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Everything posted by lanmancz
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It's actually quite easy to fly. It flies pretty much itself and the autopilot can do multiple things including holding bank+altitude so you can easily loiter around a point while fiddling with the buttons and displays :-)
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The problem is that triggers are checked only once per second and therefore are too slow to evaluate this. I made a script for this but it does not work at the moment :-/ as there is currently a bug in DCS that bomb release does not trigger the "ON_SHOT" event. For munition that triggers it correctly it works fine. Grimes mentioned that its fixed already internally so once the fix is rolled out you can use this : http://forums.eagle.ru/showpost.php?p=2369278&postcount=1
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Hello, I noticed this happening when Ka50 has set in their advanced waypoint options ROE -> "Weapon free, Open fire". They immediately target my friendly FARP. I have this mission that I'm making where they have their ROE set to weapon hold until they get to the target area waypoint (30+ miles away) where I set the ROE to "WfOf". After that they immediately turn back to base and try to kill friendly FARPs there. They do this despite the fact that there are visible enemy units right in from of them at the target waypoint. I created a simple mission that reproduces the issue : farp_test.trk
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Ah, okay. Thanks.
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Hello, I'm trying to create a simple script that would show me how close my Mk82 landed to a dummy target unit. I'm using a S_EVENT_SHOT even handler to get the bomb and then check and report it's distance on screen. This works fine for maverick for example but for some reason a Mk82 release does not trigger this event. Do you please have any tip how to rewrite this to make it work for Mk82 as well ? I didn't notice any other event triggered by the weapon release. Is there please perhaps a different method to get the landing distance ? local StaticTargetName = "DUMMY" local BombRangeHandler = {} function BombRangeHandler:onEvent(event) if event.id == world.event.S_EVENT_SHOT then local _ordnance = event.weapon local _initiator = event.initiator local _initname = _initiator:getName() local _ordnanceName = _ordnance:getTypeName() --trigger.action.outText("Name:".._ordnanceName, 2) --if _ordnanceName == "Mk82?" then local TrackShot = {} function TrackShot() local _shotPos = _ordnance:getPoint() local _staticTarget = Unit.getByName(StaticTargetName) local _staticTargetPos = _staticTarget:getPoint() local _distance = math.floor(math.sqrt(math.pow((_shotPos.x - _staticTargetPos.x), 2) + math.pow((_shotPos.y - _staticTargetPos.y), 2) + math.pow((_shotPos.z - _staticTargetPos.z), 2))) if _distance < 50 then local _text = "Name: ".._initname.." Ordnance: ".._ordnanceName.." Distance: ".._distance trigger.action.outText(_text, 10) end if _ordnance:isExist() == true then return timer.getTime() + 0.005 end end timer.scheduleFunction(TrackShot, nil, timer.getTime() + 1) --end end end world.addEventHandler(BombRangeHandler) edit: OK so this ^^ works fine at the moment for ordnance that triggers the ON_SHOT trigger. Once the bug that Grimes mentioned is fixed it will work for the Mk82 as well. If someone wants to use this just put a unit named 'DUMMY' (group name does not matter) on a map and run this on mission start.
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Let me explain this once more - the problem for some people around here is the fact that to be able to see pretty much anything not parked right next to you you constantly need to be zoomed in. People are certainly not asking here for "FPS with wings". Please respect other people opinions. I think there have been plenty of ideas in this thread about how to make scaling work in-game. Nobody is saying that they know everything but we wouldn't know what works and what doesn't until we try - that's why we have beta for. On a similar note. How about making the zoom function a bit more user friendly than it is now so it would be a less of a pain to use. How about adding a stabilized binoculars to the game. Something that would work a bit like zoomed padlock that had it's special key. So we could spot around with our normal fov, keep our SA high and if we'd like to see something, to verify a target it would just take one key press to look through the binoculars and with other key press it would instantly restore back the previous view, fov, everything.
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Yeah sure but look how much zoom you need to have. According to the book he is able to see all that without binoculars. I think that's the main topic of this thread that there should be something that should compensate in some (subtle) way for the fact that using a normal fov you cannot see these kinds of details due to insufficient resolution of our screens.
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Btw: I am now reading A10s over Kosovo. According to their ROE the A10 AFACs had a hard deck at 8000 ft AGL at the lowest and operated between 8-10k ft AGL (during initial stages of the operation they even had it at 15k ft AGL, which was then lowered to 10 and even later to 8 ). From this altitude they were able to spot possible target locations by seeing indications of their presence using just their eyes and confirming using binoculars. The problem in DCS currently is that this is impossible without being completely zoomed in which I don't think is "realistic" at all.
