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LFCChameleon_Silk

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Everything posted by LFCChameleon_Silk

  1. I've read that activating the laser while having the gunpods selected (although from very old FC2 source) should activate a mode that allows you to overfly what the laser is pointing at and you can press and hold trigger and gunpods automatically depress and fire at the right time, however I've tried everything and pulling the trigger just fires the gun off into the air even with the laser turned on, am I doing something wrong? is this feature broken in the Grach/Rook? does it even have the capability of doing this or does it only work in the Tankovy?
  2. Best used when in a busy airspace to try and blend in at range so that you don't get selected for elimination (as easily) as far as the enemy aircraft know your just another blip amongst blips. however the AI is unlikley to care about his.
  3. for me the occulus is a no go, I have a young child and the last thing I want is to be blinded or immersed so deeply in the sim that I am unaware of whats going on around me. I'm sure its neat and all but its just not my kinda thing... I mean I'm still not even using headtracking.
  4. got tired of pressing F5, so was an hour late.
  5. in ME mig-21bis is selectable to place for AI, just a heads up.
  6. A-10C illumination bombs illuminating on pylon... I hope they bug fix 1.2.9 before 2.0.0 keep in mind I'm not the person who discovered this my friend just had a chuckle about it and messaged me.
  7. same with OBS (open broadcaster software) and sometimes it crashes game when you start streaming after mission is loaded
  8. yea sorry Stonehouse very busy latley after this weekend should get some more flying time and be able to work more on the script.
  9. you should always have variables maintain the same capitalization as it creates confusion if you change it from one spot to the other in many cases LUA is cap sensitive (but maybe only with keywords and some other things) but still bad habit to change it mid script or to follow one template and then to change it later (almost as if more then one person wrote that portion of the script) thanks for the fix on my altitude thing, a lot of the reason I am missing this stuff is because i haven't had much time to work or test it, i just kinda edit it and then run it once.
  10. MiG-21 will fit in perfect with my AI F-4E and MiG-23MLD CAP (60's style low tech radar and IR missiles) in operation perched eagle
  11. we shouldn't really complain that they are merging 1.3.0 with MiG-21BIS, this is actually good news it means soon we will have both the MiG-21 and EDGE and then a new road of bugs lie waiting for us hopefully they let us keep 1.2.8 going (because its damned stable) while they iron out EDGE but then again maybe all this time they have been fixing all EDGES issues. future does look bright indeed but perhaps a bit bumpy at first. chompin at the bit for the video, but yea no teaser show us a sortie :P
  12. yup ajax i think your on the right track and thats exactly what im trying to do is use a dissected mission file with a known CAP mission that works and bringing it over to the script just havent had much time to work on it. caught an error i didn't adjust the variable to add the fixed CAPS, throughout the script i've been correcting variables that were not capitalized to match the ones they were supposed to be i.e - numberofredCAPzones was numberofredcapzones, I believe this was unintentional and from my understanding of LUA would mean that a nil value would occur and break the script from just a capital typo... so i've fixed numberofredCAPzones at top of script to match the correct variable, thanks for spotting it. You can now choose if the first aircraft when mission begins are airborne in the designated cap areas or if they start at airfield about to take off when mission begins, looks cool too since you will see the flights go up if your stationed at the same airbase... this should not effect GCI interceptions or any other CAP flights, I just expanded on the script there to check the parameter and adjust the location of the spawn and RNW as appropriate, before it would just check if it was the first flight and automatically warp and place them in the CAP area but I wanted them to start at the base. Instead of removing already orking code to make first spawn at base and not airborne i decided would be best to add the option to choose as a feature. I've also seperated speed for CAP and GCI flights so its now possible to set a fast interception and a slow cap for instance. I'm fully confident we will have this script working great at some point (it already looks damn good just need em to engage )
  13. still working on fixing the CAP flights, the theory is if the interceptors are engaging that perhaps having it engage targets in zone and using a zone radius will work. I can see the spot where the CAP is getting its engage orders (in waypoint 1) but not sure why they are not actually engaging might have to insert a new set of triggerzones (or 1) that signfies where they are authorized to attack and the CAP zones now simply where they will patrol when not engaged.... these are just thoughts on the matter. I will make merging the script priority once i get them to engage, my GCI did take off last test so thats a good sign. added new parameter to set cap and interceptor minimum and maximum speeds.
  14. oh sounds like the cats meow, will have to look into this when i get some more time.
  15. sounds like there is something corrupt that has somehow gotten saved into the guts of the mission file somehow, might have to dissect the mission file inside the archive and resave. just a guess though.
