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Everything posted by markturner1960
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Thanks will have a go
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I am unclear if I really do have a target locked still, or whether the light just stays on as there is some kind of bugged behaviour....IE, is it me or DCS!!
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After locking something with the radar, no matter what I do ( Undesignate, radar to standby or off, reset) I cant get rid of the "Lock" indicator in the eyebrow lights or in the HUD........ Help a brother out please! How do you best drop lock or switch targets?
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Flight Directors ignore Parked Aircraft
markturner1960 replied to SloppyDog's topic in Bugs and Problems
Can someone also explain, why some aircraft go to elevators and are parked in the hanger and some are directed to park on deck? What is the logic at work there? Also, I dont think the manual is correct, if you look at the screen below for 8 aircraft recovery, you can see the safe area includes the fantail and area in front of the island inc elevators 1 & 2 . Static jets parked here WILL get in the way of the new deck crew parking routes....... -
I am keenly aware of the various issues and strictures around parking haveing spent a lot of time the last few weeks designing a mission on the carrier that involves take offs and recoveries. However, despite following all the advice and instrcutions, I have an issue with a jet getting stuck while parking while being directed to the rear. I have a script to clear the statics in the way, which works fine for the area where this jet gets stuck. It leaves the folded Helo & crane in place, just removing the 2 F18's and associated tractors on the patio. Can anyone see why its getting stuck?
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Destroy static script issue
markturner1960 replied to markturner1960's topic in Scripting Tips, Tricks & Issues
Hey Cfrag, had a chance to mess around with this. I found numerous duplicates, so re wrote the script more carefully! I also split it into 2, one to clear the deck behind the island and one in front. I have been through it several times and cant see any errors or duplicates or anything that would cause an issue.... It works perfectly in single player, yet on my server, the rear clear script works great, but the front clear seems to stop after the Greyhound. Cant figure out why. I post the troublesome one below: (Let me know if you need the mission as well, I have not posted as it has audio and is 56mb, to big to post here.....Send me a DM with your discord if you like and I can send it via that) Or I can send you a link to my discord server where the mission is posted Remove StaticFwd.lua -
OK. Thank you. Is it documented anywhere how they behave and what logic they follow? I would have thought it varied depending on number of aircraft / flights / etc....but cant figure out how...... And will the recovery instructions given to you as the human player vary according to what is happening with the AI flights?
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Hi Bartek, looking into using this with our training mission, is it possible to only use some features? For example, we dont need to use the turn away from land or into the wind feature, so can we use the script in our mission with a carrier battle group ( You mention not having other ships) and waypoints ? We would primarily like to use the Case recovery features and the weather stuff. Thanks!
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- carrier
- carrier ops
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(and 2 more)
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Destroy static script issue
markturner1960 replied to markturner1960's topic in Scripting Tips, Tricks & Issues
Wow! I am impressed! Let me correct the errors and try it in the server....it may be tomorrow before I can report back though...thanks very much! -
Destroy static script issue
markturner1960 replied to markturner1960's topic in Scripting Tips, Tricks & Issues
Thanks, here are the 2 script files, just tested again and they worked fine in single player....... Remove Static.lua Remove Statics for recovery.lua -
Played the mission in multiplayer today and its run fine before, this time, we got stuck after start up, with an "awaiting personnel" message. There was more spawns available and nothing blocking anything anywhere else on deck......The only way we could progress was for one player to change slots. I am intrigued as to why this started happening after previous successful playthroughs..... Will try again tomorrow....
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Hi, I have a carrier mission with some deck statics which I time to remove after 30 mminutes, to facilitate recovery later in the mission. I have split the clearance into two scripts and in testing in single player, it worked perfectly. Today, flying the mission in multiplayer, only half of the statics on the second script action were cleared / destroyed..... What might cause this?
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Quest Pro...tried your suggestion, but it does not work.....thanks though
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Hi, as title, to see the correct skins on the mod, I have had to install it onto our server. I copied exactly the file structure, apart from omitting folder that were empty and the imagesGUI & encyclopedia folders, which I figured were not needed. The mod works in the server, but with the issue shown in the picture below. What have I done wrong?
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Are you talking about reality or in DCS here? If DCS, does that mean I can force stack heights by modex number? Pre briefed would only apply to a human flight of course….. My queries are specifically regarding the AI , as I am trying to build a training mission with realistic AI recovery flights occurring and hoping to make so that my human flight is properly incorporated into the AI flights recovery pattern as it is done in the Case 3 recovery….. I don’t see why this should not be - as Case 3 is more complex and they have it working spot on for AI flights. Happy New Year BTW!
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For anyone interested, I have after lots of questions and helpful answers here, along with many hours of testing and tweaking, come up with a carrier training scenario that provides immersive deck action, working deck crew alongside statics and AI flights and parking. Please let me know if you are interested in me sharing details. It’s based around 2 flyers in multiplayer.
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I am currently getting a case 2 recovery in a mission with cloud base at 18,000.....go figure!
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So whats the standard AI procedure for say 8 recovering AI, in case 1 conditions? Will they stack on their own ? Or does this only happen if you are in the game & initiate with the 50 mile call ? If I am behind the AI, then I should get stacked at 3000.....yes? Has anyone ever had this happen? I am trying to test in my current mission, but its complicated by the fact that despite it being clearly case 1 conditions ( base @18K) I am given case 2 recovery and am not sure why...may be a bug, who knows!
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Yeah plus one on the PD, mine is at 1 and cranked up in the meta software. I do use a quest pro though. But my VR experience is excellent and you have a slightly better PC than me. I also use the debug software and force ASW, plus quad views. Looks awesome and generally runs very smoothly at 36 or 72 depending on scenarios
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So when I spawn into the jet in VR, its ALWAYS been perfectly placed. Since last update, whenever I spawn, I am too far forwards, to low and offset to the left. I can ( and do of course) change this, as I have the cockpit camera buttons bound. However, its a pain and really irritates me, as it was fine before. Once I have moved the view, if I press my recentre VR button, its in the correct place, it does not return me to the wrong view..but this only works after I have altered it..... Any idea whats going and why and how to fix it? The only thing I can think of that may have affected it was I was trying out the airboss view and trying to adjust the position ( which was wrong there as well) but I did not do anything apart from bind the up down left right keys and try moving around. This is also a different camera and set of binds to teh normal cockpit camera, so........ Cheers!
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OK - thanks…..is it auto triggered by the initial 50 mile check in call, or only when you get nearer (5 miles) as per Kevin’s advice? And if no reply, how do you know which stack height? As far as I recall, I never heard stack heights being given out by the ATC for a case 1, …… of course this is done and done very well for Case 3…..or case 2
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Some statics not showing in MP
markturner1960 replied to markturner1960's topic in Bugs and Problems
Aaaaaah! Thx mate!