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104th_Maverick

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Posts posted by 104th_Maverick

  1. The AI will just send it as soon as it gets to the runway without waiting for the aircraft in front to get airborne.  This leads to two aircraft (sometimes 3) all accelerating down the same runway trying to takeoff.

    Please change behavior to AI will enter the runway when it is occupied but will hold in position and not accelerate until the aircraft in front has cleared the runway and is airborne.

     

     

    AI_No_Hold.miz AI_No_Hold.trk

  2.  

    IRL Tornado aircraft did/do not do this.  Even when parked the wings are forward (including in a HAS).

    Current implementation has Tornado taxi to the runway with wings folded back.  Wings only come forward when the aircraft has entered the runway.  If possible please change this behavior so the aircraft start and taxi with wings forward and only sweep wings when airborne and past the correct speed.

     

     

    taxi.jpg

    13_sqn_tornado_2.jpg

    RAF_Tornado_GR4_in_Afghanistan_MOD_45155106.jpg

    Tornado_Taxi.miz Tornado_Taxi_Track.trk

    • Like 2
  3. 55 minutes ago, toutenglisse said:

    Yes it is possible, using mist.dynAdd instead of respawn depending on the state of the group (when despawning, if group wipedout -> respawn, else collect group data for remaining units and dynAdd).

    Here a .miz example. Uses 2 functions (and latest mist), ActGroup(GroupName) and DeActGroup(GroupName). There are 2 late activated SAM2 groups side by side, 2nd is hidden on map.

    Time 2 sec : ActGroup() for both groups

    Time 5 sec : Group1 gets some units destroyed, Group2 is wipedout (deactivated)

    Time 8 sec : DeActGroup() for both groups

    Time 11 sec ActGroup() for both groups (Group1 gets dynAdd with remaining units, Group2 is respawned)

    test-reSpawn-remaining-Units.miz 74.31 kB · 2 downloads

     

     

    Wow!  Thank you, I will test this out over the weekend and let you know how I get on once I have finished moving house.

  4. Thanks Big Man,

    Yeah the sun is pretty high boss but to be honest this now happens at all sun heights, my gamma is 1.7 but I have tried it at 2.0 and get the same shining effect.  I have checked with other people I fly with and mentioned on my stream before too and others are confirming they are seeing the same glint off the deck.

    It never used to be this bad mate, although your screenshots look fine, I can't get any visual on the Landing Area until Im in close to the boat deep in the groove, when entering the groove all I see is the sunlight reflecting back up at me as if its a wet ice rink.

     

    Cheers for your time!

    • Like 1
  5. Some months ago we got an update that removed the deck lines in the mission editor so in the top down view in ME you could not see the deck lines.  This was patched a few months ago and ever since the carrier deck has been extremely shiny making identifying the landing area, particularly when the carrier is sailing towards the sun very difficult to see.

    Its a problem from all angles but at its worst when the carrier has the sun off the bow.

    IRL the deck is covered in anti skip material and this does not reflect light as much as it does in the game. 

    I appreciate an argument can be made for deck weathering/ageing and also oil/fuel spillages but the effect seems way over done and its as if the deck is 100% smooth and covered in water.

     

    Please can some changes be made to the deck to make getting a visual on LA easier, it causing a lot of issues for pilots entering the groove to identify where to line up properly as all you see is the sunlight reflecting off a smooth surface.

    Screen_220726_002530.png

    1.jpg

    Screen_220726_002550.png

    • Like 2
  6. Current implementation has runways repaired after 60 minutes regardless of what weapon is used to crater them.

    It would be fantastic if this time could be changed by the mission designer in the ME somehow to specify how long a runway takes to repair depending on the size of the weapon that hits it.

    eg-

    500lbs bomb = 1 hour repair time

    1000lbs bomb = 2 hour repair time

    2000lbs bomb = 4 hour repair time.

    • Like 1
  7. @Grimes @toutenglisse @dark_wood

    Gentlemen thank you so much for taking the time to get back to me, things are becoming clearer now and the possibilities are becoming exciting, I'm definitely catching the scripting bug!

    Next question, is there anyway I can respawn only the units that have not been killed by the enemy team.

    Example.

    I have an SA2 site (R/QESHM/SA2/2), I want to spawn that in when a client gets close as per your instructions above.   However say that client then kills two units in that SA2 group then flys away.  I want to be able to despawn the SA2 group once the client leaves the zone, then if a client comes back into the zone respawn the SA2 group but with the two units that were previously killed missing from the group.

    Is this possible?

  8. 7 hours ago, dark_wood said:

    First, respawn is used for units that was destroyed.

    Here you have only late activation, use :

     if not Group.getByName('R/QESHM/SA2/2') then
        trigger.action.activateGroup('R/QESHM/SA2/2')
    end

    https://wiki.hoggitworld.com/view/DCS_func_activateGroup

     

     

     

    Im running into an interesting issue with this mate.

    When I run -

    if not Group.getByName('R/QESHM/SA2/2') then
    trigger.action.activateGroup('R/QESHM/SA2/2')
    end

    With the group set to Late Activation, they still don't spawn.

     

    The only way I can get them to spawn in by adding a deactivateGroup trigger after the activateGroup trigger (even in the same DO action).

     

    So if I do -

    if not Group.getByName('R/QESHM/SA2/2') then
    trigger.action.activateGroup('R/QESHM/SA2/2')
    end

    trigger.action.deactivateGroup(Group.getByName'R/QESHM/SA2/2')

    then

    if not Group.getByName('R/QESHM/SA2/2') then
    mist.respawnGroup('R/QESHM/SA2/2', true)
    end

     

    The group spawns.  If I don't do it this way, they don't activate at all.

