

Oznerol256
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Everything posted by Oznerol256
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Just to clarify: I know that he wants the AI to do that. I meant that i dont know under what circumstances the AI refuels and reams. This means i dont know how to get the AI to do that. However, as Grimes stated, rearming and refueling for AI seems to be impossible anyway.
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AFAIK, the BLU-97/B submunitions are armor-penetrating. Therefore, even armored vehicles should get heavily damaged by the CBU-87. Im not talking about MBTs here, but IFVs and APCs.
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You could deactivate chopper's group once landed and activate a new group. Not really the answer you were looking for, and if the player looks closely, he may be able to see the cheat. Im not sure what exactly makes the AI refuel and rearm.
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Does this mean some heavier vehicles can cross a river? What units can cross a river? BTW, the attached Screenshot shows a nice bug i found with the alignment of a 40-vehicles group trying to hold at an on-road waypoint near the coast. Ill see if i can reproduce that and post a track if someone is interested
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Really? I didnt notice that. In this case you can try AI deactivate and AI activate to make the airplane wait on the tarmac. MISSION START -> no condition -> Group AI off (your group) ONCE -> Time more (2400) -> Group AI on (your group)
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Look at the screenshot i have attached. Select a waypoint of your group. Then click on advanced (waypoint actions). Then click the lower add button. Select Perform Task as Type and Hold as action. Click stop condition and tick is user. Set the Flag you want to (make sure you dont use 0 as this isnt a valid Flag).
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There are two ways to do that: One way is to tick "late activation" and activate the group using a trigger like that: ONCE -> Time more (2400) -> Activate Group (your aircraft) Or you can add an advanced waypoint action to the takeoff waypoint of your aircraft: Perform Task -> Hold -> Stop Condition -> is User 1. To activate the group you would use a trigger like that: ONCE -> Time more (2400) -> Flag On (1) The first way makes the aircraft spawn after 40 minutes and takeoff immediately, the second way makes the aircraft wait for 40 minutes and take off after that. For Flags: Flags are basically integer variables. Every Flag can hold an number. If you just use the flag as off/on or true/false then the Flag will hold 0 for off/false and 1 for on/true. You can use Flags every way you want to. They are intended as help for the mission builder so you can create mission logic the way you want to.
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I wrote a script that allows to create dynamic situation reports in an easy way. To use the script you need to do the following: First, my script using a trigger like that:MISSION START -> no condition -> DO SCRIPT FILE sitrep.lua Second, initialize the situation report in a trigger using this action:DO SCRIPT sitrep = sitrep:init([i]your coalition[/i],[i]your sitrep[/i]); the coalition is either coalition.side.BLUE or coalition.side.RED and the text must be in quotes e.g. "SITREP: GO GET THEM". After this script has been executed, the sitrep will be transmitted to the coalition every 150 seconds and will be displayed for 30 seconds. Third, if the situation changes, call a trigger like that:DO SCRIPT sitrep:transmit([i]a message[/i],[i]a sitrep[/i][i]);[/i]Once this trigger gets executed, the message will be displayed immediately 60 seconds. Additionally, the old sitrep will be replaced by the new sitrep. This means after 150 seconds the new sitrep will be displayed for 30 seconds. The script also offers advanced features like sounds, different operating modes and user defined timings. The complete documentation of the script is here: I have attached a test mission that shows the functionality of the sitrep script. Feel free to use the script if you want to. Any comments would be appreciated. sitrep.lua test.miz sitrep readme.txt
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Yes. Download it here: http://www.digitalcombatsimulator.com/en/downloads/documentation/dcs_bs_manual_de/
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Can you fly The Black Shark without rudder pedals?
Oznerol256 replied to DEST12's topic in DCS: Ka-50 Black Shark
I need rudder to control the KA-50. However, i dont have rudder pedals. Im the T.Flight Hotas X which includes a twist handle joystick as well as a rudder lever on the throttle. Usually, im not using the twist function because the lever much more precise. -
As long as the power stays connected you can ignore it.