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I don't see why there is so much opposition to implementing some form of scaling. The way I imagine how "smart" scaling should work is a combination of scaling itself as a function of not just the distance to the object but also current FOV (So the dimensions of the object are not distorted if you choose to zoom in. Also the scale effect does not have to be linear.) and some secondary graphical effects like light reflections and smoke that would give a better indication of a unit presence at a distance. This effect could also be increased or decreased based on the speed at which the unit is moving or another factors (=making stationary object harder to find). I understand that some people fear that it would be too arcadish but it does not have to be overdone. If some people don't like it and wouldn't allow it on their servers why not making it a function that can be turned on and off like labels. Personally I just leave the labels on. I edited the labels.lua file to show just a dot at a certain range. The problem with this is that you can see the label even if your in-world vision is obscured by your cockpit for example.
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Yeah, I didn't mean day one feature but I was wondering if there is some info on this at all. Thanks.
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Hi, after long time I started flying the A10C again recently and I got one question that I don't recall being mentioned in any of the EDGE updates - is FLIR going to be improved in EDGE ? I mean nowdays FLIR in DCS is just a postprocess filter. Is this going to improve with some temperature mapping in DCS 2.0 (think Arma3) ?
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http://lmgtfy.com/?q=Raptr
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Alright, thanks. Yeah I need to take a look at mist more closely. I didn't use it so far and rather wrote everything myself but I guess there is no need to reinvent the wheel.
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Hello, I use addGroup function in my missions a lot so every time I play it's different. What I would like to do is to create a trigger that would test if for example one of the spawned groups is inside/outside of a predefined zone. Let's say I will create a group of tanks with group id 101 and name "Group1" and I want to test if they arrived into Zone1 that I placed in the mission editor. I cannot setup the trigger in mission editor itself as you can only select trigger options, not write them in so is there a way to perhaps spawn the trigger with script in similar way as you can spawn groups with addGroup ? I didn't find any addTrigger command on wiki. One solution that comes to my mind is to create a repeating trigger in mission editor that will just constantly run a script that I would write that would check the relative zone and group positions using getPosition and if distance from zone center is less than zone radius then setup a flag. Is there perhaps a nicer way of doing this please ?
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Exactly. I would like to ask ED to consider providing 2 versions of such projects in future, one with english voiceover and one with whatever native voiceover. I would buy only the english ones. This is a reason why I dont play russian campaigns very much - because I don't understand anything and have to read the subtitles all the time. :(
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Hello, I wonder why is ground power required for startup please ? I noticed that I can start just fine without ground power.
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The bouncing happens to me as well. When I cockup a landing and loose landing gear the plane starts to bounce off the ground like a bouncy ball - silly mig :-)
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A nice video of first time RL helicopter flight experience of Arma and DCS youtuber Dslyecxi. I thought I might share it here, very nice vid : This is part one. More are coming I hope.
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Editor: Do not limit units to certain nations only
lanmancz replied to lanmancz's topic in DCS Wishlist
Yeah the idea of Red/Blue nation with all units available is probably best I just though adding a whole new country would be harder to do then allowing existing ones to use whatever unit is in the game already. But yeah, that's a good idea too. Thanks for suggestion. -
Hello, I'd really like to be able to put whatever unit to any nation I choose. I understand that Russian F15 might not be terribly realistic but ultimately a mission designer should be able to choose which units he wants to use on either side. This can be done already by using scripts/editing the mission file manually. It would be nice however if the mission editor didn't limit the choice of units by nation.
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After some more flying I noticed that it's happening even in level flight but interestingly enough around mach 1. Must be some instrument error while crossing the sound barrier.
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Happened to me again. In a 45 deg turn at altitude about 6000m this time. VSI was reading +-0 m/s (no significant climb or descent) but altimeter was going down. Pitot heat was turned on as I was climbing to altitude well before it happened. Switching to second source solved it and altimeter climbed up to the proper reading. It is very strange though.
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Hello, I just noticed a strange reading on my VSI and altimeter. I was in a nice and gentle 30 deg left turn, trying to keep the speed and altitude stable when I noticed that my VSI showed +10 m/s climb but my indicated altimeter altitude was actually going down. The weather was nice, very little wind, 26 deg temperature, no clouds. I was at about 7000m at the time at ~0.8M. Any idea what might be causing that please ? The first thing that comes to mind is "my pitot froze" but it was a nice summer day with almost no clouds, can that be the cause ?