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johnv2pt0

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Everything posted by johnv2pt0

  1. I could be wrong, but I think at a certain external fuel tank level the 14 starts feeding from both the internal and external. I recall someone saying that you shouldn't punch your tanks until like 14,000 lbs on the indicator to make sure you've drank all you can from the externals. If it's dropping you down to 14700 after you've been flying for a while I'd say it's working as intended, but if you fire up a fully loaded bird and drop the tanks immediately it should drop you down to 16000 like expected. Someone correct me if I'm wrong ~
  2. Happy to see more English versions! Thanks ~
  3. ACLS connects and guides as expected until crossing over the round down on the Stennis at which point it commands a roll. Sometimes it's to the left and sometimes the right. During testing with friends, it seems to effect some of us consistently while others have never encountered the problem. This is the case on the same mission / server at the same time with all other variables being equal as far as we can tell. Personally, upon F-14 early access release, this system worked fine for me, but at some early patch it started behaving this way. YouTube video: Track: https://www.dropbox.com/s/fbkbocyvbu...0TEST.trk?dl=0 Miz: https://www.dropbox.com/s/fvfce1qzx3...0TEST.miz?dl=0 Logs: https://www.dropbox.com/s/vft13yvw0n8rf8r/dcs.log?dl=0 https://www.dropbox.com/s/spraw8ulg4...brief.log?dl=0 WINDOWS 10 HOME 64bit (YUCK) I7 6700K 32 GB RAM NVIDIA GTX 1080 TRACK IR TM MFDS TM WARTHOG THROTTLE VKB MCG PRO STICK VOICE ATTACK MULTIMONITOR Let me know if anything else would be helpful. Thanks ~
  4. ACLS rolls aircraft at the stern of the ship ACLS connects and guides as expected until crossing over the round down on the Stennis at which point it commands a roll. Sometimes it's to the left and sometimes the right. During testing with friends, it seems to effect some of us consistently while others have never encountered the problem. This is the case on the same mission / server at the same time with all other variables being equal as far as we can tell. Personally, upon F-14 early access release, this system worked fine for me, but at some early patch it started behaving this way. YouTube video: Track: https://www.dropbox.com/s/fbkbocyvbu...0TEST.trk?dl=0 Miz: https://www.dropbox.com/s/fvfce1qzx3...0TEST.miz?dl=0 Logs: https://www.dropbox.com/s/vft13yvw0n8rf8r/dcs.log?dl=0 https://www.dropbox.com/s/spraw8ulg4...brief.log?dl=0 WINDOWS 10 HOME 64bit (YUCK) I7 6700K 32 GB RAM NVIDIA GTX 1080 TRACK IR TM MFDS TM WARTHOG THROTTLE VKB MCG PRO STICK VOICE ATTACK MULTIMONITOR Let me know if anything else would be helpful. Thanks ~
  5. I've been trying to get this to work with no avail. Here's what I've got now: --DETECT CLIENT BIRTH AND SPAWN CREW CHIEF IN FRONT ClientSpawnHandler = {}; function ClientSpawnHandler:onEvent(event) if (world.event.S_EVENT_BIRTH == event.id) then local client = event.initiator local clientName = client:getPlayerName() local clientPos = client:getPosition() local clientHdg = mist.getHeading(client, true) if clientName then mist.dynAddStatic{ country = 2, category = 3, x = clientPos.p.x + ( math.cos(clientHdg)*5 ), y = clientPos.p.y + ( math.sin(clientHdg)*5 ), type = "Soldier M4" } end end end world.addEventHandler(ClientSpawnHandler) The soldier spawns, but always at what I am assuming is the origin on the map, and facing in different directions. I'm afraid I don't understand the math well enough to troubleshoot further. I've been experimenting to try to make sense of it, but I just don't get it. Hardcard, I actually don't care about spawning stuff on the carriers and I'm glad that's the case because ain't nobody got time for those types of problems! Another probably dumb question: why "clientPos.p.x" and not "clientPos.x"? CREW CHIEF SPAWN TEST.miz
  6. Hey guys and gals, I'm trying to make a script that detects when a client joins a multiplayer slot and then dynamically spawns a unit in front of them facing reciprocally (like a crew chief is in front of your plane). Here's what I've got: --DETECT CLIENT BIRTH AND SPAWN CREW CHIEF IN FRONT ClientSpawnHandler = {}; function ClientSpawnHandler:onEvent(event) if (world.event.S_EVENT_BIRTH == event.id) then local client = event.initiator local clientName = client:getName() local clientPos = client:getPosition() env.info(clientPos) if clientName == { 'CAS ROOK 1' } then mist.dynAddStatic{ country = 2, category = 1, x = (clientPos.x + 5), y = (clientPos.y + 5), type = "Soldier M4" } end end end world.addEventHandler(ClientSpawnHandler) Nothing is happening though, so first question is why not? Is S_EVENT_BIRTH not working? 2nd question: How to do the math for their vec2 position and heading. Right now I've just got a 5 meter offset in both directions as a baby step. 3rd question: Is there an easier way to detect if the birth event was from a client instead of having a huge list of unit names? CREW CHIEF SPAWN TEST.miz
  7. @IronMike PM sent with requested stuff.