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I dont think they shouldnt use PhysX. AFAIK PhysX is an engine that allows you to do stuff like fluid dynamics accelerated by the GPU (if it supports it). However, a combat simulation doesnt need that. I personally think that the water dynamics of the current engine arent so bad after all. The flatness of the water should be gone with EDGE and some waves (depending on the wind) would be nice either, but i dont think the waves should be physically correct if it is going to cost tons of performance. The current water crash effects arent realistic, but arent too complex either. Instead, DCS needs advanced aerodynamics and ballistics as well as some weather simulation.
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I didnt mean that. Once the timer reaches zero, your aircraft is lifted off the ground and repaired. After a few seconds it will be dropped down to the ground again. This process even causes takeoff and landing messages to appear when repairing in multiplayer. I once tried using the ground power while repairing. It caused the crew to shout "hey what are you doing" as my plane got lifted off the ground for repair.
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AFAIK an SFM means that the developers specify some numbers like drag, lift, thrust and so on and thats it. With an AFM the developers are able to specify many aerodynamic surfaces that have their own properties and produce drag, lift, thrust and so on all on their own. Every aerodynamic surface can stall on its own and can induce vibrations on its own and so on. So if the developers just define a simple AFM using three surfaces (like wings, vertical and horizontal stabilizers) it will be less realistic as if they use much more surfaces (and also measure real thing to be able to define the surfaces' properties in a realistic way).
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Isnt the crew spamming you with "hey what are you doing" messages if you start to lift in the air while ground power connected?
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Actually, the FPS arent locked by your screen refresh rate. However, your monitor is all the time refreshing at the screen refresh rate. So if your gpu isnt synced with your monitor refresh rate something strange may happen: The graphics card has some piece of memory what holds the lastest rendered frame. The monitor fetches the data of this memory over the monitor cable and shows it. If your gpu isnt synced, the gpu may write a new frame into the memory while the monitor reads. If your monitor has fetched a part of the currently stored frame and a new frame get written into the memory, the rest of the frame that the monitor fetches will be the new frame. So your monitor will show fractions of two frames simultaneously. E.g. on the upper half the older frame and on the lower half a newer frame. If the frames differ somewhat you may see the break between the two frames. This is what people call screen tearing. To prevent that from happening you have to make sure the monitor has read the whole frame before writing a new frame into the memory. So you just stop rendering and wait for the monitor to read. After that you render the next frame and write it into the memory. If your gpu is too slow the monitor will fetch a frame multiple times and show the same frame all the time. Once your gpu finally gets a frame ready, you still have to make sure that you dont write into the memory while the screen is reading the frame. If you dont, you may see screen tearing even when your gpu is only rendering 41fps or 17fps or something like that. Thats why Vsync (the "wait for the monitor feature") only allows integer fractions of the screen refresh rate. You must give your monitor the time to read the frame once (60fps) or twice (30 fps) or three times (20 fps) and so on. Not one and a half times (40 fps). This will cause screen tearing. So if you turn on Vsync, your gpu waits for the monitor to read the frame from the memory before writing a new frame into it. This effectively causes the gpu to be synced with your monitor refresh rate. You have to wait for the monitor to read the frame at least once before writing a new frame into the memory. Apart from that, i dont see any reason why you would want to have a monitor that refreshes faster than 60 times a second (except you need one refresh for each eye e.g. when viewing stereoscopic 3D). Your eyes wont see any faster than 60 times a second. Do you know that most movies are recorded in frame rates like 30fps or 29.97fps ? Actually, projectors and TVs specifically build to view movies usually cant refresh faster than that framerate.
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This could be some sound driver related problem.
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Ohhh yeah!! Soo many things that needed to be fixed! Look at those AI stuff. I always hated my wingman not engaging a target because he didnt see the target but i did. One thing is missing: What about the Huey release :huh:
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Maybe one could use MIST to check wheather ATC is redirecting to alternate. AFAIK ATC is redirecting to alternate if the runway is damaged.
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What about the positions of the switches and throttles ingame? Are they shown as they should be or is something strange happening e.g. the throttles arent going from off to idle?
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I thought you had modded the weapon menu. Instead you edited an screenshot :(
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Really? Hm i think i have to try it too!
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THAT menu is really cool! +1 Updating the graphics may be nice too, but i fear it wont work in the refueling and rearming menu but only in mission editor.
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What? 2000lb class weapons arent used IR1L? LAU-88s arent used IRL? GBUs arent used on TERs IRL? How do they employ the A-10C IRL without all the effective loadouts?