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Everything posted by St3v3f
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To get them to reappear after 30 minutes, make the action this: mist.scheduleFunction(sct.respawnGroup, {'whateverIsGroupName', true}, timer.getTime() + 1800) 1800 being the amount of seconds after which the action shall occur I don't see any reason to worry about CPU time for scripts. I have built missions with extensive use of scripts and not had issues with it.
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Deactivate DCS on old machine If you have the old installation files available, you can use them to reinstall and then autoupdate to the current version. Otherwise just download them. Copy the DCS Folder from your old computer C:\Users\<youroldwindowsusername>\Saved Games to C:\Users\<yournewwindowsusername>\Saved Games on the new computer Start Multiplayer and enter your keys, activate
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Yes you can with the Scripting Engine. I don't have time right now, but I'll put something up tomorrow, unless someone beats me to it
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It's obviously not a good idea to do it like that, but the statement is still the answer to "does it disengage automatically"
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It comes off automatically when weight on wheels comes off
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How to change music in multiplayer window?
St3v3f replied to hreich's topic in DCS World 1.x (read only)
It's in DCS World\Sounds\EditorMusic -
If in the real world you bring a plane home in a condition like that, the runway will be closed as well until the aircraft has been secured and towed away. So call it realism. Calling people retarded however is truly unacceptable.
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Help! i bougth the helicopter ka 5 or 4 years ago!
St3v3f replied to Alexsys's topic in DCS: Ka-50 Black Shark
The keys should be universal, you can use a key from steam, retail or e-shop to activate a module. But you can't activate DCS World Black Shark with DCS Black Shark 1 -
Help! i bougth the helicopter ka 5 or 4 years ago!
St3v3f replied to Alexsys's topic in DCS: Ka-50 Black Shark
You probably have the old version, Black Shark 1 To use it in DCS World, you need to have Black Shark 2. Either buy the "DCS: Black Shark 2 Upgrade 1.2.4 (download version)" or "DCS: Black Shark 2 1.2.4 (download version)" from http://www.digitalcombatsimulator.com/shop.php?end_pos=1322&scr=shop&lang=en if you go with the upgrade, you'll probably have to have Black Shark 1 installed every time you install the DCS World Black Shark module -
Speed, weight and AoA are directly tied together, so the donut reflects the 'correct' speed of the aircraft, depending on its weight.
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You 'can' land in many ways, and the A-10 can indeed endure quite a lot of bad treatment. However, if you want to make it a good landing, you want to get configured at around the outer marker. That means flaps down, gear down, speedbrakes ~ 40% Aim the TVV for the treshold at -3° Your speed depends on your weight, so that you see the donut Keep that until you flare, retard the throttle and touch down. Open speedbrakes fully and brake carefully
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With easy comms you just press the radio option and the game will use and tune to the correct radio and frequency. Without, you need to first set the frequency on the radio you want to use on the left panel (make sure it's set to manual, not preset and that it is on) and then use the correct radio. For the VHF AM box, you need to press LAlt + Numpad+, I don't know the other keys, so look them up in the options. The frequencies you need should be mentioned in the mission's briefing
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Try this: http://forums.eagle.ru/showthread.php?t=110837
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This script disables slots in a mission that have been shot down or otherwise lost. It is 'relatively' easy to add to existing missions, as you can see in the attached version of Dragon's Hamburger Hill. If you use it, please at this to the briefing, change the red parts to fit into your mission: How to add it to a mission First of all, you need to have Slmod installed on the hosting machine In the mission editor: Create trigger zones around all FARPs and airbases that you want to allow rescued pilots to be dropped off at and where aircraft can be safely quit. In the script file: You can change the following values: CSARMAXACTIVE = 2 Limits the number of CSAR helicopters active simultaneously CSARRESCUEDISTANCE = 100 Distance in meters around the pilot that a rescue helicopter has to be in for pickup CSARINSIGHTDISTANCE = 3000 Distance in meters that triggers the 'in sight' message CSARMAXAGL = 10 Max AGL for rescue helicopter for pickup CSARMAXSPEED = 1 Max Speed in m/s for pickup CSARFLAREINTVL = 12 Seconds between flares for downed pilots SMOKEINTVL = 270 Seconds between smoke markers for downed pilots NOEJECTPUNISHTIME = 300 Seconds that a slot stays deactivated after being rescued without ejecting CSARATTACKINGPUNISHTIME = 1800 Time a CSAR slot is deducted after a CSAR attacks an enemy target ATTACKCSARPUNISHTIME = 1800 Seconds that a slot stays deactivated after being rescued after attacking an enemy CSAR ATTACKFRIENDLYPUNISHTIME = 900 Seconds that a slot stays deactivated after being rescued after attacking friendly targets UNITSSTARTINGFLAG = 11000 Flags that the script requires will be taken from this flag on. It requires 5 flags per unit that is monitored FLAGALWAYSFALSE = 10999 Flag that is always false MESSAGESOUNDFILE = 'static.ogg' Soundfile that is played when a message comes up Then you need to fill out the table of units that are monitored. 