-
Posts
499 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Events
Everything posted by St3v3f
-
As I said, I don't own the NTTR terrain, so I can't tell for certain. But I guess it will work. And it should work for any kind of aircraft. Two reasons: The getFuel function is supposed to return 1.0 (100%) for an aircraft with filled internal tanks. However you are using a S-3B Tanker and for that particular aircraft, a value of about 0.68 is returned. You had it set to 9% fuel in the mission, which means that the function returned about 0.06 which is below the 0.08 threshold. So it could never be detected as "good". The S-3B has a maximum health of 25, again this is below the 50 threshold. I've updated the script to use relative values for health. So if you use the new version and set the initial fuel to above 12% it should work.
-
I just installed 1.5 and had similar problems, this is how i got it to work: First go to http://updates.digitalcombatsimulator.com and download the new updater, place it in your install directory \bin Then create a copy of the Launch icon to DCS on the desktop. Right Click the new icon, select properties. In the target line, add " update" at the end. Select ok and run it, it should update DCS now. When it's done, go to properties again, replace update with " install A-10C" Run again and it should install the module
-
I can't tell for certain because I don't own the NTTR terrain, but afaik the engine and everything is the same so it should. Just give it a shot.
-
Version 2.0 released Hey guys, I'm sorry for not responding, but for the last year and a half I've had too much to do to even start DCS. But things are calming down now and so I've checked the script and fixed it. Actually I've had an improved (more tidy and simplified) version of the script developed back in the days already but not released here. However, that would not have been working either because ED broke the LUA PREDICATE condition in the triggers. That's pretty much the reason why it wasn't working anymore. So I've build a workaround for that. You can find the new version in the OP. Have fun :pilotfly::joystick:
-
The course selector has no effect on ILS but it does on the FD http://forums.eagle.ru/showthread.php?t=70045
-
About a year ago I've done some research on that matter myself and came to the conclusion that there is no way to access destroyed units. I doubt it changed by now.
-
The procedure to clear a hung store did work in previous versions. At least in the Warthog standalone version. But then it was removed for the aforementioned reasons. That's why it is in the manual
-
Should a GBU-12 be able to hit a moving tank?
St3v3f replied to Dudester22's topic in DCS: A-10C Warthog
If they keep missing, I'd try using a _longer_ lase time. The CCRP solution does not care about a target's movement. Essentially, you're dropping the bomb into the area where the target is at the time of the drop, not where it will be on impact. Therefore, the target might be out of the 'visible area' of the bomb's laser detector by the time the laser fires. Another factor you need to think about is the direction of the target. While falling down, the bomb's nose will be facing forward and so will the laser detecor. That means, if a target is heading towards you, it might pass below the bomb, never giving it the chance of picking up the laser. Also, LGBs are (purposely) dropped long (behind the target) to give it some extra energy for maneuvering, increasing the effect mentioned above with oncoming targets. This is something you can change in the profile under 'solution', which is very useful if you want to use LGBs like unguided bombs. -
Have a look at this:
-
Haven't we all found out about the A-10's 'Wing Flex' at one point or another...?:prop:
-
Sorry guys, it'll be a few more days
-
I'll check it out tomorrow
-
Try trigger.action.outText(trigger.misc.getUserFlag(flagnumber), 10) the delay is the amount of seconds for how long the message shall stay on screen
-
Yeah, my guess would be that there is something going on with the Mist Database updates causing that. Anyways, I think to make sure that the script runs well, you can set the tanker to 10% fuel, if it then respawns twice, the script should be running perfectly.
-
You're putting all the variables in tables. Like: Controller = { Group.getController(actgrp) -- Get acting group controller } should be: Controller = Group.getController(actgrp) -- Get acting group controller also, you can't use a variable called Controller anyways, because there is already the Controller class of the SSE and in the last line, remove 'function' function is a codeword used to declare (create) a function
-
I'm glad you like it :)
-
Object.destroy(Group.getByName('groupname')) or Group.getByName('group'):destroy()
-
put in Group.getByName... or Unit.getByName...
-
Try mist.vec.mag(group:getVelocity())
-
I ran into the problem of getting the ejection position for pilots as well when I build my CSAR script. That was back in the 1.2.4 days and I couldn't get it to work with the event handlers, so I'm not sure if something changed here. Anyways, I ended up recording the current location of all the units I was tracking in 1s intervals and used the SLMod ejection detection. So when someone ejected, I used his last recorded position.
-
Actually it should work without modifications for an AWACS as well. The only thing you'd need is the correct number for the callsign: Overlord 1 Magic 2 Wizard 3 Focus 4 Darkstar 5
-
Another update, removed the return zone entirely. Instead, it checks for the tanker's remaining fuel. If it is less than a defined value, it RTBs and a new one spawns in.