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Mistermann

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Everything posted by Mistermann

  1. Okay ... I searched the Supercarrier manual AND the ED forums for this and came up empty. What does the option, "Use native ATC text messages" do? It is found in OPTIONS/SPECIAL off the main DCS configuration screen. Before I go fly a mission with this on in hopes of recognizing what turning this on actually does, I thought some kind soul would let us all know. Thanks.
  2. Use the view options for your particular airframe (F1 should get you back to cockpit).
  3. Fellas - just want to say a BIG thank you for making these objects part of the DCS "Ground Units". Allowing these to be part of a group is something I am thrilled with as it allows for easy spawning of multiple units as a whole.
  4. Thanks ALL!!! This is a great community.
  5. I don't. Is there a way to tell JTAC to provide the coords in less precise format (6-digit)? EDIT: several other messages cam in while I was testing. Thanks!
  6. Hey fellow pilots. I am stumped on something. I just watched a neat video on using the JTAC functionality within the ME. The video is a couple of years old and I suspect the Hornet's behavior may have changed since it was published. I want to simulate a JTAC directing me into targets that I'm just learning about from the ground controller. There are no waypoints in the jet pointing me to the target's location. I setup a JTAC in the ME with the following attributes When I get into the mission and contact the JTAC for the 9-Line, he presents me with the following information null Now I'll reference the video. Like what's shown below, I am now trying to enter the coordinates given to me by the JTAC https://youtu.be/epSbqvzbKiQ?t=451 I can enter the Grid Square of "MC", but when I try and type in the 8 digit number given by the JTAC "92701203", the UFC won't accept it. It only allows 6 digits. The video only shows a 6 digit JTAC coordinate as well. This is what perplexes me. Can some kind soul direct me to a video or thread walking a Hornet Driver through the process of establishing a WP in the jet based on the coordinates provided by the JTAC? My searching within the forum didn't produce any clear results. Thanks!!
  7. Thanks! I just picked up the Harrier during the Summer Sale. Adding this to my "must checkout" content.
  8. BD working an F-16 campaign?! Oh yeah!!!
  9. If the aircraft is immortal it will never be "damaged", so make sure you're using the proper condition. I think it's called UNIT HIT. If you're using UNIT DAMAGED, it'll never trigger. Also, there's some great information on ME trigger's here in @Reflected thread.
  10. I think you can do this, but it will take some advanced (to me) trigger formatting. There are events that can be associated with triggers. Most of the time triggers are created with "NO EVENT" - at least in my missions that's often the case. BUT, if you associate an event with "ON SHOT", I think you can craft the type of results you're looking for. You'll have to play around with the trigger, but I THINK, you establish a Repetitive Action trigger with the ON SHOT event. Then in your conditions, you have to check to see who was damaged with the UNIT DAMAGED condition. Once you know who was damaged, you can trigger smoke. Its been a while since I've done something like this, so this is all a bit fuzzy to me. If you post the mission, I am sure others will assist in getting this figured out.
  11. @Rosie VKB makes some nice components. I have their rudder pedals and a Gunfighter III with the Modern Combat Grip. Can't go wrong with either. I am a VR guy, so my devices all have to work by feel. Here's the throttle I use for Jets/Helis/Warbirds and I have never had a need for anything else. If you're willing to consider other gear, this one has been my goto throttle for many years (I've lost count). https://www.thrustmaster.com/products/twcs-throttle/
