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yodosha

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Everything posted by yodosha

  1. Finally I have something worth this thread, our horses, Dural Racket (Green) and Liquid Method (Blue): moar, mooar, mmmoooar, mmoooaaaaar, MOAR, and another, yet another, still more, even more, another, finally.
  2. http://forums.eagle.ru/showpost.php?p=1618085&postcount=80 http://forums.eagle.ru/showpost.php?p=1622928&postcount=82 The UH-1 doesn't do that because its tail rotor is powered by the main rotor. Control returns when you raise the collective (for the shark) because you start to use the kinetic energy of the main rotor to power itself. (trade RPMs for lifts, lifts mean drags, drags mean yaws)
  3. This happened to me too, thought that I forgot to lower my gear, but it seems I landed too hard, anyways it produced some behavior after.
  4. Two options: -set roe to weapons hold, won't fire at anything. -make the units invisible, they won't fire at each other but will shoot at A/C. (and will be visible to players)
  5. GG, you said the word "academic" quite a few times, what does it mean? Are you working off academic material or involved in it? (research/studies/whatever) Because most universities/colleges have nice CFD software which could answer the "blow on it and find out what's going on" question. You know what the missile looks like (even got models), you could just slap it in there, do a few steady state simulations at varying velocity/alpha and fit a curve on it.
  6. After discovering how terrible we are at flying proper missions I was thinking how to make missions which doesn't destroy our belief that we are good at this sim. I created two missions that we enjoyed quite a bit and thought I'd share, because if anyone is having half as much fun during these missions as we had, then it was worth it :D Mission #1 Tbilisi Random Smoke: This one can be played both alone and with a few players (3 max maybe). The goal is to destroy targets as fast as you can, possibly faster than your fellow players. The targets are randomly chosen and marked with smoke in the capital of Georgia, Tbilisi. The players race to destroy the target while the clock is ticking, showing the required time to kill the target and averaging those times. After a kill a new target is marked and the participants can now go to that target and kill it as fast as they can. In total there are 100 targets mixed together (MBTs, APCs and IFVs) I found this to be a very good practice mission, because you have to be fast and precise to get good times and since the targets are randomly chosen you have some challenge compared to regular practice missions where you'd just put down a few targets. How it works: -You pop in your desired A/C (currently Su-25T, Ka-50 and the A-10C) take off like usual -In the F10 menu there are 3 options: -Start: begins the game by choosing a target and telling you what color the smoke is -Stop: this pauses the game. You can restart with the start option -Activate AAA: there are 10 inactive ZSUs in the city. If you feel that the difficulty is not high enough you can activate them. -Kill current (test): this was used for testing (no function) -A/Cs named with IRONMAN have only iron bombs loaded on them (again, for higher difficulty) (same for Ramp- those are rampstarted) I also made a few alternate versions: -Night: finding smoke markers in monochrome. -Bad weather -Time limited: after 4 minutes a new target will be assigned. -Infinite ammo: This is especially good for practice. The two "base" A-10s have different loadouts in this. (almost every available weapon: gbu12,38,cbu97,87,103,MavD,H,M151,Mk82) Notes: -If you happen to accidentally all the targets with the Ka-50 in 4 minute mode and activated AAA please send a replay. (In regular this mission is pretty neat with the Ka, it's just that you have to position yourself correctly [which sometimes means going around the whole city]) -240 sec is about 3 passes. -In non 4 minute modes the smoke only disappears if the target is killed or the game is stopped. -For us this mission could get quite tense as we were glued to the screen and try not to press accidentally china hat down short when you meant to press fw short :D -If you didn't yet, now you will learn to handle efficiently those pesky SOIs, SPIs and mark points. Mission #2 Tbilisi chase: I like this city because it's big. This one uses the after eject easter egg, that is one player drives a little UAZ while the other tries to hunt him down from above. How it works: -One player gets into a "Bunni" plane then ejects and mounts a vehicle (I think it's "fire cannon" to get in) then drives to one of the green smokes on the city perimeter (y,x is gear shift up,down,left,right is steering) -Until the UAZ gets to the city the other player waits patiently at the end of the runway ready to take off. The planes are all armed with iron bombs only and nothing else. (no cannons, that would be too easy) -When the UAZ gets to the green smoke both players can brace for start: the UAZ driver goes into the city to hide, while the pilot takes off. -After the UAZ passed the city border, it will start to fire green flares every 10 seconds. Don't worry the flares will very vaguely give away the driver's position, also that beast can go as fast as 140 km/h, so hitting it is the main concern. -The pilot hits the UAZ in an epic 90 deg angle, where the driver thought quickly turning towards the plane is a good idea but in fact turned into the falling bomb. (actually happened if he'd continued his path he would've survived) -The game registers the time and now it's the pilot's turn to drive the car and survive as long as he can. (on the esc screen you switch to your "bunni" plane (player1 is bunni1 and so on..)) There are 4 rounds (2 pro kopf) and the winner will be the one who survives for the higher total time. We didn't test how this mission would work with more than 2 players, but my guess is that max 4 hunters would be quite hilarious. Versions: -Again night -30 second flare interval -Su-25 as hunted starter aircraft (so if you don't own the A-10 you can drive a UAZ) Tips/Notes: -The runner is supposed to drive in the F7 view. (it's a question of trust if the pilot will use any external view) -No rippling dem bombs, unwritten rule: one bomb per pass -Tip for driver: Don't stop. Ever. -The 140 km/h is true for downhill roads, you can go maybe 60-70 offroad and solid 100-120 on road. -Try to look for the plane and hide behind buildings when it's turning on you -Sometimes going quickly to a remote location can make the pilot lose sight of you. (on road) -Tips for pilot: No tips for you. (because they are quite obvious) -Using the Ka-50 is considered cheating Yodosha's Tbilisi Hunters.zip Yodosha's Tbilisi Random Smoke.zip