  8. Thanks man, I'll giver er a whirl
  9. Been fighting with this thing on several different occasions, reading through the deviceconfig manual, and banging my head against the wall. You breath on the thing and it activates, then immediately deactivates when you breath on it in the slightest of different directions. I currently have it set as a LowRes4w. Does anyone have advice on how to change that behavior/make it more useable or is it simply an aspect of the hardware itself? I would like it to respond more like a typical trim hat as much as possible.
  10. 4x F-5, 2 in parking spots, 2 placed as "takeoff from ground." Thanks for all the work man, great script! QUICK SWAPR TEST.miz
  11. @Hardcard , is SWAPR inextricably linked to airfield parking slots for fixed wings? I've modded some missions to utilize more ramp space by making client slots set to "takeoff from ground," but SWAPR isn't catching them. Well, it is catching them via the prefix's but they do not get dynamically spawned like the client slots in fixed parking spots. Is it possible to capture fixed wing clients set to "takeoff from ground?"
  12. Anybody know how to make this option available for normal aircraft? As far as I understand it, this isn't possible for FC3 aircraft, but what about other modules? I thought it might be the "bigParkingRamp" variable in the aircraft specific luas, but it doesn't seem to do anything. Any help is appreciated ~
  13. This would be a very nice feature and I get why some people don't understand the problem, but when you have a group of people that fly complex missions routinely, being able to have all the flyable options present so that you can fly whatever you wish at that run of the mission is vital to the efficient flow of the event. Mission design doesn't always allow for using multiple bases or doesn't make sense for the particular scenario. We run into this problem all the time in our squadron. It seems like it should be easy to change as well. It would also open up a wide range of mission possibilities with road farps and the like. Aside from helos and the harrier, how can you place aircraft with parking on ground instead of a slot? I didn't know it was possible and would love to know!
  14. Cool thanks Hardcard
  15. Something like this? Only thing is it will spit out lots of decimal places which I don't know how to truncate --example uses a F-14 which has a total internal fuel load capacity of 16,200lbs if trigger.misc.getUserFlag("1", true) then local PlayerFuel = Unit.getByName("whatever"):getFuel() trigger.action.outText("Tanker, Player1-1, checking in with ".. PlayerFuel*16200 .." lbs.", 10) trigger.action.setUserFlag("1", false) end EDIT: If you're using MIST already or if you simply include it you can use a built in rounding utility so it would look like this --example uses a F-14 which has a total internal fuel load capacity of 16,200lbs if trigger.misc.getUserFlag("1", true) then local PlayerFuel = Unit.getByName("whatever"):getFuel() trigger.action.outText("Tanker, Player1-1, checking in with ".. (mist.utils.round(PlayerFuel*16200)) .." lbs.", 10) trigger.action.setUserFlag("1", false) end If anyone knows how to truncate using just base lua I'd love to learn!
  16. Ah, yeah I forgot to close the array when I tried it the first time :doh: Thanks, works great ~
  17. @HARDCARD Awesome script! Thanks so much for doing this. Is there a way to use multiple prefix/sufix like it suggests (:FilterPrefixes) My missions are already using a very specific naming convention so I can't get capture all the client slots with just one prefix.
  18. Yeah, I'm always leaving it in AUTO. Thanks for the tip, I'll give it a go. :thumbup:
  19. Would you mind sharing your work? This would be extremely useful for my squad
  20. +1 You seem to get punished a lot more in the F-5 than anything else when doing BFM. It's pretty frustrating especially when compared to the AI F-5 SFM. Only had 1 ride in the T-38 many moons ago, but I remember it regaining speed way faster than what's currently in game (acknowledging F-5 and T-38 are different airplanes). As a little extra data point, a guy that flew multiple fighters and currently flys the T-38 recently did a video and he mentions in passing that the sim seems to have more drag than it should while flying the break. Take that FWIW.
  21. Sedlo, I was having weird issues with one of my missions a little while ago and the solution might apply here. If your units waypoints that define the polygons cross, even if they are late activated and never would actually be there, the flag might get tripped. I had two borders that were defined by late activated helos, and it seemed that the flag was getting tripped at the time that the helo's would have crossed paths had they been activated and flying at their assigned speeds. I moved the waypoints around to make sure they didn't cross and the problem was solved. I don't know if this applies in your case because it is random for you but it might be worth checking out especially if you have randomly activated units that might cross that boundary. Good luck ~
  22. Is this mod still working with the current open beta? It's been a bit, but I've used it quite a bit in the past and when I jumped in last night I couldn't get the pod to unstow...everything else seemed to be working as intended. TYIA
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