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Galwran

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Everything posted by Galwran

  1. some new triggers needed I hope that we get a COALITION_LAND_UNIT_IN_ZONE and COALITION_AIRUNIT_IN_ZONE-triggers. That way flying around would not break triggered landwar events and vice versa.
  2. One here too. And some more on #warbirds in ircnet.
  3. How do you do that? My scenario is similar to the original, but I believe it requires a bit of branching. I want the F18s to orbit between WP1 and WP2 until I select a radio command. There are three radio commands, and three possible targets. Only one of those targets should be attacked. I believe this could be done if there was a way to remove AI's waypoints from flightplan during flight. :noexpression: In that case it would go like this: AI F18's flightplan: WP1 orbit WP2 orbit WP3 "target alpha" WP4 "target bravo" WP5 "target charlie" WP6 return to base So if I send the code for target alpha, I would like it to cause the F18s to proceed in to WP3 and remove WPs 4 and 5, thus returning home after WP3. Same goes for other targets: if I send a code for target bravo, then WPs 3 and 5 are removed and so on. Any ideas? :helpsmilie:
  4. http://www.digitalcombatsimulator.com/en/downloads/patches/dcs-wh_patch_1.1.0.7_en/? SEED!
  5. Has anyone figured how to make a looping trigger with set interval. Like this: Unit enters zone, and after that fire a flare every two minutes. Sure, it is easy to make it fire the flares continuously once per second, but there must be another way. A quick workaround might be to make a second trigger area far away from the battle and make another unit drive loops in and out to the area. Also, I haven't figured how to make a triggerzone that works only for ground units and will not activate with air units (and vice versa)
  6. One solution might be to add "cheap" vehicles between the tanks and IFVs so that a single CBU-97 would take out only a tank and two UAZes instead of three tanks. I hope this is adressed later in a patch.
  7. Have you found a way for units to move in to a preset custom formation after they have travelled on road? (ie. they change formation in to custom) In the folder missioneditor\data\missiongenerator there is a file called others.lua that looks like what I am looking for but haven't been succesfull yet. It has definition of formations, like this: ["Vee"] = { [1] = {0, 20, 0}, [2] = {0, -20, 0}, [3] = {60, 40, 0}, [4] = {60, -40, 0}, [5] = {120, 80, 0}, [6] = {120, -80, 0},
  8. To bad that this does not work properly :( They forget their distances very easily, especially if they have to change their formation or travel on the road. I'm pretty sure that there is a file which could be edited... question is: where :)
  9. Hi. Does anyone know if I could make the distances between vehicles in formations larger? Enemies are too vulnerable in the default formations because a singe CBU-97 easily knocks out most of them. Especially if the units a traveling on a road.
  10. Landings on beaches would be great! I'd also like to see boats on larger lakes.
  11. thank you all, I will try these solutions. And then return to ask more. It just has bothered me a lot that there are many buttons that I do not use when flying; collective brake being one of them. I also thought that you couldnt't trim the rudder... but looks like you can?
  12. Someone once said that there are no stupid questions, just stupid people :music_whistling: I have some control issues with the ka-50. I have flown BS since it was released, but haven't had the time to learn all of the things. Currently I mostly fly DCS:A10 but decided to learn better copter skills because the two sims will some day compatible together. I use TM warthog and Saitek combat pedals for controls. The problem is that I'm having troubles hovering in a stable position and then turning in to a new direction when my sensors reach their limits. Currently I place copter in hover by manually decreasing horizontal and vertical velocity and then trimming. I have to keep pressure on the pedals to keep the nose pointing at the right direction, but if I am looking at the sensors my feet might slip a little and the bird starts to turn, often uncontrollably. However, I believe that there are some aides for this? For example how and why should I use the collective brake? How about flight director? Alt hold? Autohover? Descent mode? They are all gibberish to me, especially because disengaging autohover leaves alt hold on and I have to disengage autopilot channels to fix it. Please help :helpsmilie:
  13. How do you even find out how many markpoints you have made? Many times I have to guess if the last marked target is at markpoint 5 or 6... and the only way to find out is to start with a bigger number and try until there are no error messages of an unexisting mark.
  14. I suggest that you use the forum's search function for a nicer answer, but the quick and dirty fix to that problem is this: 1) Make a TIR profile with your preferred key assignments, save that profile file on your desktop. 2)go to "c:\program files\naturalpoint\track ir 5" or where ever you installed the software. 3)locate the TIR profile files folder, make backup of them somewhere and delete all of the profiles in that folder. 4)copy your "good" profile file from the desktop in to the Track-Ir profiles folder and rename it "default" or whatever the name of the default file was. Voila! That way TIR cannot forget your settings even if you multitask because it knows ONLY your settings, which become the new default:smartass:
  15. Thanks. With TM Cougar/Foxy it was really easy to program such toggles, but with Warthog/T.A.R.G.E.T it is a bit trickier, but looks like it is the way I must go.
  16. Is it currently possible to toggle snapviews easily? So that the view toggles on with a press of the corresponding key and you get back to the normal view with a second press.
  17. Yeah, you have to press TMS UP SHORT multiple times to get a lock. You do not have to slew the mav unless you want to change the target.
  18. This. Once you have made the target SPI in TGP and then slaved MAV to said SPI you should start pressing TMS UP SHORT in about one second intervals until the crosshair of the MAV becomes solid and you have a lock. Then fire away!
  19. Has anyone compiled a changelog?
  20. I'm not an electrical engineer, but at the beginning my coolie hat had a similar problem; it went on just for a part of a second at the time. Haven't noticed the problem after a few weeks of use.
  21. Thanks again :) Btw, have you found out how could one make a custom profile for both the stick and the throttle without running out of DX buttons? I mean, there can be only 32 DX keys in a single controller, but WH has a lot more when the stick and throttle are counted together. So what is the trick to use here?
  22. Could you post a blank profile for both the stick and the throttle? And If I make my own profile, do I have to have every button on it mapped, or is there an easy way for force default DX buttons on every button of the controller? (ie. so that they are visible in the side bar, just like in your second picture)
  23. Nope, still no solution here :thumbup: If I press coolie in any direction it will just blink that function very fast in the tester. Same thing with speedbrake, china hat and boat switch. Other buttons on the throttle and the stick work OK.
  24. #434, Finland. From Amazon.co.uk
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