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609_Relentov

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About 609_Relentov

  • Birthday 11/26/1961

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  • Flight Simulators
    DCS, Battle of (IL2) series
  • Location
    California
  • Website
    http://www.akawardogs.net/

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  1. I've been searching the forums, but it's been a challenge to wade through all the returned answers/posts, so here goes. - Campaign builder tool: When adding a stage, you can add more than one mission to that stage. For example, if I see two missions in a stage, what does that mean (e.g. mission 2A, mission 2B)? When you are at that stage (e.g. stage 2), will both missions run? From playing an existing campaign that has this setup, it seems that only one mission is run for that stage, so I'm curious why one would put more than one mission per stage. - Mission editor: When setting up a score for a campaign mission, in the Define mission goals screen, is the SCORE value what you are assigning as the score, or what you are adding to the score. It seems the latter, as a campaign I was looking at had a SCORE value of 50 at mission startup (i.e. time more (1)), and then once the mission was completed successfully, the SCORE value was 50 for that. I've played missions in a campaign that came with DCS and was successful - in the Campaign screen I saw a score of 100 for those missions, so I assume in the Mission Goals screen it's just adding that value to the overall score. - Campaign builder: When adding a mission to a stage, the Range automatically gets filled in "0..100", so that seems fixed. Can anyone confirm what the resulting values mean - I thought it was as follows: 0-49: Fail 50: Neutral (or is this actually Fail?) 100: Success Thanks!
  2. Wow, I hadn’t realized this was changed in the F-14… just read the post about it in the HB/F-14 forum: New Feature: Switching Seats in Multiplayer This has been a long standing and frequently requested feature that we’ve wanted to introduce since before the release of the F-14. Only recently, structural changes to the DCS codebase made this actually possible for us to implement. You can now switch between pilot and RIO seat online, just as in Singleplayer! ============================ And if this is coming in the Apache that’s great news (maybe the Hind too?).
  3. As discussed in this thread: https://forum.dcs.world/topic/298741-is-it-possible-to-change-the-weight-of-a-helicopter-via-sse/#comment-4948082 After calling this function, for a helicopter, for example an Mi-8: trigger.action.setUnitInternalCargo('helo 1', 3000) I can tell the helicopter has become heavier. Where I was able to lift off vertically with about 9 degrees blade angle before calling this function, after, the helicopter won’t lift off no matter how much collective I give it. That is, until I remove all ordinance and reduce fuel load, then I can take off. However, when I go to the rearm pop-up from within the cockpit, the weight at the bottom does not reflect the added weight. Can you please adjust the weight of the aircraft/helicopter as shown on the rearming page, after calling this function, and adding cargo weight? Thanks
  4. Thanks - I was testing last night and came to that conclusion. Works great! One observation: I noticed that after I loaded troops (via scripting) and then added the cargo weight as described above, when I tried the rearm menu the weight/max weight at the bottom of the rearm pop up doesn’t show the adjusted weight after calling setUnitInternalCargo(). Not a huge deal, but it would be cool to see that adjusted weight, so you could adjust the load-out and fuel accordingly.
  5. One follow-up question: Say I use the function as follows to add the weight of 6 troops (e.g. 200lb/91kg each): trigger.action.setUnitInternalCargo('helo 1', 546) After I unload the troops, can I use negative values to reduce the weight by the same amount? e.g.: trigger.action.setUnitInternalCargo('helo 1', -546) Or would I just set the cargo weight to 0, such as?: trigger.action.setUnitInternalCargo('helo 1', 0) Seems to be the latter, as the description says "Overrides any previously set value".
  6. I wrote some helo scripts to do some transporting of troops, light vehicles, etc., as part of my exercise to learn DCS SSE and lua. One thing I was not able to figure out was how to adjust the weight of the helicopter after "loading" these units. Thus, currently anything loaded has no impact on helo weight/performance. Are there some SSE API functions that would allow you to change the weight of a helicopter unit?
  7. You can't currently switch positions in multiplayer (same with Mi-24P, F-14, and I believe the two-seat trainers, which I don't have so can't verify).
  8. George up long changes the ROE (including fire at will) - have you tried that after you had George select the gun (left short)? He doesn’t fire at nearby enemy ground troops? Not near my PC so can’t test.
  9. Could be, just wanted to pass on that they aren’t working outside of the Petrovich AI H.I. pop-up. One thing - the combat 180 degrees maneuver command (forget the exact name) is working outside of the Petrovich AI, which can be handy (not sure if this also is a byproduct of testing and is not supposed to be there ).
  10. After some time flying the CP/G seat, I've added some kneeboards for using the 9M114/9M120 ATGMs from that position, and additional Petrovich AI related kneeboards. These include: MI-24P CPG - 9M114 9M120 ATGM.png MI-24P CPG - PETROVICH ATGM HELPER INTERFACE - PLAYER AS CPG-1.png MI-24P CPG - PETROVICH ATGM HELPER INTERFACE - PLAYER AS CPG-2.png MI-24P CPG - PETROVICH ATGM HELPER INTERFACE - PLAYER AS CPG-3.png
  11. Mi-24P Copilot-Gunner key mapping issues I did a quick search but didn't find these issues, apologies if they have already been posted. 1) "OPER / TEST Switch (B3)": When using this key, instead of toggling the OPER / CHECK rotary (right rear panel), it rotates the "BVK Set" rotary clockwise. Related to the above, for the "BVK Set" rotary, there is a "BVK Rotary Selector (B6) PREV POS" mapping, which rotates the rotary counterclockwise, but there is no "BVK Rotary Selector (B6) NEXT POS" mapping. 2) "Turn to the Sight Direction": This key does not seem to work. This is of course outside of the Petrovich AI Helper Interface pop up. After switching to the 9K113 sight, I slew to the target. Then I toggle out of the sight and back to the Copilot-Gunner view, where this key is defined. After pressing that key, nothing happens (no change in heading). I have to use the Petrovich AI Helper Interface while in the 9K113 sight, then press Petrovich Up Short while in CBTM mode. 3) "ATGM Launch Align Maneuver": This key does not seem to work. This is also outside of the Petrovich AI Helper Interface pop up. After switching to the 9K113 sight, I slew to the target, then use Petrovich AI to turn to the sight direction (i.e., CBTM: Up Short). After toggling out of the sight and back to the Copilot-Gunner view, pressing this key does nothing. I have to use the Petrovich AI Helper Interface while in the 9K113 sight, then press Petrovich Up Long while in CBTM mode.
  12. That would be a nice addition, to add a FLIR/TV command for TADS for George@CP/G. Currently, using George AI (when player as pilot), when you command George to look for targets, when the target list is brought up the U/D/L/R long commands are not being used (hint hint )
  13. Thanks for the update - its not a show stopper, but it would be nice if he focused on targets that were close enough to possibly attack.
  14. After some time flying the CP/G seat, I've added some kneeboards for using the Hellfires and 30mm chain gun from that position, and additional George AI related kneeboards. These include: AH-64D CPG - AGM114 LZ HELLFIRE.png AH-64D CPG - GEORGE HELPER INTERFACE - PLAYER AS CPG-1.png AH-64D CPG - GEORGE HELPER INTERFACE - PLAYER AS CPG-2.png AH-64D CPG - GEORGE HELPER INTERFACE - PLAYER AS CPG-3.png AH-64D CPG - M230 30MM AWS-1.png AH-64D CPG - M230 30MM AWS-2.png
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