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Puddlemonkey

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  • Flight Simulators
    DCS Black Shark 2
    DCS World
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    England

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  1. I find this bizarre. I was hoping BS3 would fix this and feel more complete than BS1 and BS2. I thought it was an attack helicopter sim that prides itself on realism. Yet every time we attack something, hence lock it on the shkval, we are reminded of the gaping hole in the realism that is how it just knows and perfectly locks the target. It is more akin to 2023 AI than 1970s contrast based technology. For this sim to work for me, it has to feel realistic in the era it was designed, without this and several other features that were not completely implemented (such as the backup navigation methods and supporting systems), it fails to live up to the developers' vision, and promise, of it being an ultra-realistic sim. Things like the new beautiful model, opening bay doors and such, are truly impressive and have wow factor, but wow factor lacks staying power. I thought BS3 would bring me back to the KA-50 but alas it hasn't. I will revert to my annual check in to see how DCS are progressing with Black Shark, as I have been for several years now since BS3 was first on the radar. See you next autumn!
  2. I told him to head home and get the beers in whilst I take care of business
  3. I'm stuck on that one too. The big problem with the wingman is if you tell him to engage ground targets, he flies out a several km to run in, by which time Sergey and all his mates are toast. I guess it is quite realistic that you can't see the targets for the trees. When people plan an ambush, they don't stand out in the open smoking cigars until the convoy arrives... It took me several attempts to work out which wingman command will have him engage the ambush. In that respect, I think the sim is a bit lacking, there ought to be a command to the wingman along the lines of 'attack anything suspicious and be quick about it'. Also, it would be good if you could command the convoy to hold position if you see something suspicious.
  4. Hi, Here is a crib sheet for the PVI-800, HUD and Countermeasures. I fold it and laminate it as an A5 card to keep handy. KA-50 Systems Summary.pdf
  5. I wonder if all those years ago, a couple of developers sat coding the trimmer functionality and said to each other "I bet people around the world will still be passionately discussing and debating this in 7 years time"? :-)
  6. My viewpoint on this is that the sizing and appearance of objects has been modelled on a purely mathematical basis and that Eagle really need to do a basic exercise to establish at what range you would see certain things in real life and make sure people playing the game experience the same- maths, modelling, resolution, graphics and all other sim factors aside.
  7. Three interesting real-life reports with some useful descriptions of take-off and landing. http://www.warbirdalley.com/articles/p51pr.htm
  8. This is what I do. I use http://www.ivona.com/en/ and I record the output from the speakers using the mic on my headset. Then I use Sound Forge to: Normalise RMS to -6dB Distortion Transistor 1 Reverb Plate - Decay Time = 0.5 Parametric Eq, 2KHz x 0.7oct, Amount = -60dB. Adjust output gain to give -3dB signal. Normalise RMS to -3dB Volume to -3dB
  9. Thanks flankerOne - didn't realise that. I will give it a try.
  10. I really wish ED would enable you to embed the ARK.lua in the mission file so that you can set it up for each mission.
  11. Hi, yes, completely compatible with everything else. The aim is to help mission creators to pull together other things such as MIST.
  12. Hi all, I need some help building, testing and releasing a Lua project that I have been working on for a while. The attached PDF gives an idea of what it is and does. The status of development is: Lua Extensions: ready for testing Library: ready for testing Interface: soon ready for testing Core: in progress World: in progress Collections: started Directors: started My aim is to complete and release library and interface first, followed by Core and World, then finally Collections and Directors. I need: 1. feedback on the value of the script 2. feedback on usability 3. testing in missions 4. Help building documentation If anyone fancies helping to develop or test the script in missions, please let me know and we will take it from there. Thanks PM
  13. If you use a debugger, you can emulate DCS World from outside the application and save a lot of time. I use lua for windows from lua.org and the scite editor / debugger. When I create a new script, I start it with a few lines that launch a second script. The second script, called dcsWorld.lua has lots of definitions that emulate the DCS World environment. This really helps with debugging, saving time loading the sim over and over. Each script starts with something like: if not env then package.path = package.path .. ";C:\\Users\\ <path to script save folder> \\?.lua" require ("mission SOC") require ("dcsWorld") end .... <your script code as normal> When in DCS World, this does nothing as env will not be nil. If debugging outside DCS World, it loads two scripts. The first, mission SOC.lua is the mission file, unzipped from the .miz and with a .lua extension added. Hence the mission editor output becomes available under a 'mission' table, almost as it does would be in DCS World where it is env.mission. The second script loaded is one that emulates many of the DCS World tables. It doesn't do a very good job but it does enough to enable me to debug most things. One key thing it does is check for a mission table and make it available as env.mission. By doing so, the mission editor output is now available in the same way as it would be in DCS World. Just a few ideas for you to play with :-) dcsWorld.lua
  14. I don't think there is a way of knowing whether a player is the host or a client but I'm not sure that's actually relevant as everything that happens in the world happens to all players. To get players, you can use: array of Unit function coalition.getPlayers(enum coalition.side coalition) coalition coalition identifier returns list of units controlled by players (local and remote) serviceId coalition service identifier To create a smoke marker that is visible to all units, you can use: function trigger.action.smoke(Vec3 point, enum trigger.smokeColor color) creates a smoke marker. point point in 3D space. color color of the smoke. Both are taken from http://wiki.hoggit.us/view/Simulator_Scripting_Engine_Documentation (click Part 1).
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