  12. Thank you, @Raptor9!
  13. This might help you @VR Flight Guy in PJ Pants
  14. I took the Red Pill and fell into the rabbit hole of blast radius based on TNT equivalents. I was hoping to find a site that would allow me to type in TNT amount and spit out some radius estimates around lethality. As a PSA, here's a site (from the United Nations) that may help anyone who's swallowed the same pill. https://unsaferguard.org/un-saferguard/blast-damage-estimation Here's the results for the MK-84 and variants
  15. I have used this script extensively during my Viper “training” and it has me wondering a bit … please realize this is coming from someone who’s never seen combat, let alone A2G combat. I have a mission where I am bombing an airport with lots of targets around the runway. These are mostly “soft” targets (trucks). Below is a diagram of how I have this setup. When I drop ordinance targeting the leftmost Ural-375 or the rightmost Ural-4320 it often takes out all 7 trucks. Not all at once as the outermost trucks tend to take damage and cookoff over a small amount of time. Sometimes, the blast even takes out the SKP-11. This is extremely satisfying, BTW. I, however, am wondering how to tone down the effect a bit. Instead of going in and changing every weapon in the explTable, I am thinking about implementing a reduction factor in the global variables just to make it easy to maintain. I believe I have the proper place in the script to modify below. This code is contained in the blastWave function. It appears to me that the author already has a power factor getting applied to the blast wave. If I read the code right (I haven’t coded in ages, so might be wrong), they are taking the “power” from the explTable for the specific weapon used and then manipulating it in order to reduce the effectiveness. For instance, let’s say I am dropping a Mk-84. Looking at the table, it has a power setting of 582. The “scaled power_factor” variable therefore becomes (0.006 * 582 + 1) = 4.492 This number is then used to calculate intensity, surface damage, explosion size, etc. So two questions 1 - Can anyone explain why the 0.006 factor was chosen? I suspect trial and error. This variable appears to be exactly what I am trying to add so I think I can simply edit it to a smaller number to drive down the intensity. 2 - What does the number 582 mean in the explTable? When I look online at the explosive on this particular ordinance it says 945lbs (=428kg), so I am just curious where this number comes from. [Answer: After searching around the internet, this number appears to be the "TNT Equivalent" number in Kg published in various places] For those who lasted through this thread thanks for reading. Anyone with answers, thank you in advance.
  16. @Grimm I just want to express my gratitude to you for this masterpiece. I am getting back into fast movers (Viper) and setting up training scenarios on the new SA map. Having a blast (pun intended). I hadn't initially included your script in these missions and was a bit disappointed in how little impact damage some of the ordinance was having on tightly grouped trucks, APCs, etc. Then I remembered your script. Once I added, the damage was night and day. Now when an LGB, or Cluster, or even a dumb bomb impacts, there's a real damage radius along with secondary explosions as targets cook off. Love it!
  17. @YoYo - did you happen to capture FPS during your VR sessions? Just wondering what you're getting. Edit - I see you did a nice writeup here. Disregard my request.
  18. THANK YOU, THANK YOU for posting this! I have been pulling my hair out trying to get the TGP to lockup targets. Pressing all the proper TMS keys and it just wouldn't go into area or point track. I was getting frustrated and came out here to see if there were any bugs reported. Your comment solved my issue. I didn't even consider the TDC axes possibly sending data inadvertently. The dead zone setup solved the problem and I'm back on schedule from a training standpoint. This community is awesome.
  19. Thanks for these, Gaffer! With all the recent changes, I was looking for some tutorials that were "current". I am new to the Viper, but not DCS. Flew the Hornet for years, so coming to the Viper isn't a huge learning curve, but I need some training nonetheless. Thanks.
  20. I was just coming here to search for this very thing. Thanks!
  21. Very generous of you, @Bunyap - thank you. With all the new work on the Viper, it might be time for be to bring her out of the hangar. It will include your campaign when I do. Thank you!
  22. Well ... that's sorta embarrassing. @BIGNEWY please move this to general defects or remove as needed. Thanks.
  23. I just jumped into the Huey at Port Stanley and spun around that sunken ship, blanco bay and neighboring villages. I was flying between 20' and 100' AGL. Airspeed about 80kts. This is a complete vanilla install. 100% base after the update. The mission was JUST the huey - no scripts, nothing. I am fully willing to concede my tolerance for less than ideal VR performance might not meet the standards of other more hardcore enthusiasts.
  24. I just spend 20 minutes flying low/fast around Port Stanley. I had a great time just sightseeing some of the landmarks from the Casmo video from the other day. I noticed some strange shadow behavior with the Huey that was very constant. I snagged some images. Not sure if this is a map issue, Huey issue, or world issue, but I've never really noticed this before when flying the Huey. Given the shadow is constantly changing as the aircraft moves its very noticeable to the eye when half the shadow disappears. This isn't an occasional glitch, it happened the entire flight. Small stuff, I realize. Lastly ... and this is SUPER small. Is the shipwreck missing textures? Having never seen it, this may be a perfect rendition. It appears to be less sharp when compared to the yacht, heli and buoy. Best of luck with the sales and rollout of this map, Razbam. Really liking my early tour!
  25. I was just about to report the same thing.
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