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Hardcard

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Everything posted by Hardcard

  1. @FALT691 I've attached a corrected version of your mission, but, like I said, I don't think the lasing script you're using works with moving units. It'll only lase static coordinates for a limited period of time... Now, you might be thinking about increasing the "refresh rate" of the lasing coordinates... but I'm afraid that'll make laser-guided weapons lose lock and trash. You should only be using this script with static targets, I think. NEW_PG_REAPER_MOVING-TARGET_TEST (corrected).miz
  2. @FALT691 Pushing the task every 5 seconds like that might be problematic. Better to run the scheduler every 600 seconds (10 minutes) or so. Also, your mission is using an old version of Moose.lua, use this one instead Also, like Majinbot said, you have conflicting triggers, as well as incorrect parameters (you have group and unit names all mixed up). Finally, I wouldn't use that autolase script if I were you, it's way too complex and long for what you're trying to accomplish... and I also suspect it doesn't work with moving units.
  3. @recce146 To jump to spectators in any SP mission, you only need to press esc (or hit the "BACK" button on the slot selection window), then choose spectators as coalition. In MP everybody goes to spectators automatically, so you don't have to worry about it. SWAPR has never been compatible with Stennis and Tarawa, due to DCS automatically blocking spawns and switching client locations. SWAPR 1.2 used to be compatible with Carl Vinson, Kuznetsov, Chinese destroyers / frigates, Perry and Ticonderoga... but changes introduced in OB 2.5.6+ seem to have broken it. If you still have 2.5.5 installed and are feeling adventurous, feel free to try SWAPR 1.2 with Vinson or Kuznetsov, but you'll need to watch the first video in the OP, which explains how to set it all up. (Btw, I'll need to create a new video for SWAPR 1.3... hopefully I'll manage to make it shorter this time... :cry:) Like I explained in post #115, I removed all the ship-related code to solve conflicts with 2.5.6+ and make the script lighter, so SWAPR 1.3 doesn't support ship-based clients. I don't plan to buy the supercarrier module, so SWAPR won't support it (I doubt it'll be needed, though)
  4. Here you have a working procedure (which I took from the thread linked by Raven68): https://forums.eagle.ru/showpost.php?p=4326421&postcount=4
  5. @reece146 1- Your mission is using MB339 PAN mod, next time please remove all mod assets before sending the mission for troubleshooting. (MB339 PAN mod appears to be compatible with SWAPR, btw) 2- Join spectators at mission start and wait there for ~5 seconds (10+s if your pc is slow), before entering any clients. Otherwise the required event won't trigger and the replacements won't have time to spawn properly. 3- To be on the safe side, avoid using any of the following characters in either group or unit names: ( ) [] {} / \ | # , . ` ´ ' % + - ~ * ¿? ¡! ¨ ^ $ € @Underscores are fine, you can use as many as you want. 4- As a general rule, don't add more than one client per group. 5- Slot_Block setting should be set to false in SP (since it's a MP feature only) 6- Both SWAPR 1.2 and 1.3 run fine in your mission, as far as I can tell. Everything works as intended.
  6. Don't touch the QTY button if you only need to launch 1 JDAM / JSOW per target. This is what I do when I want to launch JSOWs at 8 different targets with TPOD designation (It's much simpler than it appears when listed like this):
  7. I would've gone insane, most likely :lol: @reece146 Try again with SWAPR 1.3 and the new Moose.lua (linked above, in the OP and also included in the rar), then report back (include your mission file and dcs.log in the report, please)
  8. @Anyone interested Due to changes introduced in DCS 2.5.6+ , SWAPR could no longer support ship-based clients properly (caused CTDs, ship-based replacements were spawning incorrectly, etc.) Therefore, I've had to remove all the code related to ship-based clients / replacements and create a new SWAPR release. SWAPR 1.3 is here! If you're using SWAPR 1.2 without any ship-based replacements, it might still work with DCS 2.5.6+, but I recommend using SWAPR 1.3 instead, since it's lighter in all respects. [b]Changes:[/b] [list] [*][b]05-10-2020[/b] [list] [*]SWAPR 1.3 released! [list] [*]Removed support for ship-based clients (carriers included) due to issues introduced in DCS 2.5.6+ [*]Added spawn offsets for static replacements on open terrain in SP (should fix related collision problems) [/list] [/list] [/list] Btw, use this Moose.lua version for now (until the new MOOSE stable version comes out)
  9. I don't think this was caused by a MOOSE issue (looks like DCS 2.5.6 introduced changes I haven't prepared SWAPR for), but it's true that the MOOSE versions linked in the OP were pre- 2.5.6, so I should update them, thanks for reminding me ;)
  10. Where do I report issues? Issues can be reported directly in this thread (you can also send me a PM). Please, always include your mission file, dcs.log and server hook (if MP) in your reports
