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Squiggs

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Everything posted by Squiggs

  1. Ok so I'm starting to believe this is a skill issue and getting used to the weight (aside from what I mentioned earlier about flight it's also really weird to land because it doesn't "settle" like the others do). In relation to forward flight though I'm even more confused now, one reply says every small stick movement requires constant correction with the collective then another says don't touch the collective.
  2. I am looking to get a Quest 3 in the near future and am looking on some suggestions for hardware to set it all up. I have a VKB Gunfighter and VKB Stecs which is mounted to a Next Level Racing seat which is on wheels. As soon as "global shipping bottlenecks" (allegedly) sort themselves out I will be receiving a set of Thrustmaster pedals. These won't be mounted to the seat but rather sit on the ground when in use. The idea is that when I'm done using the computer for DCS, I wheel the chair away and store the pedals on the seat. When I get the Quest 3 I plan on using it with the link cable. The first problem is the link cable draws a lot of power which my motherboard USB ports can't supply (I have 1xUSB3.2 and 1xUSB-C and a bunch of USB2 slots). So my thought was to get a powered USB hub. And then I thought why not mount the hub to the seat plug everything into the powered hub. That way I wheel the chair over and just have to plug in the power and the USB into the PC and I'm good to go. Is this feasible? Are there any foreseeable issues with running a powered hub (either with the Quest or other peripherals)? Any recommendations for powered hubs? The cable that sticks into the back of the PC will have to be quite long (most I've seen the cable is only about 20cm/8inches long). Is it feasible to run the hub with a USB extension cable? Any other advice is for things I may not have thought of is greatly appreciated.
  3. Because I'm stupid - the Afghanistan map and the patch which is now coming on the 4th are tied together yeah (as in Afghanistan is part of the patch)? Edit: Obviously you have to buy it, but in so far as using it.
  4. I thought it was just me. By "loading" you mean on the splash screen right because that's where mine has the problem. Only started a couple of weeks ago for me. At first I thought the program was hanging and I kept killing the process but it just takes a really long time. My wild stab in the dark is that the launcher is trying to phone home to some sort of resource and can't find it (perhaps ED changed the location or something). It keeps trying the same location a few times before falling back on an alternate location to get it from and succeeds.
  5. I recently got the Huey and Hind during the sale. Came from flying the UH60 mod. With the UH60 and the Hind I get a sense of inertia when maneuvering. Flying straight and level is a breeze, occasionally have to shift the collective a tiny bit but it feels steady. Get into the Huey and keeping the thing in level flight is a nightmare - the slightest collective input or nose aspect change and it either wants to become part of the space program or visit the mole people. It's like there is no weight to the aircraft, it bobs up and down and needs constant collective inputs to keep a steady altitude (I have no issue with keeping it pointed in the right direction, just altitude). Is this actually how a Heuy flies? Any pointers on making this easier or what I might be doing wrong? Or is this just how it is?
  6. I currently use a combination of AiTrack and OpenTrack to do my head tracking in DCS. This works well enough for looking around the cockpit when flying, but it is not very good for startup procedures where I have to keep my head very still or the view jumps around or does all sorts of weird things. I would like to be able to be able to turn the view to whatever panel I need and fix it there (like with mouse look) and be able to toggle whatever switches I need. Is there a way of disabling OpenTrack and being able to use mouse look while it is disabled? I tried simply tabbing out and hitting stop on OpenTrack, but when I get back in the game it doesn't let me look around with the mouse at all. If I re-activate OpenTrack the head tracking returns as normal. Any suggestings on how I can keep a fixed view for a while to be able to do startup without the view moving around making me feel like I'm going to throw up? At the moment I am using Auto-Start because I can't stomach doing startups with OpenTrack.
  7. Do you have a timestamp where they talk about that specifically? I can't be arsed sitting through 1.5 hours of presentation just for that one bit. Also I'm not sure why everyone is excited about this spherical/globe map system - we all know the earth is flat :kek:
  8. That makes sense for the first bit. That makes sense. I can expand it to having a hover too by setting the FLAG ON when the hover conditions are met, then doing time since flag AND the same conditions on another trigger to check that after the 30 seconds the player is still hovering. I mean technically the player could fly off and return to the hover condition within the 30 seconds and the trigger would still succeed, but that is someone deliberately trying to break the trigger.
