordnanceName == "weapons.bombs.BetAB_500ShP" or _ordnanceName == "weapons.bombs.AN_M64") then function TrackBombDummy() local BombDummyPos = _ordnance:getPoint() local _time = timer.getTime(); if BombDummyPos.y < land.getHeight({x = BombDummyPos.x, y = BombDummyPos.z}) + 10 then local xOffset = (BombDummyPos.x - Aimpointposx)*3.28084 local zOffset = (BombDummyPos.z - Aimpointposz)*3.28084 local BombOffset = math.sqrt(xOffset * xOffset + zOffset * zOffset) local BombOffsetInt = math.floor(BombOffset) local _beta = math.atan2(zOffset,xOffset) local _gamma = _alpha - _beta local xOffsetRel = BombOffset * math.sin(_gamma*(-1)) local zOffsetRel = BombOffset * math.cos(_gamma) local xOffsetRelAbs = math.floor(math.abs(xOffsetRel)) local zOffsetRelAbs = math.floor(math.abs(zOffsetRel)) if (xOffsetRel > 0 and zOffsetRel > 0) then trigger.action.outText("DUMB BOMB: "..string.format(BombOffsetInt) .. "ft / Off right "..string.format(xOffsetRelAbs) .. "ft / Too long by "..string.format(zOffsetRelAbs).."ft", 10) elseif (xOffsetRel > 0 and zOffsetRel < 0) then trigger.action.outText("DUMB BOMB: "..string.format(BombOffsetInt) .. "ft / Off right "..string.format(xOffsetRelAbs) .. "ft / Too short by "..string.format(zOffsetRelAbs).."ft", 10) elseif (xOffsetRel < 0 and zOffsetRel > 0) then trigger.action.outText("DUMB BOMB: "..string.format(BombOffsetInt) .. "ft / Off left "..string.format(xOffsetRelAbs) .. "ft / Too long by "..string.format(zOffsetRelAbs).."ft", 10) elseif (xOffsetRel < 0 and zOffsetRel < 0) then trigger.action.outText("DUMB BOMB: "..string.format(BombOffsetInt) .. "ft / Off left "..string.format(xOffsetRelAbs) .. "ft / Too short by "..string.format(zOffsetRelAbs).."ft", 10) end return end return timer.getTime() + 0.01 end timer.scheduleFunction(TrackBombDummy, nil, timer.getTime() + 1) end --end end end world.addEventHandler(DummybombHandler) target2 = 'LGB-' -- targetzone name function SignalTarget() Aimpoint = trigger.misc.getZone(target2) Aimpointpos = {} Aimpointposx = Aimpoint.point.x Aimpointposz = Aimpoint.point.z Aimpointposy = land.getHeight({x = Aimpoint.point.x, y = Aimpoint.point.z}) Aimpt3 = {x=Aimpointposx, y=Aimpointposy, z=Aimpointposz} trigger.action.smoke({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.smokeColor.Red, 0) return timer.getTime() + 5 end timer.scheduleFunction(SignalTarget, nil, timer.getTime() + 1) LGBHandler = {} function LGBHandler:onEvent(event) if event.id == world.event.S_EVENT_SHOT then LGBInit = event.initiator LGBInitGroup = LGBInit:getGroup() _alpha = mist.getHeading(LGBInit) _ordnance = event.weapon _ordnanceName = _ordnance:getTypeName() if (_ordnanceName == "weapons.bombs.BDU_50LGB" or _ordnanceName == "weapons.warheads.KAB_500Kr" or _ordnanceName == "weapons.warheads.KAB_500KrOD" or _ordnanceName == "weapons.bombs.GBU_38" ) then function TrackBombLGB() local BombLGBPos = _ordnance:getPoint() local _time = timer.getTime(); if BombLGBPos.y < land.getHeight({x = BombLGBPos.x, y = BombLGBPos.z}) + 10 then local xOffset = (BombLGBPos.x - Aimpointposx)*3.28084 local zOffset = (BombLGBPos.z - Aimpointposz)*3.28084 local BombOffset = math.sqrt(xOffset * xOffset + zOffset * zOffset) local BombOffsetInt = math.floor(BombOffset) local _beta = math.atan2(zOffset,xOffset) local _gamma = _alpha - _beta local xOffsetRel = BombOffset * math.sin(_gamma*(-1)) local zOffsetRel = BombOffset * math.cos(_gamma) local xOffsetRelAbs = math.floor(math.abs(xOffsetRel)) local zOffsetRelAbs = math.floor(math.abs(zOffsetRel)) if (xOffsetRel > 0 and zOffsetRel > 0) then trigger.action.outText("LGB: "..string.format(BombOffsetInt) .. "ft / Off right "..string.format(xOffsetRelAbs) .. "ft / Too long by "..string.format(zOffsetRelAbs).."ft", 10) elseif (xOffsetRel > 0 and zOffsetRel < 0) then trigger.action.outText("LGB: "..string.format(BombOffsetInt) .. "ft / Off right "..string.format(xOffsetRelAbs) .. "ft / Too short by "..string.format(zOffsetRelAbs).."ft", 10) elseif (xOffsetRel < 0 and zOffsetRel > 0) then trigger.action.outText("LGB: "..string.format(BombOffsetInt) .. "ft / Off left "..string.format(xOffsetRelAbs) .. "ft / Too long by "..string.format(zOffsetRelAbs).."ft", 10) elseif (xOffsetRel < 0 and zOffsetRel < 0) then trigger.action.outText("LGB: "..string.format(BombOffsetInt) .. "ft / Off left "..string.format(xOffsetRelAbs) .. "ft / Too short by "..string.format(zOffsetRelAbs).."ft", 10) end return end return timer.getTime() + 0.01 end timer.scheduleFunction(TrackBombLGB, nil, timer.getTime() + 1) end --end end end world.addEventHandler(LGBHandler) target3 = 'ROCKET-' -- targetzone name function SignalTarget() Aimpoint = trigger.misc.getZone(target3) Aimpointpos = {} Aimpointposx = Aimpoint.point.x Aimpointposz = Aimpoint.point.z Aimpointposy = land.getHeight({x = Aimpoint.point.x, y = Aimpoint.point.z}) Aimpt3 = {x=Aimpointposx, y=Aimpointposy, z=Aimpointposz} trigger.action.smoke({x=Aimpointposx, y=Aimpointposy, z=Aimpointposz}, trigger.smokeColor.Red, 0) return timer.getTime() + 5 end timer.scheduleFunction(SignalTarget, nil, timer.getTime() + 1) ROCKETHandler = {} function ROCKETHandler:onEvent(event) if event.id == world.event.S_EVENT_SHOT then RocketInit = event.initiator RocketInitGroup = RocketInit:getGroup() _alpha = mist.getHeading(RocketInit) _ordnance = event.weapon _ordnanceName = _ordnance:getTypeName() if (_ordnanceName == "weapons.nurs.HYDRA_70_M156" or _ordnanceName == "weapons.nurs.HYDRA_70WP" or _ordnanceName == "weapons.nurs.HYDRA_70_MK1" or _ordnanceName == "weapons.nurs.HYDRA_70_MK5" or _ordnanceName == "weapons.nurs.HYDRA_70_MK61" or _ordnanceName == "weapons.nurs.HYDRA_70_M151" or _ordnanceName == "weapons.nurs.HYDRA_70_WTU1B" or _ordnanceName == "weapons.nurs.HYDRA_70_M274" or _ordnanceName == "weapons.nurs.HYDRA_70_M257" or _ordnanceName == "weapons.nurs.C_8" or _ordnanceName == "weapons.nurs.C_8OM" or _ordnanceName == "weapons.nurs.C_8CM" or _ordnanceName == "weapons.nurs.C_8OFP2" or _ordnanceName == "weapons.nurs.HVAR") then function TrackBombRocket() local BombRocketPos = _ordnance:getPoint() local _time = timer.getTime(); if BombRocketPos.y < land.getHeight({x = BombRocketPos.x, y = BombRocketPos.z}) + 10 then local xOffset = (BombRocketPos.x - Aimpointposx)*3.28084 local zOffset = (BombRocketPos.z - Aimpointposz)*3.28084 local BombOffset = math.sqrt(xOffset * xOffset + zOffset * zOffset) local BombOffsetInt = math.floor(BombOffset) local _beta = math.atan2(zOffset,xOffset) local _gamma = _alpha - _beta local xOffsetRel = BombOffset * math.sin(_gamma*(-1)) local zOffsetRel = BombOffset * math.cos(_gamma) local xOffsetRelAbs = math.floor(math.abs(xOffsetRel)) local zOffsetRelAbs = math.floor(math.abs(zOffsetRel)) if (xOffsetRel > 0 and zOffsetRel > 0) then trigger.action.outText("ROCKET: "..string.format(BombOffsetInt) .. "ft / Off right "..string.format(xOffsetRelAbs) .. "ft / Too long by "..string.format(zOffsetRelAbs).."ft", 10) elseif (xOffsetRel > 0 and zOffsetRel < 0) then trigger.action.outText("ROCKET: "..string.format(BombOffsetInt) .. "ft / Off right "..string.format(xOffsetRelAbs) .. "ft / Too short by "..string.format(zOffsetRelAbs).."ft", 10) elseif (xOffsetRel < 0 and zOffsetRel > 0) then trigger.action.outText("ROCKET: "..string.format(BombOffsetInt) .. "ft / Off left "..string.format(xOffsetRelAbs) .. "ft / Too long by "..string.format(zOffsetRelAbs).."ft", 10) elseif (xOffsetRel < 0 and zOffsetRel < 0) then trigger.action.outText("ROCKET: "..string.format(BombOffsetInt) .. "ft / Off left "..string.format(xOffsetRelAbs) .. "ft / Too short by "..string.format(zOffsetRelAbs).."ft", 10) end return end return timer.getTime() + 0.01 end timer.scheduleFunction(TrackBombRocket, nil, timer.getTime() + 1) end --end end end world.addEventHandler(ROCKETHandler)
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It's brilliant. Thanks for sharing it with the community. From your description it seems like it should work with AG missiles too.
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Sweet...I look forward to it!
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I'm actually using this right now, but can't get it to work with guns or missiles. Bombs and rockets work though. Have you used this in the past? Thanks ~
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Ah ok. No biggie, but if you come across it sometime I'd definitely be interested. It would be nice for training servers and competitions. Thx, i know you spend quite a bit of time helping on the forum.
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*bump* Not possible?
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Thanks, I'll give her a go
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Thanks Grimes, I appreciate your patience here. So if I call this function via do script, is the table created within the .miz file? How do I access the information?
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Hey all, Anyone know where the names for missiles can be found for lines like ordanace.bombs.(name) and ordanance.nurs.(name)? The missiles.lua only has agm_65D and vikhr m. I tried using the names from the warheads.lua, but they aren't working. Thanks ~
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Hey gents, Does anyone have a script that will count the number of rounds that has impacted a target/zone that I could look at?