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xracer

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Everything posted by xracer

  1. Thanks Frederf, many good suggestions again! gonna try out some approaches. After all even if BS is a primarily combat simulator, they say The engaging of the enemy is often only a small piece of the mission and if u can't find your way around the battle area safely your not much of a pilot either. ;)
  2. Hehe..thanks i guess with those visuals they have to use an alternative airport with better circumstances if the fuelload is good enough ;)
  3. Damn does that work? Are u sure it wont fade slowly out of its heading? Ok gotta try it out tonight! Thanks Avilator!
  4. ok i have done my mission tasks and i am on my way to the landing airport in which i use the PVI-800 and the autopilot. The problem is that i cant see more than 10 meters in front of me and thats also the visual at the airport. What instrument settings do i do and how do i get to the correct side of the runway and hit straight on the middle of the runway when going in for landing?
  5. Sound great. I did try to make a function like that in a small program. But ended up with a function which randomize the type of unit which appears every time the program is used on a mission file. The problem i encountered with this random placement function is that often in the mountain areas the units will be placed in totally unrealistic positions and i dont even know if they could engage anything cause of that. The plan was to run the program on the mission file and get random units and random placements. Now i work a little once in a while when i have to energy and time to make random weather at startup of mission. If we get these three functions into one "click once" program then we are getting somewhere ;)
  6. Ok i see, but infact am not sure if i know how to use the autopilot systems correctly. The point is that its annoying that i cant fly a certain direction without having to put in LAT and LONG and use route mode. I mean in a real war situation and i was going out on a mission, it could very well be that i had to do an alternative route and choose it just by looking at the elevation on the maps and find a way better for cover to get to the enemy. If i leave the heading autopilot off the heli is wandering back and forth cant even get it a stable direction finetuning the trimmer. I know that if i increase or decrease the collective it wil impact the heading but its very difficult anyway to go in a straight line.
  7. Thanks for the info btw. i think i have found some of the info i need in these fragments: local fogVisibility = { [0] = 0, [1] = 1000, [2] = 500, [3] = 300, [4] = 200, [5] = 80, [6] = 45, [7] = 25, [8] = 10, [9] = 5, [10] = 5, } and if 0 == vdata.fog.density then vdata.fog.visibility = nil else vdata.fog.visibility = fogVisibility[vdata.fog.density] end
  8. Ok so the reason why a primary version isn't in BS is that it wasn't avaiable at the time the BS heli was designed? This FSX version could be of good use in BS too or??
  9. i've been messing a little with the HSI in BS and i thought that it should be possible to set a different heading than the one i was currently on and then activate the heading autopilot so that the heli turned to that heading and stayed there? Isnt that one of the functions in a real HSI? Also whats the point with the manual switch for adjusting the heading bug and course bug when u always have to stear the heli to those settings manually? Anyone who knows how this heli can be turn sutomatically without allways using the waypoint/PVI-800. Is the HSI functions in BS different from let say the HSI in FSX?
  10. To anyone who knows for sure what he is talking about... I need some help on a parameter in the "Weather" section of the mission LUA file. When i make a mission (any complexity) and dont touch the weather settings and save the mission, then the fog section looks like this: fog = { density = 0, thickness = 0, }, -- end of fog Ok if i do touch the settings on weather in the editor and even reset to default and save the mission then the fog section looks like this: fog = { density = 0, visibility = 500, thickness = 0, }, -- end of fog What i wanna ask is what is the default value for "visibility" when the parameter ISN'T present in the file? and is it a problem that its allways there?
  11. Yep, i do have 2.0a installed now and its alot better. seems really nice this cockpit and now all labels on the panels is easy to read. Thanks!
  12. Ok thats a start so i need both radars for that launcher to work. Anyway the encyclopedia's info is another matter...seems like most tech info like ranges etc. on the systems are available on the internet, but i definately think ED should have put more info like which units needs to be present to make a complete system in the manuals. Thats of basic importance for the mission making. Obviously i can use hours and hours to try different setups to see what works, but its alot of wasted time. Thanks anyway for the info!
  13. I am wondering about a few things when making a mission. How do i know which radar systems needs to be combined together with which launchers? Let take the Hawk M192LN. am guessing this is a launcher only and needs other equipment to be able to launch? Also a radar only unit can't possess any real treat exept when transmitting to a unit which understands it. I mean i cant find any good explainations on these matters in the docs. Its just a mixed up list of all kinds of units in there. Anyone which have total control of which units fits which units and which can operate alone?