  9. I am trying to use "time more" to trigger an event 30 seconds after the mission starts. My setup is ( Trigger1: Mission Start Condition: Time More (30) Event: Message to all ("Event triggered") But I never get the message. If I leave out the Time More condition I get the message. Also is Time More the absolute time from when the mission starts? For example if I want to check that the player has landed a helicopter I am using: Conditions: Unit in zone AGL less than 20 Speed less than 5 But I also want to make sure the player sits there for 30 seconds to let the troops "disembark". Can I use Time More for this or should I be using something else?
  10. I've got some cargo boxes I want to "parachute" from an AI plane. I'm assuming I can't actually parachute them (or I haven't figured out how) so I've settled for them magically appearing on the ground after the plane flies over. I found the static unit late activation trigger, but how do I make them not appear at the beginning of the mission - there is no late activation checkbox like there is for normal units.
  11. When you shoot at a bunch of ground units they usually drive off the side of the road. What causes this - as in what specific condition is triggering this action and can we use it inside a trigger?
  12. With the amount of speculation and fourth hand heasray being passed off as fact in this thread you would think it was written by CNN.
  13. So you are saying it doesn't let you sel ect the words you want just in ca se you cre ate something that it does n ot li ke what is i n there
  14. Maybe it's better at certain languages than others. I can tell you that C is not one of the languages it likes (I don't like it either but hey). Also in your case where you know what you are doing it can be helpful because if it suggests something outright stupid you can say "hold on a minute, this is wrong..." The issue is when people with no coding experience take what LLMs say as gospel.
  15. They are kinda crap at debugging too. I use it as a debugging last resort and it often tries to re-write stuff and breaks it, or the best one is where it gives you a suggestion, you test it and it doesn't work, so you tell it it's wrong, but it just keeps spitting the same piece of code out at you over and over.
  16. Even the dedicated coding bots like CoPilot are pretty stupid. I don't recommend using a LLM to "write me code that does x" unless you know what you are doing. I had to write a small bit of python which involved some graphical output and I had never done it before, so I got GPT to write it. This gave me an idea of what libraries and functions I had to use but the code it spat out was hilariously bad. ChatGPT is actually quite helpful when constructing Powershell commands though (it is written by MIcrosoft after all).
  17. I know that the getPosition function returns an array denoting the unit's position and orientation, but I am struggling with how to use this information to get another unit to go there.
  18. Only got around to testing this today but it worked like a charm. Thanks.
  19. I know you can't directly edit ammo counts in the editor, but are you saying there is a way to make them fire more slowly/conserve ammo? Good idea, but the timing for that would be near impossible because the idea is the player is looking at their wingman doing the show of force and sees them get shot at by the SAM. The timing/unit lineup would have to be way too perfect.
  20. Don't know how I missed the altitude property
  21. The mission setup is as follows: Red - Russia Blue - Georgia Neutral - US The player is a US UH60 flying from a carrier to do some sort of ferry mission to a Georgian airbase. En route some Russian SU27s decide to harass the helicopter by doing flybys. The carrier launches F18s to intercept and escort the SU27s away. Is there a way to have the F18s escort the SU27s if they are in a different faction? I noticed that you can use the "follow" advanced waypoint command but the units need to be in the same faction. Is there some way to "follow" units from another faction or do I need to make the F18s be on the Red team? Either way they won't engage US because US is neutral so I'm not worried about the helicopter being shot down. On a side note, is there a "move to position of unit" type waypoint for when the SU27s buzz the player? So far I've done it by fiddling the waypoints to where I expect the player to be at that time.
  22. The compromise I've gone for is to make the AI wingman invincible. Every time I tested this the SAM misses anyway due to the angle I set it up on and having an "ace" level pilot. But on the off chance it does hit I don't want the mission to break so I've made him invincible. Due to the short range the missile burner is still firing when it passes the aircraft so having it suddenly disappear would be a bit weird. This is interesting for those barage AAA situations like you saw in Iraq. How do you make them shoot in the air?
  23. Manpads are IR seekers aren't they? I know "invisible" just makes a unit be ignored by the AI, but is it possible to create an optically invisible object that the AI can still "see". I used to use this trick back in the day in the ARMA 2 mission editor to have enemy units shoot at air units without directly targeting them and causing damage.
  24. I am definitely going to buy the whole map, I was just wondering how the pre-order, early access and Steam all come together because I've never bought a module before. It's that I want it on Steam as opposed to the standalone. Didn't realise the Australia map was going to have New Zealand as well
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