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Focha

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About Focha

  • Birthday 05/11/1986

Personal Information

  • Flight Simulators
    X-Plane and All DCS Modules.
  • Location
    Portugal
  • Interests
    Everything to do with aviation.
  • Occupation
    Commercial Helicopter Pilot

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  1. Thank you a lot @graveyard4DCS. I am working on the Kola one. Do you have any interest in it?
  2. Thank you @graveyard4DCS that would be awesome.
  3. Hi all, Since the recent update to the Syria map, CombatFlite has stopped working correctly with it. This is because the CombatFlite XML file for Syria is missing airbases and other key data and is no longer updated. Does anyone have an updated XML file for the Syria map? I'm currently working on one - would anyone be interested in it? Kind regards,
  4. @Flappie what software are you using? QGIS? If so, I can try to help you.
  5. 5 years later, any news on this?
  6. It seems that naval units does not respect "late activation".
  7. Saving the mission on ME screen makes the mission unload. If you click fly, the mission will not load and the game will get stuck at loading screen.
  8. Hi, Thank you for your reply. According with NATOPS available document, it does not state any limitation on the system. MODERATION: (removed manual quote due to Forum rules) The heading selection should not be dependent on the True or Magnetic heading, it is only a heading bug. The problem that I am stating here, it is related with that selection. The aircraft, with HSI in TRUE HDG, when you select the heading bug, it will always display the MAG HDG instead of TRUE HDG. It is very hard to belive that such aircraft has such limitation, can you please provide any reference? Thank you.
  9. To replicate use a map with a big difference between the true and magnetic heading, this one was in Kola. Switch HSI to TRUE HDG via HSI DATA ACFT. Then when you select an HDG with the HDG bug on HSI the AFCS does not follow TRUE HDG instead it keeps following MAG HDG. I don't have specific knowledge on the F/A-18 but many other aircraft AFCS will always follow the HDG bug.
  10. Hi, I have set up 4 bombers (B1) with JDAMs and set up the waypoint to deliver 6 bombs in each waypoint. Only the first aircraft complies with the drops in the first pass. The other 3 only drop 1 bomb in each pass. Cheers.
  11. Is this possible, even if not using Mist?
  12. Hi all, I want to spawn AI plane unit in a large area, lets say CombatTrigger, when a player (blue coalition, plane), pass in a specific trigger zone, lets say ZoneTrigger. If the players or AI units leave the CombatTrigger, then the group is deactivated. If the players pass on the area again, they respawn this unit. I've tried a code, but for some reason, I cannot make it happen. Code below. Can anyone help me, thank you. mist.flagFunc.units_in_zones{ units = {'[blue][plane]'}, -- Replace with the player aircraft coalition and category zones = {'TriggerZone'}, -- The name of the small trigger zone where players enter flag = 1, -- Set flag 1 when players enter the trigger zone stopFlag = 2, -- Stop checking for players when flag 2 is raised } -- Function to spawn AI when players enter the small trigger zone function spawnAI() local aiGroup = mist.respawnGroup("AI_Group", true) -- Replace "AI_Group" with the name of the AI group in the mission editor trigger.action.outText("AI Group Spawned!", 10) -- Inform players that AI has spawned end -- Function to deactivate AI if AI or players leave the combat zone function deactivateAI() local aiGroup = Group.getByName("AI_Group") if aiGroup then aiGroup:destroy() trigger.action.outText("AI Group Deactivated!", 10) -- Inform players that AI has been deactivated end end -- Schedule the spawning of AI when players enter the small zone (trigger zone) mist.scheduleFunction(function() if trigger.misc.getUserFlag(1) == 1 then -- Check if players have entered the trigger zone spawnAI() mist.flagFunc.units_out_zones{ units = {'[blue][plane]', 'AI_Group'}, -- Players and AI group zones = {'CombatZone'}, -- The large combat zone flag = 2 -- Set flag 2 if AI or players leave the combat zone } trigger.action.setUserFlag(1, 0) -- Reset flag 1 end end, {}, timer.getTime() + 1, 1) -- Schedule AI deactivation if AI or players leave the combat zone mist.scheduleFunction(function() if trigger.misc.getUserFlag(2) == 1 then -- Check if AI or players have left the combat zone deactivateAI() trigger.action.setUserFlag(2, 0) -- Reset flag 2 end end, {}, timer.getTime() + 1, 1)
  13. Any solution?
  14. Amazing engineered flying machine! I wonder... did the first CH-47 version had already those controls and augmentation systems? Also, the Frog, CH-46, had similar systems? Thank you for the explanation.
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