  14. Thanx for the suggestion! will try it out ;)
  15. i sometimes have problems seeing if the autopilotbuttons are engaged or not dependent of how the light shines into the cockpit. Does anyone know how i can repaint or reconfigure the color of the buttons so i can get a clearer difference on engaged or not?
  16. Ok i did buy the TrackIr 5 weeks ago, but havent had time to use it more than testing it. Would be nice if i can use it with those functions. What i refer to is some of the movements which are done in the Producers notes from Wags. Anyway thans for the tip :-)
  17. I was wondering, do i need the Trackir to be able to look infront of the stick on the panels there?. I see that in some tutorials the views in the cockpit is bent likearound the stick etc.
  18. Achurro, maybe u have misunderstood how to use the program, but what u are supposed to do is to unpack the mission file (the one called "mission" inside the MIZ archive) and put that file into the directory which bsmismod.exe is. The message u got is cause the program can' find it. Also stay in bsmismod.exe's directory when u start the program so its the current directory. This program works totally outside DCS/mission editor etc. So when u have run bsmismod.exe and done the changes there should still be the "mission" file in the bsmismod directory but its the new version. This file u need to put back into (pack) the MIZ file. Then u should be able to use it. Am at work now and can't do any work on that program until over a week. Hope u get it to work and what i've explained now is also described in the help window which u get to by pushing the big button in the UI.
  19. Try it out if you want (attachment). Seems to work fine with all the missions i've tested. And btw. if u don't use or know about a filemanager which makes dealing with MIZ (zip) files easy then search the net for Windows Commander or Total Commander. I've used it for more than 10 years and its the best piece of software EVER made! Good luck! bsmismod.zip
  20. Sorry had to recall the file to do some changes Thanks :-)
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  21. Thanks Moa for the helpful info. Here i will have something to look at for sure :-)
  22. Ok i understand what u say here, but i need to get it right more or less right both in the sim directly and in the ME. I have gotten it almost right. Maybe the x,y values follows the topography and not in straight line to make things match with the altitude. Then i'm out of luck for the moment. Will look at it more when i get the time. I made some scalefactors using different criteria, but when i moved some km's away from the startpoint the error got to big to accept.
  23. Hi, Am trying to figure out something about some variables in the "mission" file and wondered if u could help out. Lets take the variable "lat = 0.77607826601343" is used by the ME to place objects around, then the value of this variable is transferred to the variable "x = -54070.962143947" to be used for placing the object correctly in the sim itself? How can i find the scalefactors to get the correct x and y values? to make sure the object appears in the correct place in the sim. It seems like if i load a file into the ME and the Lat and x variables dont match then i save the file then the x is controlled by the Lat and updated? The "Alt" variables is also adjusted automatically if they dont match with the new "Lat"?
  24. Am making some utility for BS these days just to improve the replay of missions point of view for myself. Its not gonna mess with the CRITICAL code of BS and i make it in a productive and easy language like VB. Maybe its gonna be usefull for someone else later when i've finished it and tested it well. The real problem with coding or better generating more complex missions is always the Waypoint/Lat/Long/Alt part. The rest is much easier. I have done alot of research on these variables and the relationship to the x,y variables in the mission files but its timeconsuming to get something usefull out of it. But lets think a little about it here. Do we really need 5 or six waypoints to the target? I guess it would be more fun to generate just 2 waypoints (Takeoff and Target point) and let the player study maps to choose the best route. This would make it alot easier to generate code for a mission...anyway there are something which always comes to my mind and that is that making a mission generator is suppressing the creativity by mission designers, and the work of a good designer will always be ALOT better so unless there is gonna be a standstill in the making of missions i wont start any major effort on making a MG. Btw. after what i've found about the LUA files in BS most everything u see BEFORE u are inside the cockpit is run by the LUA interpreter as a script so this should give an idea about whats possible when making addons AND the disasterous effect it can have to mess with these files...if u study the file "me_mission.lua" while refering to the LUA docs u can see most of the work going on in the ME and its a complex piece of code...not good to mess with :-)
  25. Hi, I think there is rather limited with tutorial kind of stuff for LUA on the internet, but there is some floating around. The C++ communities maybe have some info. I think to buy one or two of the books which they advertise on the lua.org site is a alternativ. Btw. i knew that eventually there was going to be someone who wanted to start researching on files other than the "user spesific" files supplied with the sim, this is good in some ways, but something tells me that this can also be the start of a dangerous direction if not done with close supervision by ED or other qualified LUA programmers. Just a thought :-)
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