  16. yea well i was thinking of adding your pylons and aircraft into mine and just having a parameter for WW2 mode or 60s aircraft this however will make the script grow a lot and make it a bit harder to follow... should be pretty easy to add your WW2 stuff into mine this way although probably could be done more elegantly then I will end up having it. I will try and get this done before you take a look at it this weekend because it would be much easier if both our versions were combined for future fixes and its a pain to have to take stuff from one into the other, I want very much this script to be fully functional. EDIT: just realized why my pylons are wrong the Migs are rocking sparrows and the F-4s have R-60Ms *WHOOPS*
  17. Keep in mind my version is using 60's aircraft but it has more fixes then WW2 version until Stonehouse updates his (if and when he decides to implement my fixes and added features into his) remember that MIST 3.4 must be loaded before hand for this script to work. Modifications for b6_2x by Chameleon_Silk, look for --YY tags - added interceptor and CAP country parameter - added min and maximum CAP and intercept altitude parameter - fixed numberofCAPzones and Spawnmode and interceptorgroup capital problem (now matches style already used and avoids problems that maybe occuring) - changed to MiG-23MLD and F-4E with mainly IR missiles - added param to change behaviour of first wave of fighters at mission start, will take off from airbase or start airborne in zone. PROBLEMS - CAP flights seem to not be engaging anything FIXED - In my version there appears to be some pylon problems - GCI, didn't see any fighters take off after border incursion posted just so that we can keep new fixes and revisions comming. New parameters below cap_max_altitude = 4300 --YY added this stuff to easily control CAP altitudes and country selection cap_min_altitude = 3400 -- keep in mind that the country selected and plane type must make sense or else you may break the script like having an american mig-23.. probably will not work. redinterceptorcountry = country.id.RUSSIA -- select countries for interceptor planes as of right now only 1 country per side can be used but could be expanded upon by a scripter blueinterceptorcountry = country.id.USA bluecapcountry = country.id.USA -- select countries for CAP planes as of right now only 1 country per side can be used but could be expanded upon by a scripter redcapcountry = country.id.RUSSIA startairborne = 0 -- 1 for flight to start airborne at script init, 0 for taking off from airfield at start EDITED: Reuploaded script to fix my pylon problems Mistv3_4.lua SNAFU_SIXTIES_GCI_CAP_Vb6_2X.lua
  18. awesome thanks Stonehouse, I will test out next couple of days hopefully when I have some free time will also post the version I'm using that uses F-4's and MiG-23MLDs with mainly IR missiles that operate under 4.5k meters for those who want a ground attack aircraft mission where the ground attack aren't just blown away by AMRAAMS and R-24ETs. Will also try and seperate the country selection and plane selection to be settable at the very top of the script as well as altitude height for CAP -- i think these fixes would allow for more flexibility when other people want to change the script to suit their needs. Out of curiosity though have you noticed the CAP engage player planes?
  19. I'd rather fly it with buggy stuff happening then to have to wait for polish (that will still miss some things) but that's just what I'd rather... I fully appreciate the devs trying to give us a non beta product on release and its certainly not a bad thing... You can also look at this way just say they polish it and it comes out but something major was missed somehow and it caused problems -- people are gonna complain on here that its buggy regardless, and throw poop at the devs names.... at least if you say its beta then you have an excuse to fall back on. my solution release it as a full release but still call it a 'beta'.... no one would know the difference and in the end nothing is actually changed. :P
  20. meh you guys have no confidence in your abilities at all, its like riding a bike. I suspect I will take off fine on first attempt and fly the waypoints and come back and land perfectly fine. thats like ppl saying the F-15 was so much harder with the PFM to land and stuff, yea right either you know what your doing or you don't... if anything the F-15 is easier cause the abundance of thrust you can summon at anytime if you approach stall speed. helos on the other hand are a different ball game :P take a su-25 grach or tankovy, A-10A or A-10C out against some MiG-23MLDs and F-4E's and make sure to give them more IR missiles then radar and enjoy a real awesome furball (I suspect the MiG-21 will mop the floor in this situation)
  21. ignore those that say you can't utilize the ka50 in a hover or that its not supposed to be used that way... you can do so fine and it works great, not everyone plays on team versus team servers and I don't really understand how moving around is gonna keep you unseen from radar regardless, if you hovering directly above the ground there will be some rotor wash that can give you away but you should be harder to spot from many angles for radar guided missiles... come right to it the ka50 wouldn't be employed in situations where an F-15 can come pluck it from the sky to begin with.... so while one argues your using it wrong and you will die on a server one could say well the mission designer is setting the ka50 up for failure if it is indeed such a hostile environment for the ka50 to be wandering about.
  22. I think you must wait a bit for the effects to snowball, mind you I've never done this and a few people I know have and it worked but recently some others did it at higher heights and it didn't occur so perhaps its bugged?
  23. I will go out on a limb and say F-4 and MiG-23 AI should be a decent fight.
  24. I dunno wish you had of done an open beta like every other module that has come out so far... when something is labeled a WIP or beta i cut a lot of slack for bugs and stuff while i know others would still blast on it, i wouldn't, would just be happy to fly it. and your kidding yourself if you think it will be complete on release, there will be patching to the module to fix things that aren't found right away after the "full" release. in anycase, till i see MiG-21 released only then will i comment on how good the work is! now, it may sound like i'm a huge hater but I'm actually a day 1 purchaser, so don't grab your pitchfork on me that quickly... I just would rather see and play the MiG-21 before i claim that its a work of art or that you guys have done a good job making it. proofs in the pudding.
  25. yes but if you had a choice bro, would you shoot at outside their range or enter their range to be shot down? at this point there is far to many chefs in the kitchen trying to explain how to make the best dish in the world, come right down to it do what keeps you alive and flying -- but i can honestly say that if your flying into envelopes that is surely not gonna increase your survivability. and ShuRugal, I will straight out just say your wrong, you got killed by something you didn't see... its nothing personal and I don't wish you to be upset with me over saying your wrong outright but every ME test i could throw up would prove otherwise. @ Isegrim, sometimes bad situation becomes worse and you make a bad judgement call and your in hot water... however that rule of never entering envelopes unless you have to still rings true, if your to close to unseen threat you have messed up and broken a cardinal rule, if you do happen to enter an envelope the wise decision is to minimize your exposure (of course) anyways getting sidetracked from real discussion, my bad.
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