

kontiuka
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Everything posted by kontiuka
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You might want to wait till BS3 unless you're really itching to get it. Great module but the cockpit is really dated and the lighting's kinda messed up. P.S. I use a twist grip fine with it.
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I'd rather chase those Ju-88's.:smilewink:
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cliffs of dover look pretty awesome.
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I actually think the Su-22 is pretty damn slick looking.
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But what about all those people who want to land on air strips?:lol:
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Would you pay for a monthly DCS subscription?
kontiuka replied to GunSlingerAUS's topic in Chit-Chat
I definitely wouldn't. I play when I want to play and I don't want to feel pressured that I haven't gotten my monthly 'money's worth' out of the game. -
Ya, in that scenario, the C-101 only seems to engage when it has missiles. Then it will engage with both guns and missiles. Guess it's a bug. In your mission, you could put AIM-9Ps on it. They're rear aspect and not that effective anyways. Just a thought.
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Are you talking about multiplayer where you're trying to get an AI C-101 to engage another client? Also, what do you mean by "Two totally different mission files"?
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Thanks for the script. Some useful stuff in there.
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I simply don't have access to the site. Forum change logs are much more preferable.
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Just thought this was cool … https://www.cbc.ca/radio/quirks/jan-11-fires-in-australia-cuttlefish-watch-3d-movies-coal-pollution-harms-crops-and-more-1.5418816/pass-the-popcorn-scientists-are-playing-3d-movies-to-cuttlefish-1.5418836
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Just found this web site … https://military.wikia.org/wiki/Sea_Eagle_(missile) Don't know how accurate the info is but it says the radar range is 30 km. So, I'll use that as my max detection range in my script unless someone can give me a verified number. Anyway, going to finish the mark point logic first before I tackle 'opportunity mode'. Hope to have the initial functionality done sometime in the next few weeks.
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Oh, by message, I just meant a simple text message saying that the missile has located something on its radar. And to be realistic, it wouldn't be overly detailed. Something like 'large ship detected, 52 degrees, 30 nm' or 'small ship detected, 61 degrees, 18 nm'. Just to take the place of a radar blip that you would see in say the Viggen. But you have some interesting ideas there as well.
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Thanks, Vibora. Just want to give back a little for a module I've gotten many hours of enjoyment out of.:)
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Thought about this a bit and I might be able to do a poor-man's version of this. That is, before launching the missile, have it do a scan and target lock of whatever is in front of your plane via the F10 menu. That essentially would perform the same task as a point-and-shoot. EDIT: And maybe a message can show up telling the pilot what kind of ship is locked and the pilot has the option of rejecting it. I know we're really getting into fantasy land here but it would be fun to give it a try. If I did this, I would probably give the mission designer the option to restrict this or not depending on how realistic they wanted their mission to be.
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ED has been known to evolve on issues so maybe down the road when there are fewer technical limitations or more resources, it can become a reality.
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I'll take a look at that after I complete this part of it. But it might be beyond what you can do with scripting. Or, more specifically, more than "I" can do with scritping. :lol:
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Hi, guys. Started working on a script to allow you to target ships dynamically during the mission (instead of having to use the mission editor). I have the first part working where ship targets can be assigned dynamically. As well, I have it where you can launch on multiple ships simultaneously whether they're in the same group or different groups. With the mission editor, that isn't really possible because all missiles will go for the primary target until it is dead. And then they'll go for the secondary target. And so on. Now, I'm working on the actual target assignment logic. This is how I envision the steps: ---------- 1. Player opens the F10 map and places a mark point with text that matches the exact name of the ship group (mark point doesn't have to be physically near the ships). 2. Player exits the map and then opens their F10 menu. Main . . . F10 Other ... 3. Player opens the sub-menu "List Target Ship Groups". Main. Other F1 List Target Ship Groups ... 4. Player selects the group they want to fire the first Sea Eagle at. Main. Other. List Target Ship Groups F1 Cargo Group 5. Player selects the unit they want to fire the first Sea Eagle at. Main. Other. List Target Ship Groups. Cargo Group F1 Unit #1 (Dry Cargo Ship) F2 Unit #2 (Bulk Cargo Ship) F3 Unit #3 (Dry Cargo Ship) F4 Unit #4 (Tanker Elnya) 6. Sea Eagle gets assigned to the selected unit. 7. Repeat steps for second Sea Eagle (same unit can be targeted with the second missile if desired). ---------- The reason the mark points will contain the group name and not the unit name is because the F10 map doesn't show individual unit names so the player wouldn't know what to put in for the mark point text. And later on, I might add some logic so that the Sea Eagle might hit the wrong ship. In the example above, there are 2 dry cargo ships. So, even if you target the first one, the Sea Eagle might accidentally go for the second one.
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Do we know how many non-statics can be parked on the deck of the new Kuznetzov?
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ya, I'm curious what this means as well. Thanks for the great newsletter, ED.
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I might take a stab at writing my own script to do something like this. I have a general idea of how to do it but haven't worked out the specifics. Either by using mark points or by simply selecting ships from a menu list.
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Make sure you don't exceed 831 degrees for more than 5 minutes.
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Ukraine Boeing 737 with at least 160 aboard crashes
kontiuka replied to Weta43's topic in Military and Aviation
27 people from Edmonton, Alberta.