  11. You're probably right about the first part, the second part I don't agree with. I think they could've risked a 50% discount and still come out on top, but it doesn't matter now. I understand your point of view, though ;)
  12. I've bought almost all my modules on sale over the years (except for FC3, which I think I bought for the full price, back when I wasn't poor). Of course I'll wait, like I always do, but that was never the point of this thread. The point was that, imo, Deka made a strategic mistake by not following ED's initiative, that's all (and yes, I considered pros and cons before posting). Some people who replied took it personally (for some reason), unloaded their baggage and threw some snark, which was fun to read but missed the point. Also, why are you apologizing? You did nothing to offend me ;) If you have the money to buy DCS modules at full price, good for you! But plenty of other people aren't so lucky (they don't live rent free, like you :D) Anyway, this was never the point of the thread. @[16AGR] Glacier Why would it? Because people who have the money to pay full price are unlikely to worry about such things, therefore it's unlikely that they'll create such threads (although not impossible, granted). As for the second question... I might be "poor", but not stupid :D And, yes, I've been limiting myself since 2013, I only bought the hornet recently, thanks to the 50% discount, but all this is beside the point. I was only interested in knowing people's thoughts about Deka's strategic decision to not join in ED's initiative, that's all.
  13. I did consider all that before creating the thread, believe it or not. Here's what you're not accounting for: I'm not going to pay $80 for the JF-17... not today, not tomorrow, not in 100 years (duh, I'll be dead by then :lol:... also, currency devaluation and all that... but that's beside the point). Anyway, the point is that I'm not the only person in the world who thinks/feels this way, so there you go... those potential sales are lost (until several years have passed, that is). Question is... how many in total? Well, read through Steam and Youtube comments about DCS over the years. Module price alone keeps more people away from DCS World than you might think. Personally, I think it's in the hundreds of thousands of people, so I definitely believe that total profits over the life of the product would still be greater, even with a considerable price reduction. Still, I'm not advocating for a permanent price reduction either. You can do 50% during COVID 19 pandemic and then go back to normal... big deal (no, it's not a big deal, regardless of how new the module is). Besides, judging by how many people own the jeff... I think Deka has been quite successful already. And, btw, we could have an endless philosophical debate here, since the basis of your argument is flawed: It's impossible to lose money that one doesn't have in the first place Sure, you can make all the theoretical projections you want... but then reality hits you in the face (take the COVID 19 pandemic, for instance) That's the kind of thinking that many economists and business people have... like infinite growth, it's a fundamentally flawed concept.
  14. If it were 50% off I would've bought the module already, that's why... and I don't think I'm the only person in the world who thinks that more than $50 for a DCS module is steep, even if it's amazing. Free trial and then pay $80 = Sorry, can't do 50% off = Alright, this I can do As simple as that
  15. Contacts detected by your own radar will have a specific symbology, different from that of contacts provided by DL contributors. I recommend that you check Youtube tutorials (and the manual) whenever you have such doubts. For instance, Cap from Grim Reapers is constantly releasing really helpful tutorials (he makes mistakes sometimes, but who doesn't?) Check his SA+DL+IFF tutorial for the hornet, it's a long one (almost an hour), but it's quite thorough, will answer many of your questions: Definitely don't use the undesignate button, since that will cycle between contacts in TWS (even friendlies), instead of unlocking targets. You're supposed to hit the "RSET" option on the right MDI, but that will simply revert back to the first priority target (if I'm not mistaken)... so it's not a real solution either. So, instead of doing that, you could select manual mode, reduce azimuth scan angle and slew the cursor away from the "bugged" target... that should break the lock. Alternatively, you could switch to RWS and undesignate/RSET there...or restart your radar. Yes, I know, it's quite inconvenient, but this is how it's modelled (unless I'm missing something) Again, I recommend that you watch Cap's YT tutorials, they'll probably answer many questions. This is the one he made covering the hornet's radar: Btw, killing friendlies in TWS is quite hard if you know what you're doing (ie IFF properly, ask for declaration when in doubt and never fire at a furball). Depending on altitude, yes, it's normal. To maximize the amraam's lethal range (as with any other missile), you need to fly as high and fast as possible. Viper and eagle can do this quite