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markturner1960

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Everything posted by markturner1960

  1. I noticed tonight flying Banklers mission that I was marked down for being fast as I turned from abeam. I was perfectly trimmed for on speed on the downwind, but in the turn, your speed increases and it’s almost impossible to keep on speed and maintain the correct parameters of descent rate, AOB and position. As you roll out on the groove and come back to around 140kts, it’s all good. I was wondering if you should trim for on speed around the turn, ( have not tried doing this, but would anticipate it would make it difficult to be correctly trimmed on roll out for the groove, as time would be limited ) rather than just accept you will not be on speed round the turn. Surely it’s the groove that matters, not the turn to it?
  2. Thanks, I will take a look over the next few days, been busy with family stuff over the weekend, and this week am working, so it may be a few days..... I have to say, my knowledge of scripting is extremely basic, I copied the destroy static one from somewhere else, so dont really feel qualified to comment on your suggestions! I did approach it from another direction, which was to split the scripts at the point where it stopped (IE which object on the list was still there. That seemed to work on the one for the statics in front of the Island, but no idea why that was so. Thank you very much for looking into it with me, very helpful!
  3. Thanks will have a go
  4. And why the Tomcat is directed to park here, blocking parking routes, when there is elevators and patio parking free? Do Tomcats have differing parking logic paths ? As the previous jet to land was the prowler - in other tests just using F18's, they go to elevators or the patio
  5. 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!!
  6. 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?
  7. 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.......
  8. 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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  9. 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
  10. Cool, thanks....that seems like a big omission on ED's part to me....not sure why they would not wish to get case 1 working properly when they put so much work into case 3 working as it should.....
  11. 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?
  12. 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!
  13. 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!
  14. 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
  15. 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....
  16. 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?
  17. Quest Pro...tried your suggestion, but it does not work.....thanks though
  18. 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?
  19. 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!
  20. 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.
  21. I am currently getting a case 2 recovery in a mission with cloud base at 18,000.....go figure!
  22. Cheers! Thats a bit of an omission and especially as in case 2 & 3, you get marshalled in with all the AI flights and given stack heights....I wonder why its not the case for Case 1?
  23. 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!
  24. 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
  25. 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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