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Everything posted by Highwayman-Ed
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I'm looking for some voice actors for an upcoming campaign (and hopefully series of) that I plan to sell through the DCS Store although it's still in the early days. I’ve posted the request previously in the mission editor thread, but thought I’d try and get more attention here. I still need 3 individuals that can speak English with an Eastern European / Russian accent to voice characters in a campaign. The remaining roles only have a few lines per mission, so there is not a lot of work to do. I'm investigating how I can compensate any participants at this time, but I'm working on providing a free copy of the completed campaign for each actor, or a DCS credit if I can do so. As this is my first campaign and I have no idea on the potential sales value, the number of copies that it would likely sell, or how to deal with taxation implications of providing any other method of compensation before going through the full process and submitting it to ED for sale. If you're willing to help, please PM me and let me know. The first 3 missions of the campaign are complete and just need the voice acting added prior to submitting them to ED for evaluation prior to working on the remainder and figuring out the financials! No experience necessary, no real requirements other than being able to speak passable English and understand the context of what you are saying (excited, bored, funny, etc.) Most missions will only have between 1 and 5 short lines for each actor. Thanks!
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Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
At 1.3 abeam from the carrier onspeed, i find that a constant bank angle of between 27 and 30 degrees that is initiated as soon as I can see the rowndown of the carrier brings me in at about 0.9 miles consistently. -
If you can find one, I would love to see a model of the Osprey with the wings folded, and a CH-46 Sea Knight to make the Tarawa complete!
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Hey boys and girls, just bumping this one again. and pulling back the requirements. I'm still looking for 4 more voice actors with Eastern European / Russian accented English that would be happy to work with me to record lines for a campaign. Nothing too hard, just the ability to read and speak English with the aforementioned accent. The main character slot has been filled, but I still need several others please!
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Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
You're seeing the difference between True North and Magnetic North. I believe by default units in DCS follow True North, and the Hornet starts in Magnetic North, If you modify your Hornet to True north in the HSI DDI, you'll see the same bearings -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
Vaicom is a plugin for Voice attack that allows you to talk to DCS in simple terms, see here. I use this and find that I cannot bring up any menus at all in DCS until I have pressed one of the configured radio inputs for the Vaicom / Voice Attack profile. Once I've pressed one of these buttons, even for a second, the radio menus can then be accessed for the rest of the session. If as you say the pilots cannot bring up any menus, it's not a problem with this script, more of the DCS API interface itself that is causing the issue as mentioned in your linked post. -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
Are the pilots experiencing the menu issues using Viacom? I’ve noticed that my menus won’t appear until I’ve pressed one of the radio buttons recognised by Viacom, then they’re all good. -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
In a multiplayer environment, you will see all of the aircraft in your group as F5-F8 and you will be F5 for dash 1, F6 for dash 2 and so on. If you're on your own in the group, you will only see F5 for your own aircraft (as will each other aircraft). The script itself doesn't care if you're on your own or in a flight of 4, your requests are responded to independently. For example, our server runs 8 slots, all of them are individual Hornets in their own groups. We're still able to check in as a section because the script is 'looking' for another aircraft within 200 feet of the requester to check you in as a pair, it doesn't care if that aircraft is part of the same group as you or not. The reason the aircraft on the Cats couldn’t see it is because the script only recognises Airborne F/A-18C’s. Once they take off, the menus will appear. -
reported Trains aren't activating the triggers
Highwayman-Ed replied to jef32's topic in Ground AI Bugs (Non-Combined Arms)
Adding to this, trains also ignore advanced waypoint actions to 'Hold' -
I've seen this happen when there isn't a parking spot big enough for the aircraft to park at. For example, A Su-25 lands and goes to parking, but an Il-76 despawns on the runway as you have described.
