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Everything posted by St3v3f
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74th vfs 'The Flying Tigers' - Now with CSAR
St3v3f replied to St3v3f's topic in User Created Missions General
I wish I could. It's all prepared to do just that. The function for that is implemented in the mission and it is being called at the appropriate times. But unfortunately creating radio transmissions from the lua environment is not working at this time and I am not getting any reply to my ticket from ED. Should that be fixed at some point, it will be in the mission immediately. -
74th vfs 'The Flying Tigers' - Now with CSAR
St3v3f replied to St3v3f's topic in User Created Missions General
To give people the option to do rescuing that don't own the Huey and because navigation is not so easy with the Huey. And because the whole thing started before the Huey was out ;) -
74th vfs 'The Flying Tigers' - Now with CSAR
St3v3f replied to St3v3f's topic in User Created Missions General
Teamspeak details are now contained in the first post and should also be accessible in the briefing in the server list soon -
Or Right click DCS World folder, properties, security, modify, add, <yourwindowsusername>, ok, allow change, ok, ok And you can work directly in the folder
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74th vfs 'The Flying Tigers' - Now with CSAR
St3v3f replied to St3v3f's topic in User Created Missions General
Ah yes, you're right. I'll see if I can come up with a solution -
74th vfs 'The Flying Tigers' - Now with CSAR
St3v3f replied to St3v3f's topic in User Created Missions General
Exactly. You'd need someone else to escort you. Otherwise, you could just fly combat and pick up the occasional shot down pilot -
The 74th vfs 'The Flying Tigers' has implemented a CSAR role, futher information here: http://forums.eagle.ru/showthread.php?t=109054
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The 74th vfs 'The Flying Tigers' has developed and implemented a CSAR role. This is active in our 'Operation Crossbow' mission and will be featured in other missions as well. What this means: If your aircraft is shot down or disappears for any reasons including 'Back to Spectators' or 'Connection Interrupted' for whatever reason, this particular slot will be deactivated. To reactivate, it is required to have a rescue helicopter pick up the downed pilot and return him to either his home base or to a central location. You can get a list of all deactivated slots and their location by entering '-stl' into the chat. Observe the following rules: 1. You can safely quit a slot if you are on the ground at one of your coalition's homebases. It will not be deactivated. 2. After the rescue has been completed, the slot will remain deactivated for a set period of time unless you either ejected before destruction or landed the aircraft anywhere. In that case, it will be reactivated immediately after rescue. 3. Attacking friendly ground targets or supporting aircraft (AWACS, Tanker...) will result in disciplinary actions and an additional punishment time after rescue. This includes collisions as well! 4. Players are not allowed to attack enemy CSAR helicopters. Doing so will result in disciplinary action! They will be attacked by AI though. 5. Rescue helicopters are not allowed to attack enemy targets. Doing, so will result in disciplinary actions. 6. A Ka-50 can transport one pilot at a time, Hueys can transport two. 7. To pick up a pilot, you do not need to land. The requirements are as follows: - Distance < 100m - Altitude < 10m - Speed < 1m/s Only on our server 'PUMA' Password available on Teamspeak: voice.gamingdeluxe.co.uk:10091 Password: stripeycat http://www.74thvirtual.co.uk
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Direwolf: Try using the offline activation method. In the activation window should be a link for that. A wingmate had the same problem, but the offline activation method worked
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Try this for multiplayer Problem with radioTransmissions in Multiplayer is that clients won't hear a transmission that started after they joined. So I changed your mission to make the transmissions start new every 6 seconds Transmissions as triggers work just fine, the problem I mentioned affects the trigger.action.radioTransmission function in the lua environment NDB test.miz
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trigger.action.radioTransmission does not work at this time. At least I didn't get it to work. http://forums.eagle.ru/showthread.php?t=105808 http://forums.eagle.ru/showthread.php?t=107139 My ticket with ED is open since May 8th IIRC, and hasn't been responded to yet. So if you get it to work, I'll get you a beer ;)
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You could remove the manual files from mods\aircrafts\<module>\doc and the stock missions for each module DCS World\distr looks like you won't need it
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The locale or wether it is downloaded or boxed shouldn't make a difference (Could use my german boxed A-10C key with english download). No guarantee though ;)
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Yes, I thought at first it was something DCS-internal as well. I was about to create a thread in the bug section, but then I wanted to find out which version exactly brought the change. So I used the updater to go through 5 1.2.4 builds and when I reached the current build, the message still came up as it did before. Then I installed Slmod and the new message came up.
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'Bump' Any thoughts about this from the dev-side?
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Lua-Error Handling Hi Speed, Apparently version 7.0 makes changes to the way script errors are handled. Typically, if the sim encounters an error it show a messagebox with something like this: 00762.067 UNKNOWN MissionScripting::initialize: mist.scheduleFunction, error in scheduled function: [string "C:\Users\St3v3f\AppData\Local\Temp\DCS\/~mi..."]:96: attempt to index field 'DBS' (a nil value) and the same message appears in dcs.log Now, with Slmod 7.0, only this appears: 00051.637 ERROR DCS: Mission script error: : error in error handling I find the original messages very helpful for debugging, is there any chance to get them back?
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Done some tests now First, the temperature indicated seems to be measured in Kelvin. The idle temperature is dependent on the outside temperature and roughly corresponds to temperature + 273. The laser goes into a cooldown mode when reaching about 342K Keep in mind that this is a hidden feature and as such, it is most likely not fully implemented. The laser for example seems to cool down to idle temperature awfully quick. 1. Distance targeted: 11.7km Laser firing time: 31 seconds Missiles fired before laser death: 29 Total laser firing time: ~15 minutes 2. No Ranging Laser firing time: 9 seconds Missiles fired before laser death: 66 Total laser firing time: ~10 minutes 3. Only laser-ranging Laser firing time before laser death: ~15.5 minutes While the laser was operating a lot close or even beyond the 342K mark in test 1, it worked for a longer time than in test 2 It's interesting that the firing time is roughly the same for firing long range and ranging, but when firing with just 9 second burn time, it's significantly less
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I don't quite understand what you mean. There is a difference between lasing without track (3 seconds) and with track (8 or 9 seconds) A difference between moving / not moving targets does not exist to my knowledge. The button i meant is this one: alternatively, you can also toggle the laser on/off. The difference is that with the laser reset, the range will remain displayed in the Shkval (even though it is not accurate). Firing a Vikhr in this state, will cause the laser to be fired quite long, depending on the distance and I reset it after the missile has hit. Disabling and re-enabling the laser causes the distance to be erased. Firing a missile in this state will cause the laser to be fired for only 8 seconds which is sufficient for shots closer than about 5.8km. If the distance is longer, the laser will cease firing and the missile loses track, but it's useful for close range shots, because the laser ceases quickly anyways. I've bound both to the stick so I can use whichever suits the situation better.
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I've been using this mod for quite some time now, and it makes it clear that the countdown you see after firing the laser is NOT a cooldown timer! It tells you for how long the laser is firing. Therefore, you should always use the Laser Reset Button to stop the laser from firing after your missile has hit the target. This helps to reduce laser wear.
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But needs to be enabled by the server :(
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You used wrong brackets for the function arguments. { } limit tables, [ ] limit table indices ( ) limit function arguments Try this: local pos = trigger.misc.getZone('Zone1') local newpoint = mist.getRandPointInCircle(pos.point, pos.radius) --getRandPointInCircle returns a Vec2, so you'll have to make it Vec3 local altitude = land.getHeight(newpoint) local vec3 = mist.utils.makeVec3(newpoint, altitude) trigger.action.explosion(vec3, 2000)