gunterlund21
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Posts posted by gunterlund21
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On 7/16/2021 at 11:54 PM, gianlu320 said:
For what regards the hand tracking of the hands yes I think it's also the chair that blocks the camera but in my opinion this is because the hands are rendered too high compared to where they should be so you need to lower your hand a lot to be able to reach the side consoles and this is why the hand tracking is lost because you continue lowering your hand and at a certain point like you said the chair or the hotas will mask the tracking.
And as you said a calibrating functionality would be great, this would solve all these problems or simply a reset vr hands view function similar to our current Vr view reset.
With the VR view reset we have in dcs now we can not only recenter the view but moving forward or backward and recentering we can have our cockpit closer to us or further away.
It would be great to have a feature that works in a similar way for the hands only.
Would be great to know other people thoughts , ideas on this..
Im in complete agreement with this. We need a way to calibrate the hands. It seems like every time I go into this something is different with the hands. Sometimes all the fingers move like real hands, usually they dont, once I had the laser pointer coming out of the middle of the back of the left hand. Also need a way to release the hand from the stick or throttle when they get locked on. Dont want to fly the jet with the AI hands.
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Doesnt seem to want to accepts a W116 or @115 coord in the F-16 steerpoint in the Nevada.
example
It wont take this
N 37°27'3.16" W 116°08'18.65"
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On 7/9/2021 at 8:31 PM, nighthawk2174 said:
Does the latest version have the new Marianas airbases listed in its database?
Dev version does
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22 hours ago, Vulcanxm655 said:
can you re show the server link as its currently invalid
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On 6/13/2021 at 11:07 PM, Kinkkujuustovoileipä said:
You can join the Discord here. Thanks for the positive feedback
discord address invalid
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1 hour ago, Admiral189 said:
Thanks Toan! That's amazing. That's a really good battle group! The USS America will be great asset once i'm finished!
Once i get the landing light animation completed. It shouldn't be long after that for release!
The harrier couldn't take off with the 300 gallon tanks.
Admiral the harrier couldnt do a rolling start?
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1 hour ago, Admiral189 said:
Hey Gunter!
Can you elaborate on the rolling start with weapons? Later today after work. I will test the aircraft with weapons loaded!
Also, do any of guys fly harriers or the F-35? Thanks!
Hi Admiral, if the jet has a weapons load the normally cannot take off vertically. They need to use the deck as a runway to launch. The AI would be able to do that. I do fly the harrier in game. if you need testing let me know.
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dont forget to check rolling start with weapons loads ... great work Admiral Now all you need is working elevators and you have the full monty
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Brilliant work admiral how is the aircraft ai looking for landing and takeoff
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Gromit I wanted to show you how Im using this awesome script. Ive created a library of routes in my battle area that I can call using Moose Functions. One would look something like this;
NWRoute = gws_Setup:new()
:setCountry(country.id.USA)
-- :addBaseZone("Battlefield Base")
:setSpeed(10)
:stopUsingRoads()
:addControlZone("Dywayminah")
:addControlZone("Bir Muwaylih")
:addControlZone("Nasriyeh")
:addControlZone("Shu ayb Dalaq")
:addControlZone("Al Dubriyah")
:addControlZone("Abu Susah")
:addControlZone("Harmalah")
:setAdvancementTimer(300)When I spawn in units with the right prefix using the moose warehouse system I can send them on the select route using NWRoute:scanUnits("Co3"). So depending on how the battle progresses I can change the flow on the fly. Awesome work on this. I Hope you continue to develop it.
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if you want to do multiple lines of speech is there a way to put a delay in between requests. right now they step one each other
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so far testing seems to be working. Does anyone have instructions on how to set up the Google component?
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Ciribob if I wanted to use one of the English-Indian female voices from the microsoft set what parameters would I use. Thanks for the input.
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Thanks Gromit looking forward to the deactivated unit bug fix.
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6 hours ago, gromit190 said:
Hey guys,
Sorry for being so afk. Been really busy lately with house remodeling and taking care of my kid.
I guess in theory it could be anything, but when testing this I used a couple of buildings.
Short answer: no. Long answer: it depends. Usually (unless you scripted otherwise), "scanUnits" is triggerred on mission start. So only the units that are present when that happens will be used. But for staging, you could send units to the staging area and they will be used if they match the type that is used for reinforcements.
Ah so spawn them into the BASEZone correct?
QuoteNo. Keep in mind that you need to use setSpeed before using addControlZone etc. Maybe you could post your script where the error occurs?
This worked. Is speed in KM or MPH?
QuoteThat should be an easy fix. I didn't consider that when I coded scanUnits. Will fix this.
You da man!!
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Hi Gromit... the function ScanUnits is picking up deactivated units as well. Any way to prevent that?
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Hey Gromit... looks like :setspeed() is being ignored. Have you noticed that?
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Gromit starting to work with this again. Question. Will the system pick up units after the mission has started. So for instance if I spawn in units during mission play into the base will they be included in the attack
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glad to see the leap motion getting love. I have it implemented and agree the precision is a little off. Also I cant figure out how to prevent it from taking over the controls. In the f16 my right hand wants to control the stick and I cant get it to release.
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Gromit great to see this is working again. Will have to give it another look. This is a great little program
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Admiral your images arent all coming through.
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Im using components of this mod for my Syria mission including the toyotas, hescos, tents, barriers and the car bomb. Completely changes the dynamic of that map... Brilliant work.
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I'd like to set it so only tactical commander or a specific group can place markers
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Is it possible to prevent certain clients from using a map marker,
Suggestion: Add ATGM Infantry / TOW Systems
in DCS: Combined Arms
Posted · Edited by gunterlund21
Merkva has created a mod including infantry based ATGM it at-14 and tow I believe
https://forums.eagle.ru/topic/139471-at-soldier-mod/