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ldnz

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Posts posted by ldnz

  1. Yep, my design was as close to a paper approach as I could get while still being usable in VR - so although it has the slide rule, it will do the basic calcs for you as well. But no gps, everything is manual, POI, sam locations, the lot. Fixes are placed by double tapping where you think you are - so if you don't plan well with good landmarks its easy to misjudge and get lost. I've found I can comfortably get TOT within +/- 10 seconds with this approach, with or without INS (though INS more useful higher you get/more cloud cover/night - blue ticks are at 5nm (or 5km if in metric) from waypoint so you can glance down and see where you should be up to compared to INS distance to go, and purple ticks are minutes to go as planned.

    I was improving fix logging and got this flight through South Atlantic in a gazelle with its tablet disabled and no INS that was cool

    image.pngimage.png

    south atlantic.png

    • Like 2
  2. I kinda built this sorta thing for my own use - a simple little server app that pulls the map tiles and navaids from DCS, and is designed for manual, warbird, helo, F-4 style nav. I use it within openkneeboard with a wacom tablet. You can double tap to select a point and use it as a waypoint, threat mark or a nav fix, or can use the new alt-click in the F10 map and then copy to clipboard to get coords easily from DCS. 

    If anyone is interested I've been meaning to polish it up for an opensource release.null

    image.png

    • Like 4
  3. Try full dirty, 80kn, left turn and apply throttle anything other than smoothly - you'll definitely see an aggressive snap roll. Easy to avoid if you're conscious of it, but I've replicated all the spin into the drink footage by accident 🙂 

  4. Huh my apologies for poor information earlier - quite right it doesn't trim follow. In VR I'd just naturally been adding in trim and centering my stick, just checked in pancake and yeah, even at 80 kn with full flap and heaps of nose up trim the stick position is centered. 

  5. 1 hour ago, Actium said:

    I can confirm that this does indeed not work as advertised. Running the following code from DCS.openbeta/Scripts/Hooks 

    return {net.dostring_in("mission", "return 1,2,3")}

    will yield the following return value:

    [
    	"1",
    	true
    ]

     

    Maybe there's a mixup with a_do_script() available from the mission environment/zone? See the recently updated %DCS_INSTALL_DIR%/API/Sim_ControlAPI.html:

    The a_do_script() change is also part of the 2.9.18.12722 changelog. However, it is also broken, despite being the second attempt [1, 2].

    I got this to work from the hooks environment:

    return net.dostring_in('scripting', "local mps = world.getMarkPanels(); local mps2 = {}; for k,v in pairs(mps) do table.insert(mps2,v['text']); end; return table.concat(mps2, '|')")

    It seems that only trivial return values are being passed - single number or string, no complex objects. 

    I wish there was a way for this to work online too. I can't believe its not possible to get the mark panels which are literally user generated points, would be so handy for any DTC type tool (or in my case plotting board style nav kneeboard)

  6. I'll have another look - but I don't have a centre detent configured in VPForce, and its reasonably long given I've got a VKB grip on it (the adaptor adds ~5cm to an already long arm on the VPForce), so I can't feel/don't care about the exact centre position - I just trim until forces are neutral which works fine in both roll and pitch. I have noted that at cruising speeds the trim does tend to get to near centred on all 3 axis (back from the +6/+6/0.5 you takeoff with) so may be thats what you're noticing? It seems well rigged for normal speeds.

    Solved any rudder issue with a healthy curve, have all the control and stability I need now!

  7. I struggled with this initially, get the RPM over 500 before you kick in mixture and let go of the start switch. Might need to bump the throttle a little bit once it fires to get it over 500. Start switch must be let go after mixture is on, otherwise it seems to flood and stop, 

    • Like 2
  8. I've been only testing with custom missions, and have never missed a wire (well outside of completely clowning it and landing way long), however that is with me consciously watching attitude - I would have the thought from the external view that the hook was plenty low enough.

  9. One thing I've noticed is that once hitting the deck I really pull back on the stick to plant the tail and ensure it catches a wire. at 90kn it wants to be up on 2 wheels and I wonder if that has the hook passing too high? Haven't had a close look on external view to see whats going on

  10. After a number of hours last night I've found it a joy with a VPForce FFB - responding well to trim and giving plenty of feedback. It feels heavy to me with FFB, and I can't follow some of the extreme negative comments above at all with my setup. I do wish for FFB rudder - its got a huge rudder and with my fairly light springs it feels sensitive to it, but I'd imagine with FFB there would be enough weight in the pedals to completely change that (like it does for the stick)

    • Like 4
    • Thanks 1
  11. On 4/22/2024 at 2:37 AM, zerO_crash said:

    Confirming that it still freezes.