     

    Am I doing something wrong, or will I have to use this activate, deactivate and respawn logic?

     

    I have attached a small mission with the trigger set up to show the issue.

    Spawn_Test.miz

  9. Im trying to build a mission that has all SAMS set to late activation, I want these SAMS to activate once a player gets within a certain zone.

     

    I'm trying to use MIST to spawn the SAM groups in however when I use -

     if not Group.getByName('R/QESHM/SA2/2') then
       mist.respawnGroup('R/QESHM/SA2/2', true)
    end

     

    This only works if the unit is NOT set to Late Activation.  To get it to work I have to spawn the group in at the start of the mission then use -

    trigger.action.deactivateGroup(Group.getByName'R/QESHM/SA2/2')

    To turn the SAM group off then use the above MIST trigger to get it to spawn in.

     

    Is there anyway around this?  Can I have the group just set to late activation so it doesn't spawn in at the mission start and can be spawned by MIST when a player enters a zone?

    Or do I have to use the DCS triggers for the initial spawn in?

  10. Is this still being looked at?

    I personally have 32GB of ram and find that from time to time my rig really struggles on this map however I also fly with users who have 64GB of RAM who also complain of the same stuttering struggles I have.

    I appreciate that its not an easy fix but getting this map to perform as well as others in DCS would be a huge win for the community as many people just simply can't take part in MP events and servers running this map due to the high memory usage / memory leak that goes on in it.

  11. On the TSD page the wind reading you get is reversed from what you get in the mission.  If you notice on the screen shot attached the wind read out on the aircraft says its coming from the West however the wind sock is indicating the wind is coming from the East (check ihads heading tape).  After flying the aircraft I confirmed that the wind was indeed coming from the East after cross checking the airspeed vs ground speed.

    123.jpg

  12. Please guys, I don't mean to be a total layman but surely this can't be a lot of work to implement into the stream.

    Currently we are using containers as substitutes and they look ok but we really need HESCO barriers to take our FARPS/Camps to the next level.  There are some fantastic mods available with HESCO Barriers but this kind of thing in the core game would be hugely beneficial to the whole community without the need to go out and installed mods.hesco-bastion

    Screen_220401_111639.png

    • Like 5
  13. Thanks for the all the positive feedback guys, although I have to confess I think I may have accidentally misled some of you.

    The footage from the start of the video where the aircraft is not moving at all is when I have 'Active Pause' engaged to enable me to explain what is going on and show you the cockpit displays, sadly I'm not that good just yet that I can maintain an absolutely perfect hover.

    I am doing the hovering manually however after the first missile shot without Active Pause engaged using trim and very small input adjustments.

  14. +1 on this.

    While I 100% appreciate its going to get easier with time to master the trim its just too easy to get yourself in a horrible mess, particularly when you're changing flight regimes to and from the hover as our sticks at home don't stay in the same position as the real aircraft does when force trim is used.

    • Like 2
    • Thanks 2
  15. Heard from an Apache pilot that when the front seat selects the Hellfire the Laser should 'power' on with the missile (not fire). 

    Current implementation means that in Multiplayer the CPG has to manually turn the laser ON before firing it by going to WPS - UTIL - LSR and making sure the circle is solid next to the Laser selection, which is causing a lot of confusion because this is not mentioned anywhere in any manuals.

    • Like 1
  16. On 12/2/2021 at 4:41 PM, Hulkbust44 said:

    Except his understanding of TWS vs RWS for the Hornet is all wrong. I'll post my comment on the video here.


    "You seem to have a fundamental misunderstanding of TWS vs RWS in the Hornet.

    First, the whole thing about RWR warnings for the bandit. There is NO difference between RWS and TWS. A STT is a STT. A L+S designation is the same "soft lock" in RWS and TWS.

    Next, there is no difference in trackfile processing. Hornet RWS functions exactly like TWS aside from the auto scan centering (DCSism). RWS just dosen't have frame refresh minimums and will only display HAFUs for a few trackfiles. (And a TUC) Advantage of RWS is larger scan volumes, less cluttered displays. You can always just use NWS to step through ranked trackfiles.

    The thing is, in DCS the Hornet A/A logic is not right in basically anyway.

    The aircraft is lacking Multi-Source Integration (MSI). This is a special type of sensor fusion the process all available data to create a track file. The radar is just one (still a primary) sensor that contributes. Other possible contributing sources: donor DL trackfiles, EW suite, ATFLIR, IFF, and HARM. With this, you can designate and fire on tracks without radar contribution. There should be no track display difference between Attack, SA, and AZ/EL formats. You can designate tracks via SA and whatnot. Not to mention that an AMRAAM launch should cue TWS AUTO and command RDR priority."


    The video is alright...he does a lot of unnecessary things and didn't mention some of the current radar issues and workarounds. Namely hit age out affecting trackfiles.

    Mobius708

     

     

     I don't have any misunderstandings of TWS vs RWS, I was referring to people engaging in RWS using STT.  I never once talk about going STT using TWS yet you bang on about it being the same in TWS and RWS like you think you're teaching me something in some hyper critical manner.

    I was also giving people advice on how to use the Hornet radar in 'DCS' as we have it, not how you think it's supposed to work in real life, again you seem to have gone off on some nonsensical random tangent ranting on about things I never even mentioned.

    The video has helped literally 1000s of people who have given me loads of positive feedback on how it has improved their experience using the radar.  It's a tutorial on the way I use the radar as a GAMER not as a fighter pilot and the way I demonstrate it works perfectly well and people will get results from it.

    The methods shown in the video work, no amount of nit picking will change that, I set out to help people use the radar better and I did just that, you can stop your little crusade now.

    • Like 13
    • Thanks 3
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