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Everything posted by St3v3f
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You would expect a program not to load the the entire image as an uncompressed bitmap into memory anyways but only the portion of it that is currently looked at. So it's less of a memory issue than a bad-program issue
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Made a little update to make it compatible with IL-78M tankers
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How do i set up an Intermittent FM Homing Signal for Huey ?
St3v3f replied to Strut's topic in Mission Editor
Set Triggers as follows: Mission Start -> Set Flag 1 Switched Condition -> Time Since Flag XXX -> Set Flag 1 and Radio Transmission XXX being the intervall between transmissions in seconds- 1 reply
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I looking for the radio of the CG-60 Normandy...
St3v3f replied to Skulleader's topic in Mission Editor
Has ATC been installed on all ships? I thought only on carriers -
Just ran my test mission with DCS 1.2.7 and Mist 3.3, everything seems fine except for the broken SLmod functionality
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That reminds me... Can't wait for Vegas :D
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Which is easier to learn A10C or Blackshark?
St3v3f replied to Dudester22's topic in DCS World 1.x (read only)
I agree with what many guys said already here. The A-10 is easy to fly but more complex in regards to systems. Anyone who has played any sort of flight simulator of the last 10 years will have no problems to press the autostart button, take off, fly and land. Therefore learning the A-10 is more of a technical nature. You don't really need to learn flying it but how to operate it. The Ka-50 (as well as the other helicopter modules) on the other hand... It's pretty much like having to learn how to walk. The flight model is nothing like what you might be used to from MS Flight Sim, Battlefield or ArmA etc. and it will be quite awkward at first. However the weapons are few (especially the ones that make sense. I mean, bombs on a helicopter? Come on... ;)) and the systems are a bit awkward to use as well yet quite simplistic for the most part. But once you've mastered it, it is a mean killing machine and my personal favorite in DCS. -
Mission Editor Scripts library
St3v3f replied to RagnarDa's topic in Scripting Tips, Tricks & Issues
Oh cool, I'm on that list twice :D Great compilation -
Well if you place the trigger zone over the airfield that the tanker takes off from and you don't make it large enough, it tends to depart the airfield and leave the zone. Then the flight plan kicks in, the tanker turns around and crosses over the airfield again to follow the route to the first waypoint. Doing that, it enters the zone again, making the script think it is RTBing, causing it to spawn a new tanker, set 'no task' for the old which makes that one land then.
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Got around to it earlier than I thought. local returnZone = 'Tanker_RTB' --Respawn if in this triggerzone. Set to '' if you don't want this --Make sure that the tanker does not exit and reenter this zone, especially during departure Are you absolutely positive about the second line? I could reproduce the effect you describe when it does that. Reason is that the script sets the task of the old tanker to 'No Task' in order to remove it from the radio list and that seems to have the side effect of making it RTB, even though it happens in the middle of the flight plan. Aside from that, I could not discover any issues with 1.2.7 and both Mist 3.1 and 3.2 On the note of the 'Once' trigger, you'll obviously need to use 'Switched Condition', otherwise it'll only run once and therefore spawn just one tanker and no more. I made a quick try with Once and it did something weird. A respawn occured immediately after mission start. For that, I don't have an explanation but didn't pursue the matter because it forfeits the sense of using this script anyways. I would regard the performance impact as negligible. I've been running scripts that are way more complex at intervals of 10ms and less without issues, running the lua predicate part once a second won't hurt the performance.
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I will look into the issue when I get a chance, maybe tonight or during the weekend
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Just thought the clock reference is relative and not absolute like the bearing, so you need to account for the unit's heading. This should work: local clock = (bearing + 360 - heading) / 30 clock = math.floor(clock + 0.5) if clock > 12 then clock = clock - 12 end
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Just take the bearing, divide it by 30, round to the closest natural number and add 12 if the result is 0 sort of like this: local clock = bearing / 30 clock = math.floor(clock + 0.5) if clock == 0 then clock = 12 end
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Virtual-Aerobatics.Com 1 Year Anniversary Air Show - Feb 16th 2014!
St3v3f replied to VH-Rock's topic in Community News
It's a great server you're providing for the community there. I hope it'll stay around for some time :) -
I haven't tried it in 1.2.7 yet but don't see a reason why it shouldn't work. The note regarding Slmod and the 1.2.5 update is still actual though since there hasn't been an update to Slmod.
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Try this: http://forums.eagle.ru/showthread.php?t=110837
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With UHF yes, with VHF AM no, with VHF FM not in DCS That's a list that I've compiled a couple of months ago
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Try with different targets, I believe AWACS have strong ECM
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Zipping the installer files doesn't make sense and results in a larger filesize than before because the installer itself uses a compression. So adding another compression layer can't reduce filesize but causes additional overhead. If you want the files on a single DVD, get a double-layer DVD which holds over 8 gig. Personally, I store my installer files on an external HDD
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JSGME looks for a mod folder within the folder its .exe is located in. If you have ..\DCS 1.6\JSGME.exe, ..\DCS 1.6\JSGMEMods\ and ..\DCS 1.7\JSGME Mods\, it will not know anything about the folder in 1.7 as it doesn't look there. So you need to copy the .exe to ..\DCS 1.7\ and run it from there. But do not copy the .ini, otherwise JSGME will think the mods are already active. Or you can deactivate the mods and reactivate them.
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JSGME doesn't have anything to do with DCS. After all, the G stands for generic. All it does is copy files around. So whatever the problem is with a mod, it's not JSGME's fault. Now your problem is probably this: The mod folder for JSGME only contains the modified files, but to activate them, you need to start JSGME and activate the mods. So don't just copy the mod folder, but also the .exe and start it.
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Virtual Red Arrows Thrustmaster Prize Giveaway for Western Europe
St3v3f replied to Ells228's topic in Community News
Received them today, they sound great :thumbup: -
Virtual Red Arrows Thrustmaster Prize Giveaway for Western Europe
St3v3f replied to Ells228's topic in Community News
Thank you Thrustmaster :D