effectively... hornet, on the other hand... Right now, the most "energetic" active missiles in DCS are the phoenix and the SD10... the rest of active missiles are only effective within ~8nm (medium altitude), provided the bandit doesn't defend much... otherwise it's ~4nm (mileage will vary depending on altitude, speed, etc.). Phoenix and SD10 can be lofted from 30-50nm at high altitudes (40+k), hitting non-defensive targets at mach 3, and even defensive targets at mach 2 (if they failed to react in time)... it's quite ridiculous, so keep it in mind when you face high flying tomcats and jf-17s... they're really lethal within ~30nm if you're not careful. Taking defensive action after pitbull will likely be too late (unless you're flying really low), you need to defend early in order to survive an encounter with those... forget about RWR alerts, use the bandit type, range and altitude to gauge the likelihood of incoming missile. In other words, if the bandit is a high flying tomcat, jf-17 or even viper, assume launch within 30nm, give him a fox3 long to keep him busy (posturing shot), then dive, notch, chaff and run (but also remember that the hornet can't outrun any of those planes... so be ready to defend yourself again). Would need to see a track to know what happened. Like I said, if you're in TWS, the undesignate button will switch between contacts... but if you're in RWS it should undesignate. I've also experienced weird behaviour when trying to unlock targets, I think the hornet's radar is really messed up atm. There's also another bug that causes the elevation antenna to get stuck in the default position (often happens when you need it the most... :cry:)
  16. Flanker (although I'd prefer a more modern version of the fulcrum, tbh). However, that should be accompanied with a comprehensive rework of Russian missiles... they've really fallen behind.
  17. It's really nice to see people unload their baggage (some of you even put words in my mouth, for some reason :D), but you're still missing the point. Deka is losing money it could be making right now if the price were lower. Instead of $40 (or whatever percentage they get), they'll get $0 from me and hundreds/thousands of other people, do the math. If you think that boosting sales is somehow bad for business, that's not my problem. @Zoomer Didn't it cross your mind that maybe I created this thread because I'm poor? Also, do you see the script linked below? Do you know how much time I invested developing it, creating videos, etc.? Do you know how much money I got in return for all that time invested? Oh, I know what it is to work for free, you don't have to remind me ;)
  18. @Beamscanner Thanks for the image, although I think that's from the 68V(9), not 68V(5)... the "Increases maximum detection range by 33%" and "Four-target Situation Awareness Mode" bits give it away. I've found this in an old Falcon 4 manual: "The AN/APG-68(V5) can also operate low, medium and high PRF’s, to allow greater discrimination of targets in lookdown or lookup situations." So I'm guessing that the radar automatically does the equivalent of "Interleaved"/"Auto" (ie switching between different PRF settings) in all modes except VS. I don't doubt that the radar can do all-aspect (it would be a piss poor radar if it couldn't), I just wanted to know if there was a PRF option for the pilot in the real aicraft, and looks like there isn't. Thanks guys! :thumbup:
  19. I've also encountered this elevation antenna bug several times in MP (while trying to engage jeffs and vipers... you can guess the outcome) I don't have a track, but it's definitely a recurring issue for me as well. Another really annoying issue is the radar getting stuck in weird locks that can't be broken sometimes (not even undesignating or hitting reset in both RWS and TWS). Also, the priority target order in TWS seems to be bugged... it assigns friendlies that are almost out of scope as priority targets, while ignoring bandits right ahead... I don't fly the hornet anymore due to these issues... it's bad enough to fly a slower and less powerful aircraft... having a broken radar on top of it is just adding insult to injury :cry:
  20. @Frederf Weird, the rest of modern fighters in DCS have a PRF setting, even the JF-17 (which is supposed to be very similar to the F-16)... Does the real F-16C block 50 also lack a PRF setting for the pilot or is this just the DCS module being incomplete?
  21. @Vinci You were doing it wrong... the proper way of bringing down a Ka-50 with a huey is to charge in and ram it. :D I've done this in MP, trust me, it works :megalol:
  22. Some of the vanilla textures for this plane are disproportionately heavy, it almost seems like they haven't been properly compressed. These, along with some of the vanilla liveries for the tomcat (and other planes) make the DCS folder considerably heavier than it needs to be (TB SSDs aren't that cheap yet, every GB counts). Could the dev team compress those ~500MB liveries down to a reasonable size, pretty please? ;)
  23. Whatever the reason is, it's keeping potential buyers like me from actually making the purchase, just saying...
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