  7. Hi, I'm trying to make a simple script in Lua which incorporates the "number function Unit.getNumber(Unit self)" function, but whether I try to call in the form: "someunittype:getNumber()" or "Unit.getNumber(someunittype)" I get the same error: Common/LuaClass.lua 21st line: attempt to index local 'self' (a number value) Now, this error message doesn't say much to me especially since it is in a file which is a mystery what it's doing. (for me that is) I feel it's something extremely basic I'm missing here, but what is it? Cheers
  8. "...and then continued to move the throttle and stick." :D
  9. Bushmanni: Although I agree with 99% what you said I'd like to add that precession has a lesser effect (the main shaft and hub) on articulated rotors and as such, most rotors don't have a 90 degree phase lag. (eg. 78 degrees for a R22 which, even though got a teetering rotor, is designed with a small amount of delta-3 which changes the undamped flapping frequency of it, thus changing the phase angle) This is because a rotor is not a single solid body, but rather multiple bodies connected together through connections with angular degrees of freedom. The "increased lift behind rotor hubs" happens to single rotor helicopters too. I can't explain it but here's a (very theoretical) paper about something similar: http://naca.central.cranfield.ac.uk/reports/arc/rm/2642.pdf
  10. I've been thinking about this recently too, but thus far couldn't find a plausible reason why this is happening. Even weirder: the manual doesn't mention blade clashing almost at all. The only time it does, it's to say that tail strikes are more probable than disc intersection and that "those who are against the coaxial configuration" say this happens (disc intersection). Other than this, there's no other reference to blade clashing in the manual at all, even though it's quite easy to do in the sim. It can't be the cannon, because it would make you use left cyclic during hover too. (the position of the cg is speed independent) I have to say though, that these control inputs, that are necessary at speed, are very similar to those of western single rotor helicopters (CCW main rotor). With single rotors you need cyclic forward to balance out the rotor's drag and tendency to tilt back (both caused by dissymmetry of lift, but one is the spawn of drag while the other is from lift), while left cyclic is necessary to counter the effects of transverse flow, dissymmetry of lift and the tail rotor(though this is compensated for to some degree). Right pedal is usually necessary to counter the tail rotor's higher lift at speed, but then again, these are highly dependent on how the helicopter is constructed.
  11. What i'd pay good money for is a dogfighting session in a centrifuge based simpit. Constant rpm, two arms(for 1v1 dogfighting) and the pilot sitting in a gimballed shell moving along the radius which is rotated with electric motors so that the g-s point in the right direction. It could incorporate both hardcore and casual sims (for example the new fighter jet in arcade or sim mode) because the main selling point would be the fact that it's a centrifuge and you could bet your friends who would pass out first. :D (or fox-2 into a little brown paper bag)
  12. I sort of succeeded at reaching my goal... First my idea was to make the player enter the coordinates like it was a waypoint and checking the buttons of the MFCDs, but I was sort of robbed of my motivation when I couldn't find a better way of checking the coords than adding the entered numbers and checking the sum. (the reason for the delay) But today I discovered that if I add the line do and end in the script editor the game won't crash! I was able to do some more than just adding the numbers and it looks quite usable. The method is that the player enters the coord on the UFC and verifies in the radio menu. After entering both coords, the player can send it, then it's just a matter of checking it. What I'm not sure of: -Will it work in multiplayer? -It might be less complicated and faster if the whole thing was within the radio menu. (faster=faster entry because button detection seems to be done at 1Hz which means the player have to press and hold buttons or wait a bit if he/she wants to re-enter the same number.) Attached the mission file, check it in the mission planner at your own risk. (I'm no programmer so it might not be very efficient) scratchtest_adv.miz
  13. For me the cursor reappears when it hits anything clickable. I think it's like that on purpose.
  14. Hi, my problem is the following: I stumbled upon this marvelous piece of document quite well explaining the usage of cockpit triggers and when i saw "TGP zoom level" my instant reaction was: spotting with TGP for ground units would be kinda cool. My only problem is that i don't have any access to these parameters (afaik console is disabled for mortal humans). The plan is to place some sort of static object (eg. a tank group), which the player should not spot, his/her units will waltz into it and suffer. If he/she spots the target with the pod, the units will take another route possibly flanking the opposition. So my request to those who have access to this: Could you please be so kind and take a screenshot of the parameters?(or type it whichever you prefer) I'm mostly interested in "console.out(list_cockpit_params())" (i have no idea if this has the L/L coords) or "console.out(list_indication(0))", 0 being the TGP or 1 for MFCD. (this one's definitely got it....somewhere) OR anyone knows a way to extract this information (be it SPI coords or just plain TGP) without considerable lua wizardry. Thanks for the answers :joystick:
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