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Everything posted by johnv2pt0
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Thanks brother...it's always some mundane detail! On another pass, I caught another typo too...but unfortunately it still isn't working. Grimes, I tried dyn spawning some Oman aircraft and that worked fine, so it's probably not a country problem...Idk what I'm missing now, but I'm just gonna close out these last couple posts to clean up the thread and get back with you guys after another 20hrs of frustration or so. Thanks for checkin my work Quad
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Scripting using S_EVENT_ENGINE_SHUTDOWN is probably easiest like they've said, but you can also use the in game trigger system to accomplish the same. It will just be more work probably. https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown You could use a combination of in zone, altitude less than, and speed less than to detect when they stop on the ramp.
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Yeah, it's early access. Early access means different things to different companies. Now we know for a fact what EA means to RAZBAM. We know how some people are overly harsh on them, and we know how some are apologetic fanboys. Most lie somewhere in between. I will not purchase into another EA offering from RAZBAM. I've made myself pretty clear in the past with how frustrated I have been with this developer so I won't belabor the point here. I hope RAZBAM takes this kind of feedback to heart though and while they can do whatever they like, I hope they will change some of their practices and focus more on finishing what was started rather than start new concurrent projects. I really hope I can get the promises that I bought...someday soon.
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Roger. My fault, wasn't thorough on my read of this one...I had just replied to another thread about the altitude and basically copied here. It's probably just a typo, but just so there's no confusion for others, if you wanted an approach altitude of 30m it would be 910300 (not 913000).
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Pg. 343 of the manual: "The attack altitude is always 60m." The address 91 is for the ingress (approach) altitude.
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I was under the impression that the value input into address 91xxx is only for the ingress altitude. I believe it states somewhere that the final attack altitude of the BK-90 is always 60m. --- Confirmed: Pg. 343 of the manual: "The attack altitude is always 60m." The address 91 is for the ingress (approach) altitude.
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Complete Transport and Logistics Deployment - CTLD
johnv2pt0 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Ciribob, not sure if you missed this or not so I'm bumping. Just curious if it would be a huge rewrite of the script or if it's something that's relatively easy. -
That doesn't do anything on my machine. What am I missing? 256 Resolution 1024 Resolution Also, that wouldn't explain the difference between the higher resolution of some modules compared to others. EDIT: Got it thanks...changes apparently don't take effect unless you do a restart. Thanks ~
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Thanks but no, that's not what I'm looking for. If memory serves (and it usually doesn't) at one time they were linked, but haven't been for a long time. I think I need a .lua that defines what the default or plane specific resolution of those mirrors are.
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Hi all, Does anybody know where the cockpit mirror definitions are? I'm trying to bring the SU-25A mirrors up to the same resolution as the SU-25T mirrors. For the life of me, I can't find anything relevant in the luas...
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How JTAC works with flights and single aircraft.
johnv2pt0 replied to Harmer's topic in Mission Editor
Yeah, it's a limitation of the current radio system. This also applies to other things like tanker, awacs, etc. I wish this wasn't the case... If you're going to have multiple clients in a mission, then always make them separate groups. Setting up flights is only good for AI or single player missions. -
Take the information or don't and try to prove it wrong. It makes no difference to me. This isn't a new issue as has been stated in this and many other threads. Many tests have been done showing dispersion radius in game verses values in the files and the conclusion is that the Da0 value basically equals mils. The gun on the F-5 is another serious offender...being rated at 8 mil and set at 22 mil in game (iirc). You can watch many videos of real F-5 doing gun runs, then test in game and see that 8 mil is about right...not 22. As you'll see this is a 1 minute fix, so ED has obviously decided they like these values and are unlikely to change them. Change them yourself with the above if you want. Edit: Your test looks interesting and might mean this is worth revisiting. It certainly did not yield those results in the past.
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Don't know the true to life info, but GAU-8 accuracy on the interwebs states 5 mil but the DCS World files is set to 17 mil... we changed this to 5 mil in our squadron since it's correcting (I think) a wrong value that is exacerbated by the lack of damage modeling right now. scripts/database/weapons/shell_table.lua Da0 value...
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Complete Transport and Logistics Deployment - CTLD
johnv2pt0 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Try "Mi-8MT" This is how the Hip is listed in the databases lua. -
Complete Transport and Logistics Deployment - CTLD
johnv2pt0 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Is it possible to have another condition in the jtac section to check if the unit is "invisible" or not? ex... we want some ships to stay in port until called and need them to be: active at mission start moving until given an AI off and then activated at the appropriate time with AI on. This has to be done because late activated ships don't show up for MP clients so we can't have them blue, then despawn and activate red or anything like that. The problem then is if we have CTLD jtacs on the ground they will spot those ships regardless of the "invisible" setting within the ME. Normal AI units will not see those invisible targets, but the ctld jtac can and will react accordingly. Poking around the code I see a number of places that check on whether the unit detected is both alive and active. I tried adding another condition of isTargetDetected(), but I'm afraid I don't understand how to check on just the certain argument within that for visual...or even if that's the right way to go about it. I tried using boolean, but that didn't work. Any help is appreciated. -
It's not a perfect fix, but you can change the color to something that is easier to read, be that a different shade of green or something else entirely. Hope that helps. https://forums.eagle.ru/showthread.php?t=222607
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Also, if you've selected A-A gun mode, you cannot launch them until hopping in a new jet. Sidearms are definitely still bugged.
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Made time to test it lol, cause it's bugged me too. Those are the two lua you need to adjust. In MPCD_definitions.lua, change lines 58-73 as desired. I think you only need line 70 changed unless you want your maverick symbology to match and then you need 59 as well. In MPCD_init.lua, change lines 354-355 as desired. I find {255, 30, 30, 255} to be a not too harsh red color that's pleasing. (RGBA) This will probably fail the integrity check on multiplayer servers, so I'd recommend installing it via JGSME/OVGME so you can turn it on/off quickly. And of course, backup the files!
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Can't test atm, but look here at the bottom of the script: DCS World\Mods\aircraft\AV8BNA\Cockpit\MPCD\indicator\MPCD_init.lua or maybe more likely the MPCD_definitions.lua.
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After the mig-19, super tucano, f-15e, and ov-10 are done I'm sure...
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Ah yeah, thanks. I didn't read that part in your original post!
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Thanks guys, I'll check it out. I tried what you suggested Zayets and it didn't seem to do anything. I think the problem is that the laze goes into a table of some sort and doesn't update...idk. I've been trying to stay away from using moose funky, but I'll go that route if I have to. Thanks I really appreciate it!
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Activate trigger when player lands on static object?
johnv2pt0 replied to DrummerNL's topic in Mission Editor
I haven't tested it but I don't think so. Per the wiki, the S_EVENT_LAND only tracks landing on airfields, farps, and ships. https://wiki.hoggitworld.com/view/DCS_event_land I should say though that you can make a set of triggers to basically do the same thing...it's just a lot of triggers depending on your setup sometimes. Figure out the altitude at your object, then use a trigger zone covering it and a "Unit's altitude lower than" like 1 foot off the ground. -
I'm having trouble getting a created laser spot to update with a moving vehicle. It creates the lase on the target as soon as the function is run, but doesn't update the position. Anyone have any ideas? Thanks ~ function HVTLASE() local jtac = Unit.getByName('HVT_JTAC') local target = Unit.getByName('HVT'):getPoint() local ray = Spot.createLaser(jtac, {x = 0, y = 2000, z = 0}, target, 1113) end LASE = mist.scheduleFunction( HVTLASE, {}, timer.getTime(), 0.25 )