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Everything posted by Highwayman-Ed
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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.
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I’ll try, but the script runs fine, and no atc messages for it.
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Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
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. -
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.
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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)
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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
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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.
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: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...
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[MOOSE] RAT - Random Air Traffic
Highwayman-Ed replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
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. -
[DCS FC3] MiG-29 Complete English Cockpit Mod
Highwayman-Ed replied to Devrim's topic in Utility/Program Mods for DCS World
Nope, I follow ALL of your cockpit mods, and never fly without them. Keep the faith! -
Hell, if you can just get it to stay overhead I'd do back flips... If you can get it to orbit 2.5 nm to the port side of the carrier in an anti-clockwise pattern at 250kts at Angels 6, I'll pledge my soul to 'Hello Kitty"
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Third coalition and neutrals groups
Highwayman-Ed replied to paradox64's topic in DCS Core Wish List
Bumping this one back to the top, along with a request for a new 'country' being United Nations and incorporating some of the skins from mods like these: https://forums.eagle.ru/showthread.php?t=183782 -
You sir are a star. Now, can you do the same for a tanker to stay overhead?
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Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
If you bolter, the LSO will still work without having to re-enter the 800ft pattern, so if you want to stay in the landing pattern without going around, just keep your hook up. -
Nice job on that skin :)
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I’d like to see this go one further with the ability to set a time for the effect to reduce. i.e. medium fire and smoke reduces to small fire and smoke and eventually ‘burns out’ after a configurable time. This could be set in the initial trigger as a value. Effect Size + Effect Duration.
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The infantry in the picture shown are too close and prevent it from firing, but move them out to the distance of the ammo crate in the same picture and the mortar works.
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OK kidding with the title, but when another unit is placed close enough to the 2B11 Mortar tubes to 'touch' them, they refuse to fire. Move the items further away, they happily shoot at their targets again. Not usually a problem, but when you're building fighting positions to liven up your missions decor, but also want them to function, it can be tricky... This made me lose a fair amount of hair this afternoon trying to figure out why they wouldn't fire that I can't afford to lose at my age!
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For WWII Bomber formations, you can make them up to 256 aircraft I believe, but for standard flights of fighters, 4 is your limit. You can of course cheat by adding a second flight with the role of 'Escort' and have them escort your first flight of 4, and so on... but it only really works for Air to Air combat.
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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 need 5 individuals that can speak Russian and English to voice characters in the campaign for both Russian and English versions of it. The campaign will be 10 missions in length and one of the roles will be performing around 80% of the content as the player's wingman. 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, and a DCS module of their choice to the main actor. 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 both languages ideally 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, although as mentioned the primary actor has 20 lines in the first mission. Thanks!
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Tanker (AAR) needs some changes. Suggestions!
Highwayman-Ed replied to winchesterdelta1's topic in DCS Core Wish List
+1 request for Advanced waypoint action of 'Unlimited Refueling' -
I had exactly the same thing. I blew everything away and did a clean install and it's now smoother than it's ever been... See here: Link
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Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
Alerax, I'd second the more stuff from the VLSO, for our dedicated squadron server the mission loads up very quickly, so I wouldn't see it being an issue to update it with more sounds if the scripts can support it. One note however for feedback, when you're in the groove flying the ball with the IFLOS, I've noticed that the LSO will occasionally tell me I'm a little high even though the ball is centered. Maybe the deck is pitching, I can't be sure, but the high calls do seem a little too strict. Thanks for your contribution, it's a great piece of work.