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Highwayman-Ed

ED Closed Beta Testers Team
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Everything posted by Highwayman-Ed

  1. 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.
  2. 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...
  3. 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.
  4. 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...
  5. 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
  6. 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.
  7. 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...
  8. @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.
  9. It's been a pleasure to help you on this journey and we look forward to getting stuck into the CASE III recoveries!
  10. 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:
  11. 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.
  12. 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?
  13. Basically, I was thinking of using this as a basis for keeping a tanker overhead a moving carrier, although funkyfranky is also working on this now :)
  14. Funkyfranky's script can have the carrier name changed to match.
  15. 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?
  16. Great news, looking forward to flying with it! Now on to the Air Traffic issue... I've had a little time to troubleshoot it, and I've narrowed it down to the Liveries. As soon as I have 3 or more liveries available to an Airliner using RAT in Moose, the SH-60 lands straight away. With 2, no problem! I'll post up the find in the MOOSE discord support channels, but I appreciate the help trying to find the root cause.
  17. I’ll try, but the script runs fine, and no atc messages for it.
  18. Are you sure you've set your radio to the Carriers frequency in the Mission editor? For the easiest results, set it to an existing push button of the Hornet like 264Mhz for button 2.
  19. Here's a quick video I took this morning. This mission flew with the Rescue helo in perfect formation with the carrier. Then after adding the RAT airliner as mentioned in the previous post, this is what happens. local a380=RAT:New("a380", "A380") a380:SetTakeoff("air") a380:ATC_Messages("off") a380:SetDeparture({"Long Haul E"}) a380:SetDestination({"Long Haul W"}) a380:SetSpawnInterval(1500) a380:Livery({"Qantas Airways","Singapore Airlines","Emirates","Thai Airways","Qatar Airways","British Airways","Air France"}) a380:SetCruiseAltitude(38000) a380:Invisible() a380:Spawn(1) Helicopter spawns Helicopter moves to holding position Helicopter initiates landing at the position indicated in waypoint route. If the waypoints for the helicopter are clear, it lands on the carrier.
  20. OK, so not sure what it is yet, but as soon as I put Random Air Traffic in, the helicopter will land when the first airliner spawns... Here's the script for one of the airliners; local a380=RAT:New("a380", "A380") a380:SetTakeoff("air") a380:ATC_Messages("off") a380:SetDeparture({"Long Haul E"}) a380:SetDestination({"Long Haul W"}) a380:SetSpawnInterval(1500) a380:Livery({"Qantas Airways","Singapore Airlines","Emirates","Thai Airways","Qatar Airways","British Airways","Air France"}) a380:SetCruiseAltitude(38000) a380:Invisible() a380:Spawn(1)
  21. Found an article about Tanker Patterns. The tanker would circle anti-clockwise over the ship as I described in the previous post However, once the recieving aircraft successfully connects, it establishes a racetrack pattern in the vicinity of the carrier. The tanker should not proceed more than 10nm ahead of the ship and the downwind leg of the pattern should be 3 to 5 miles abeam the ships port side. The refuelling should be complete by the time the tanker reaches 6 miles astern the carrier. So, with all of that said... make it a racetrack to make things easier :) Here is a link to the publication NAVEDTRA 14342
  22. I quite agree. Even to the point where I created a brand new mission with only a carrier and the SH-60 in it and you un-edited script and it still did the same thing! It really is an odd one.
  23. :helpsmilie: OK, here's an odd one for you. Why would this script work PERFECTLY in the Black Sea, but the helicopter lands immediately in the Persian Gulf map? Absolutely no difference in the script or unit names...
  24. Hey Rudel, I believe the problem is that instead of RAT:ATC_Messages("off") in your script, it should be uh1:ATC_Messages("off") as that is the name of the entity that you are blocking the messages for.
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