     

    To reproduce:

    - Start a mission with hot-started aircraft.

    - Zoom out fully, then in again, on the map on Abris. (You can also start out by zooming in, and then out. The point is, it occurs when big changes are made in zoom (and within short period of time))

    - The map will hang, with only the symbology adjusting to the appropriate zoom-level.

    - After a while, the map will adjust correctly too.

     

    It would be a great feature, if it was one. Simulate the slowdown of an Abris processor (on any module really) if realistic.

     

    @Flappie if you need a track, tell me, and I'll provide a short one.

     

    EDIT: Corrections

    Seeing exactly this. I can't spot a pattern as to what makes the background map update or not, symbology overlayed (route etc) is always correct/live updated. Map freeze is very disorientating, as there is no indication its happened other than spotting desync between where you think your route should be taking you. Its almost like the background texture is only periodically getting updated 

  12. I swear I had the same thing happen at the same point... I manually hit the trim and got it under control, and was surprised later when I pulled up the controls indicator and my trim was centered - I thought it would be well to the left. I didn't change payload or anything, thought it was a deliberate failure (too early to have taken enemy fire)

  13. Hi, wouldn't you use pull-up range from your loft calculation as release range in the WRCS? Its the distance at which the WRCS will trigger the pull-up timer. I believe the weapons delivery manual calls for adding 1s pull up timer so you have a moments notice - so need to add 1s worth of distance to release range. 

    also, aural tone volume is now set to zero on cold start, not sure if that is the source of the beep?

    • Like 1
  14. Currently the scripting engine has hooks for dealing with map markers only in the mission scripting environment, and this has proven very powerful for dynamic multiplayer missions.

    An increasing number of aircraft use map markers as an interface to easily load in flight plans and mark points of interest, and I'd like the same information to be query-able via the Export API so I could use this in external tools - e.g. a dynamic VR kneeboard, or similar.

    And/Or the new dynamic flightplan feature - it would be great to access that via Export too.

  15. @Miguel21 - I've been debugging AI strikes particularly 3 issues:

    1. target and action waypoint wasn't being skipped, so AI would hang around, drop 2 bombs, then have to go back to action -> target -> egress to get out. This also meant B-52 cruise missile strikes wouldn't work as the aircraft followed the missiles in.

    2. With a multi LGB drop, it can take a couple of passes, which screws up the ETAs on egress waypoints, and sees the AI go full burner to get home, running out of fuel.

    3. LGBs can't be used on map point targets.

    Fixes attached, I don't fully understand the behavour intended, so please this is indicative only. 

    If you have a git repo, I could open a pull request which would make the changes easier to point to/discuss

    ATO_FlightPlan.lua CustomTasksScript.lua

  16. On 11/25/2023 at 8:58 AM, Miguel21 said:

    yes, I can confirm that the getCategory() function has been debugged, but this has changed the way the old scripts work. I think a lot of programmers are going to have to rethink their scripts (mist, CTLD, etc...).

    Your file crashes if a Harm shot is fired in the detection zone. That's why you need to adopt the method I've given you:
    local objCat = Object.getCategory(targets[t].object)

    I'll also have to review all the DCE files, as a lot of getCategory() are used there, and destruction records are no longer taken into account.
    So yes, for the moment, the DCE are unplayable.
    A fix is in preparation.

     

     

    Interesting, I haven't seen any crashes, HARMs seem to be working fine in that region. Yes, this has caused a lot of grief in the scripting community, MIST and MOOSE have already had fixes. I've done a general scan through and this looked like the worst affected. Most of the event stuff is being recorded fine - statics being destroyed, aircraft airborne or on ground are fine. Possibly an issue with attacks of ground groups - I'm seeing F-15s just turn around and refuse with dumb bombs at the point the customgroupattack is triggered, but no crashes in logs. Attacks of statics are fine.

  17. @Miguel21 - I think I've found a bug with the conf_mod updates. I'm trying to get my campaign generator to generate a conf_mod file, and that includes defaulting all the PruneScript behaviour to False (I don't feel its needed in these days with multithreading, and I like seeing the airbases populated!) 

    Unfortunately, as part of Util_Functions::UpdateConfMod, it seems to replace PruneScriptConf table with values in conf_mod_check, which means the PruneScript is always forced on. I think its struggling with the fact the PruneScriptConf is a table, and just replacing it wholesale instead of iterating through its contents. I'm not sure what the fix is. 

    Other parts of conf_mod seem to merge ok. 

     

    Edit: Found that by adding the EjectedPilotFrequency table I can avoid UpdateConfMod being called. This will only work until the next time a new feature is added though 🙂 

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