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Crossmann

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Everything posted by Crossmann

  1. Any way to have access to DCS World Sea Port Assets? Thanks!
  2. Thank you for the feedback, but, the fact is that it can be engaged when in TOO mode so I am wondering if there is a DED ID usable in PB mode too.
  3. So, what is the DED ID for the FPS-117 EWR?
  4. Thanks for the reply! That was my mistake. I just had to rename the files by omitting 2. Sorry for the inconvenience... Everything works fine! Great mod!
  5. Follow-up & Apology - Issue Resolved Hey everyone, I just wanted to follow up on my previous post regarding the AI escort's position not updating and apologize for any confusion or unnecessary troubleshooting effort I may have caused. After further investigation, I discovered that the issue was not actually related to getPosition() or the Late Activation of the AI escort itself. Instead, the root cause was a mission design choice in another part of my script, where I had implemented logic to dynamically spawn AI replacements for any client slots that were not occupied by human players. This resulted in the escort AI being spawned through a separate mechanism, which unintentionally interfered with how the unit was being referenced and tracked. What Was Happening The getPosition() function was working correctly. However, the unit reference I was retrieving was still pointing to the original, pre-spawned unit from the Mission Editor, not the dynamically spawned AI escort. Because of this, even though the AI escort was moving in-game, my script was still looking at the old, inactive unit and returning static coordinates. Solution Once I adjusted my mission logic so that the AI escort was properly referenced after it was spawned, everything started working as expected. Now, I retrieve the correct instance of the spawned AI escort, and its position updates dynamically every time the player requests a position report. I sincerely appreciate the time and effort that some of you may have spent trying to help troubleshoot this. Thank you all for your patience and support! Hopefully, this serves as a reminder to always double-check how units are being spawned and referenced dynamically in DCS scripting. Thanks again!
  6. Context: What I'm Trying to Achieve I'm scripting a mission in DCS where a player-controlled unit (BLUE_SEAD_1-1) has an AI escort (AI_BLUE_ESC_2-1). The escort is set to Late Activation and only spawns if no human player takes control of it. I have written a Lua script that allows the player to use an F10 menu option ("Colt Report Position") to check: Their own current position (X, Y, Z) The escort's current position (X, Y, Z) The distance between them The bearing of the escort relative to the player (in degrees & clock position) The function retrieves the units dynamically and calls getPosition() on both to get the updated coordinates. The Issue: AI Escort's Position Doesn't Update While the player's position updates correctly every time they call the function, the escort's position remains frozen at its initial mission editor coordinates (even though the escort is moving in-game). This means: The getPosition() function returns the correct values for the player, but The escort's position always remains the same, even though the AI aircraft has moved. Debugging Attempts Checked if the unit is being retrieved correctly Unit.getByName("AI_BLUE_ESC_2-1") returns a valid unit, meaning it exists. Unit.getByName("AI_BLUE_ESC_2") also retrieves the unit correctly Confirmed that the function executes only after the AI escort is spawned The menu function is only available after the escort is activated. Tried multiple retrieval methods for escort position EscortUnit:getPosition() No update; position remains static. EscortUnit:getPoint() Same issue. Object.getByName("AI_BLUE_ESC_2-1") No difference. coalition.getGroups() to dynamically find the group Still no position updates. Checked the DCS logs The script logs confirm that the escort's position never changes after the first retrieval. The player’s position updates dynamically as expected. local function ReportEscortPosition() env.info("ReportEscortPosition called!") -- Retrieve Player Unit local LeadUnit = Unit.getByName("BLUE_SEAD_1-1") if not LeadUnit then env.info("ERROR: LeadUnit (BLUE_SEAD_1-1) not found.") return end -- Retrieve AI Escort Unit local EscortGroup = Unit.getByName("AI_BLUE_ESC_2-1") if not EscortUnit then env.info("ERROR: EscortUnit not found.") return end -- Get positions local LeadPos = LeadUnit:getPosition() local EscortPos = EscortUnit:getPosition() if not LeadPos or not EscortPos then env.info("ERROR: Could not retrieve positions.") return end -- Extract coordinates local PlyrPos = LeadPos.p local EscPos = EscortPos.p -- Calculate distance local dX = EscPos.x - PlyrPos.x local dZ = EscPos.z - PlyrPos.z local distance = math.sqrt(dX^2 + dZ^2) / 1000 -- Calculate bearing (this is not correct as no check for the quadrants is still implemented) local bearing = math.deg(math.atan2(dX, dZ)) if bearing < 0 then bearing = bearing + 360 end -- Convert to clock position (1-12) local clockPosition = math.floor(((bearing + 15) % 360) / 30) + 1 -- Debug logs env.info(string.format("Player Position: X=%.1f, Y=%.1f, Z=%.1f", PlyrPos.x, PlyrPos.y, PlyrPos.z)) env.info(string.format("Escort Position: X=%.1f, Y=%.1f, Z=%.1f", EscPos.x, EscPos.y, EscPos.z)) env.info(string.format("Escort is %.1f km away, Bearing: %.1f°, Clock: %d o’clock", distance, bearing, clockPosition)) end Questions for the Community Why is getPosition() not updating for the AI escort, even though the unit is moving in-game? Does Late Activation affect how getPosition() works? If so, how can I force it to return updated coordinates? Is there a workaround to get the escort’s real-time position dynamically? Is this a known issue in DCS scripting, or am I missing something? Any insights or fixes would be greatly appreciated! Let me know if you need additional logs or a test mission file. Thanks in advance!
  7. Thanks for the suggestions during take off. These things are known for sure in the fans of the 104. I'm taking off, flying and landing it safely. It's the lack of avionics/navigation/radar/combat computer manuals-references that I can't find in order to fly the rocket in combat.
  8. Hi there! I need a manual to fly and fight with this WildThing properly! Even taking off gets pretty challenging... Is there any manual or a series of YouTube videos? Cheers
  9. I'm flying DCS since January. I'll check it out. Thanks !
  10. This is great! I downloaded IADS recently but haven't installed it yet. Do you have any instructions for activating IADS for DCS?
  11. Well... I was lost over the plains of the Terra del Fuego, and wind ripped on the cliffs of the South Atlantic's coasts... And then it happened! A Raven shinned and was so bright that any radar in my path was blinded... BTW, while in mission planning editor, I can't see any advanced waypoint options for initiating jamming operation or performing ew attack st a specific target. Will there be any corresponding action? Also, in the loading equipment/weapons page of the mission editor, there's an option for many specific em band jammers. Will there be a manual for their operation and how to program their use? It's a wonderful mod that I enjoyed flying low and fast by its side! Thanks!
  12. If this is the case for ED and subscription is a solution I think that ED should consider this option and come with a proposal.
  13. Problem solved! Just set them as fall-back or unprogrammed in Logitech programming software.
  14. Problem solved! Just set them as fall-back or unprogrammed in Logitech programming software.
  15. The mini-sticks on my X56 do not appear anywhere in the controls. I want to set one of them as TDC slew. Any ideas/instructions?
  16. Any instructions on how to set it as TDC slew? The mini-sticks on my X56 do not appear anywhere in the controls.
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