'units' are combat aircraft that are disabled when destroyed -> name = the EXACT name of the group in the mission -> nameLong = how the unit 'refers to itself' -> nameShort = How it will come up in the tasklist -> category = a number, indicates to which airfield the unit belongs. 'csar' are rescue helicopters and can pick up pilots -> name = the EXACT name of the group in the mission -> nameShort = How it will be refered to in tasklist and messages -> rescueLimit = How many pilots can be carried simultaniously 'AIRFIELDS' are the bases of each coalition, and also bases of the enemy coalition that can be captured during the mission -> zone = EXACT name of the triggerzone created for this base -> category = same as for units. if you enter 0 here, every unit can be dropped off here -> capturable = true or false, depending on whether or not the base is an enemy one that can be captured -> flag = if this cannot be captured, enter FLAGALWAYSFALSE here. If it can, enter a flag number that is TRUE when the base is captured by this team and FALSE if it is still enemy Look into the example mission for how to build such a flag if unsure Final Step: Build a trigger: ONCE -> Time More 1 -> Do Script and paste the whole content of the file including the changes you made into the textbox ---------------------------------------------------- Important The release of 1.2.5 broke some functionality of Slmod, in particular the detection of hitting targets. Therefore, the detection of 'players attacking csar helicopters' and 'csar helicopters attacking enemies' does not work until such a time that an update for Slmod is provided. The basic functionality of the script remains untouched Use without warranty A thousand thanks to Grimes and Speed for their work in creating Mist and Slmod :thumbup: DRAGONs_HamburgerHill_V81_csar_v10.zip
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Sorry guys, you're wrong. If you fire a Vikhr without previously using the rangefinder, you'll get a countdown of 8-9 seconds. And you will notice that the missile is guided for 8-9 seconds and loses track when the countdown disappears. There is no 6 second cooldown in that contdown. Same happens if you range a closer target, fire and then aim for a spot further away. It's a different story whether there is actual heating and temperature modeled or the game just says after 15 minutes 'that's it, laser is dead now' Sure the Shkval produces heat when firing the laser, but it's obviously not modeled if you can fire 15 minutes continously before it fails.
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Never said the laser couldn't be burnt out, but I have not yet seen any indication that it has something to do with cooling. BTW, the countdown in the HUD doesn't have anything to do with cooling either, it only tells you for how long the laser will keep firing. And since 1.2.3 or 1.2.4, you can't even repair the Shark anymore if it's only the laser damaged. You need to cut some blades or slam your wheels on the ground before you get repairs :doh:
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Limitations are according to the manual: 5 series of 16 cycles with 10 seconds firing time, 5 seconds between cycles, 30 minutes between series 5*16*10s ~ 13.3m 10-15 minutes of continous use ist what you can do with the laser in the sim before it burns out So how exactly do you suppose is it modeled, that you need to cool the laser?
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Been on the other end at least 3 times. Lock was definitely on a bandit but the missile killed a friendly
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Your Slmod is not correctly installed and the Scripting Engine can't find it First, doublecheck you've correctly followed the installation However, I've seen something similar happen before, caused by DCS not having enough permissions. Try this: In Windows Explorer, go to C:\Program Files\Eagle Dynamics right click DCS World and go to properties, security, modify, add, <your windows username>, allow all, ok, ok, ok
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TGP laser burns out as well after some time And from my experience, damage from not letting the Shkval cool down is not modeled.
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You have 4 colored flares available, 1 of each color (green, red, white, yellow) The panel is on the right panel, all the way back. They are automatically refilled when rearming