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remus77

ED Beta Testers
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About remus77

  • Birthday 12/07/1977

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  1. I did yes. Currenthill got me sorted out. It seemed I needed an aiming table that wasnt obvious from the examples I was looking at.
  2. Okay. I realized my screwup. My argument keyframes for traverse left and right were switched. I got the traverse sorted. Now my only issue is the vertical. I am using the generic howitzer site, you know, w/ the range #'s on the right and although my elevation kind of works, the #'s dont elevate to the different meter ranges on the right.. The barrel also goes up past the limits I set here: GT.WS[ws].angles = { {math.rad(20), math.rad(-20), math.rad(-2.5), math.rad(65)}, }; Any ideas?
  3. I'm using 3ds Max but I think I can glean some info that translates. I'm going to do what you said and start spinning my points and seeing what happens. My points align with other ground vehicles ive looked at on the modelviewer which is why I didnt think to swivel them, but nothing's worked as of yet. I have a reference_angle_Z on my lua as well. Here's what I have so far. local ws = GT_t.inc_ws(); GT.WS[ws] = {}; GT.WS[ws].center = 'CENTER_TOWER'; GT.WS[ws].angles = { {math.rad(180), math.rad(-180), math.rad(-2.5), math.rad(65)}, }; GT.WS[ws].drawArgument1 = 0; GT.WS[ws].drawArgument2 = 1; GT.WS[ws].mount_before_move = true; GT.WS[ws].omegaY = math.rad(18); GT.WS[ws].omegaZ = math.rad(14); GT.WS[ws].reference_angle_Y = math.rad(0); GT.WS[ws].reference_angle_Z = math.rad(0.8); GT.WS[ws].pidY = {p=30, i=0.0, d=8, inn=2}; GT.WS[ws].pidZ = {p=30, i=0.0, d=8, inn=2}; GT.WS[ws].isoviewOffset = {0.0, -3.5, 0.0}; GT.WS[ws].stabilizer = false; GT.WS[ws].laser = true; GT.WS[ws].pointer = 'POINT_SIGHT_01'; GT.WS[ws].cockpit = {'genericHowitzer', {0.1, 0.0, 0.0 }}
  4. What is the reference_angle_Y actually saying? By the way, I've posted on multiple things and you are the only one that's helped. Can't tell you how much I appreciate that.
  5. So, you didn't do anything? I'm having the same issues and fixing itself isn't exactly happening, lol. My turret is facing the wrong way in isometric view but in first person is facing the right way which is seemingly causing it to move on its own, spin around, not elevate right etc.
  6. Does anyone know how to shoot Shrike's in the F-4 and have them track?
  7. First of all, I want to say... This is by far the best script in DCS for what we do at USLANTCOM. Thank you for your time on it. It's truly a revolution. I have discovered a ctd situation and I wonder if it's repeatable by anyone. If I put "-flag-1" into the field and send it w/ the 'x', I get a crash. It's quite repeatable. Can someone else try this? I realize that it's not really listed as a valid command, but it's so close to an actual one you might use, I thought it might be helpful to bring it up.
  8. Toot away! That's really awesome and hadn't heard about this. Couple questions. Is the missile removal reliable? I mentioned that w/ the Fox script, sometimes missiles would get through and kill you anyway. I am not 100% opposed to setting our jets immortal to be safe, but then midairs, crashes, mistakes etc, then become an honor system thing and that's not exactly ideal. With the Sam refreshing, can you alter the time for reloading from 30 mins? Also, if that SAM is destroyed in say a DEAD exercise, will it come back or will the destruction be meaningful and permanent?
  9. Hello all. I have a scenario I'd like to run past you guys to see if you have some suggestions on how to tackle it. USLANTCOM is about to run its yearly Red/Green Flag type event in the NTTR. Last year we tried to use the FOX missile trainer script to simulate the missile hits without killing the pilot. This, if you're familiar, is a little clumsy as some missiles would still get through if there was latency and kill the pilot. Also, the other issue is that if it did work, a pilot would drain a SAM site of all its missiles as it egressed away from the launchers even though he was "dead", causing for some unrealistic situations and messing up the mission for the rest of the package. I'm looking for a solution that would allow us to track missile hits while not destroying us (as in real-life), but that would also not drain the SAM battery or AI aircraft of missiles. Would this simply be a set to invisible script once hit and an immortal status? I feel like there should be a better way to do this and we had a hearty debate about solutions. We have like 40+ people participating in these, and so a solution that wouldn't require tedious scripting for each and every jet would be nice, but I'm willing to put the work in if that's the only way. I'd love to hear some suggestions from the community for this, so thanks ahead of time.
  10. Yes, but I'd trade this for a selection marquee or an undo, 8 days a week.
  11. I thought Maverick retired! Nice to see he's still doin stuff.
  12. Ditto Same here. Devastating to my mission I'm making for a wing event. Think I could revert to the last patch, keep on designing, and when it's finished, update and play in the current ver?
  13. This version does not pass IC for me. Anyone else seeing that?
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