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Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
Personally, I keep mine in my Saved Games\DCS\Missions\Scripts folder which Keeps them nicely organized and separates them from any critical DCS files. -
[MOOSE] RAT - Random Air Traffic
Highwayman-Ed replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
Sirrah, You could install the mod via JSGME / OVGME into the main DCS directory if you’re familiar with how to do so. This will break your integrity checks on Multiplayer servers enforcing it however... -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
It's already in there, but in our testing with up to 6 pilots in the stack and pattern over many many hours, we didn't manage to break this version of the script. If you suspect that you are in the process of being the pilot that breaks it, you can, of course, reset your own aircraft to inbound without making everybody else check in again. That way the next in the stack should get called down when they're in position. -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
You should be at around the 11 - 10 O'clock position, within a couple of hundred feet of your assigned altitude, within +/- 20 degrees of the expected heading (around 210 degrees if the BRC is 360 degrees), and not exceeding vertical velocity of more than 500 feet per minute and less than 45 degrees of bank...! If all of those line up and your at about 4-4.5ish nautical miles from the carrier at that point (as you should be to make 5 at 9 O'Clock, you'll get the call as long as another aircraft hasn't been called within 90 seconds (unless you're part of a section). Sounds complicated, but if you get your constant rate turns at the correct airspeed in, you'll nail it every time... -
[MOOSE] RAT - Random Air Traffic
Highwayman-Ed replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
I have one I’ll happily share with you when I’m back at my computer in a few hours. You’ll need Cuvil Aircraft Mod v0.8 -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
Hey Furia, I found out earlier in testing that if you’re in multiplayer that the host / server runs the script and writes the file. As such, only the host / server needs to allow the code to write to disk and it will record everyone’s traps. This does mean however that a client on a multiplayer server or joining a host cannot export their traps to the file. It’s also worth noting that if the server is under spec or over utilised, (dcs.log can tell you this on the server) the calls can be a little out, especially if the clients pings are high. -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
The export is created in your Saved Games\DCS\Mods folder I don’t think the Mods folder needs to exist in order for this to work... -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
@Grimes. I hear you, and I understand your concerns, and to be honest, I agree with them. However, I also backed Alerax to keep his code private whilst it was in active development whilst we at the VMFA-42 we’re testing it. My recommendation was that once we complete the code, he could then open it up if he wished, and I pestered him to allow the export of grades, so I’m responsible for the way he’s set the write permissions. Maybe we should look at removing the mod from public availability until it’s feature complete and he’s happy to open it up. That said, the only thing that is obfuscated in the code are the function names and values and even a Lua hack like me was able to get an idea of what it was doing in between those until my brain hurt from trying to figure out the math. Somebody with your skills should be able to read it no problem. -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
It's been a pleasure to help you on this journey and we look forward to getting stuck into the CASE III recoveries! -
Yes, Line 75 from the original script is a local variable. I'll modify it and try again. Update: FIXED! changing that variable to a global variable resolves the issue and the helicopter just stayed in formation for an hour (before I was happy that it was going to stay there ;) ), and airliners were happily flying their passengers all over the place :) Franky, you are as always, a star. Now, where are my tankers? :smartass:
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I'm still having issues with this too and I get inconsistent results which are very frustrating when trying to troubleshoot the problem. First place to check is the DCS.log in your Saved Games folder and look for any script errors in there, and resolve those. Best way to do that is to reduce the number of aircraft spawned by the RAT scripts and gradually increase them, resolving each error as you find them. I found a couple of errors to do with Liveries primarily which is what I advised to be the primary issue. Since then, however, much as you have, I have found that this doesn't resolve the issue entirely. I've now cleaned up my RAT script so that there are absolutely zero errors generated by the RAT (or any other) script, but now the Rescue Helo spawns, fly's next to the carrier for about 10 minutes, and then lands, and no other helicopters are launched... My gut tells me that it's something to do with RAT aircraft spawning and despawning in the background, but I have no evidence to base this off of. I've rebuilt a mission completely from scratch trying to troubleshoot, but as soon as I put RAT functions in, the Helicopter breaks one way or another, and NEVER flys alongside the carrier for more than 10 minutes. Without any RAT, it's perfect. I love this script, but for the time being, I've shelved the it for our server missions and gone back to a standard SH-60 with 3 waypoints, flying alongside the carrier until I can figure out what is breaking it. To do this I set it up as follows; - The helo spawns and flys at the same speed as the carrier. - Waypoint 1 is aligned with the carriers final destination at 1 Knot slower than the carriers speed. - Waypoint 2 is aligned with the carriers final destination, right next to waypoint 1, but it is at 1 Knot faster than the carriers speed. I then have 2 switched condition triggers tied to moving zones on an escort ship at the carriers 5 O'Clock. - If the helicopter is inside both of the 2 zones, it switches waypoint to waypoint 2 and speeds up. - If the helicopter is outsize both zones, it switches to waypoint 1 and slows down. This way the helicopter maintains position alongside the carrier until it reaches bingo fuel (around 3 hours) when it lands at waypoint 3 on the carriers escort ship and keeps the flight deck clear. Doing it with a single zone didn't work, and I don't really understand why, hence the two zones.
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Hey guys, experiencing an issue with the F/A-18C on the carrier. The command "Chief - Remove wheel chocks" is recognized, but I get an error stating that "Extended command set is currently disabled in preferences" suggesting that the F/A-18C does not offer this command natively if I read the explanation of this correctly?
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Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
Funkyfranky's script can have the carrier name changed to match. -
It might be cheating, but how about spawning the helo from the frigate escorts that must be set at a fixed position with the Carrier?