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Highwayman-Ed

ED Closed Beta Testers Team
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Everything posted by Highwayman-Ed

  1. +1 same issue here
  2. I’d like to see an option implemented for DCS to map a command when a Joystick button is released. We know this is possible in the engine already as some aircraft input lua’s feature up and down states, but it would be nice to be able to map these directly in the DCS UI and differentiate the controls with a checkbox to specify “on release”
  3. Yep, this could tie into a recon task for helicopters too (KA-50, Gazelle)
  4. You are welcome. Damned good script, you guys have done an impressive job :)
  5. Hey guys. We implemented the script and sound files as recommended in the youtube video, but when the first client joins we get the following error on the server; Any pointers? The Carrier is called Stennis_AI "exactly" as specified and when the mission starts up after closing the error on the server, we get a message stating that the script has loaded. The error seems to indicate an issue with the Advanced Waypoint actions of the Stennis itself. These are set as shown here; Edit: Found the issue. Both of the name fields must be blank in order for the script to pick up the values in the Advanced Waypoint actions.
  6. I'd like to request an addition of another Advanced Waypoint Action to allow for the aircraft to have their Nav lights turned on or extinguished via a "Set Option" type command
  7. I'd like to see a method implemented that can track flags, both in the ME and as a debugging output in the mission without having to manually create them with messages. For example, when building a complex mission that heavily relies on triggers and flags, unless you're writing a log to track which flag does what separately, it's very hard to remember which flags have been used without reading through all of the triggers and their actions. To the second point, it would be incredibly useful when the mission is then being tested and de-bugged to have an output on the screen showing the status of various flags, ie Flag 1 = True, Flag 2 = False, Flag 3 = 17, etc.
  8. That can be done already in a round about kind of way... You need to create an individual trigger for each potential aircraft group that could trigger it and have one single client in each group, then add an action “sound to group” for that client group. Clone for each group and you’re good to go.
  9. This morning when starting DCS I was prompted to enter a valid license key for the Su-33. I did not participate in the promotion in any way as I already own the F/A-18, Flaming Cliffs 3 and the Persian Gulf map. Since the free weekend, however every time I start DCS, I get this pop-up.
  10. Please find the track files and mission attached. In this recording since removing the waypoint at the end of the runway, the AI aircraft no longer returns to the ramp starting point, never the less it's behavior is quite erratic as you can see. Start point is on the Ramp, cold Waypoint 1 is set roughly 90 degrees to the left with a speed of 150kts and altitude of 652 ft above ground level set. The aircraft is at max weight, but this is to allow for a long ferry mission scenario. KA-50 Campaign Start.miz server-20180915-085402.trk
  11. I'd like to suggest a new client type be available for mission building to help make missions more immersive. The request is to make a slot type available that allows a mission builder to create a mission consisting entirely of AI aircraft and flight plans, but have the option of a human joining via multiplayer and assuming one of the nominated AI roles. For example, a mission designer could develop a mission for a division of 4 F/A-18C's to perform a simple mission to take off from the carrier, fly to a waypoint and perform a strike, then return to the boat. When hosting the mission, if only two humans are present, the remaining two slots would be filled with AI pilots. Should the mission start with four humans, no AI is present, etc. I understand that this could introduce some challenges with clients trying to join slots already filled with AI, but maybe it could be coupled with a trigger or timer to state that if the slot is airborne, it can no longer be taken, or if the host toggles a 'commit' trigger via radio menu's, the available slots are closed and filled by AI. I've been achieving this to date by building missions with human pilots leading a flight of AI, and killing off the AI pilots via radio commands depending on how many clients join, but it's clumsy.
  12. When trying to build a mission for a human to be a wingman off of an AI lead Aircraft, it's crazy trying to stay in formation as the lead aircraft executes maximum performance climbs and turns when turning to line up on a new waypoint. This evening I spent an hour trying to get a KA-50 to take off and fly to a waypoint that was 90 degrees to the left of the runway heading. The AI KA-50 with Excellent skill set, taxied out to the runway, took off nice and smoothly, raised it's gear... Then turned RIGHT at almost 90 degrees of bank and full pedal to overfly where it had spawned on the ramp. Once over that, it then turned LEFT with full pedal and a sharp bank angle and then 'fishtailed' trying to get on the 'course line' between the spawn point and waypoint 1. I tried adding a waypoint at the end of the runway, but it bobbed up and down as it approached it, slowed to an almost hover, then pedal turned toward the new waypoint and stood on its nose to gain speed flying through trees near the side of the runway on its way to waypoint 1. Could you please add an option, maybe an advanced waypoint option to have the AI just fly with conservative control inputs and or to ignore coarse lines?
  13. Very clever piece of software sir. I will look forward to playing around with it!
  14. Also really keen to be able to request an amount for the tanker to issue. i.e. deliver 2000lbs and shut off the fuel flow switching the tanker fuel flow light to red. It would be even better to be able to program this in the mission editor. There’s been a few times now in missions where the tanker has been drained in refuelling practice sessions.
  15. AI seems to suffer from this with many, many AI aircraft, it's not unique to the L-39. Sometimes they work, sometimes not. Setting up an AI S-3B Tanker is a prime example. Occasionally they will fly their orbit pattern at the desired speed, other times they'll only fly at 250Kts...
  16. The file has been approved by ED and is available in the Userfile section here: https://www.digitalcombatsimulator.com/en/files/3301580/ Thanks again to BlackLibrary & cdpkobra for letting me include their Tow trucks.
  17. BlackLibrary & cdpkobra have graciously given me permission to combine the MD-3 Tow Tractors into my US Navy Deck Crew mod. This has been uploaded to the userfiles section and as soon as it is approved by ED, I'll post a link here and update my own thread. Thanks for your mods and the permissions guys!
  18. The only way to get the animated covers, etc is with a static object, IF the model has them. The limitation with them is that you can't set tail numbers for static's and you can't arm them either. Placed aircraft can be armed and have the tail numbers set, but you can't add the covers, etc... :(
  19. Thanks for your efforts Mustang, however the DL link for 1.12 in the first post is broken... Edit: Fixed now, thanks!
  20. I've done them for our Squadron and with the help of Stonehouse's editing of my original Deck Crew mod, there is no longer any conflict with any other mods. I'm currently waiting on the Author of this mods permission to upload them.
  21. Excellent, all placable as static objects on the deck I presume?
  22. Looking forward to the Cessna :)
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