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Everything posted by Amarok_73
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Is it bug or feature that in Mirage, when I look to left or right (6 or 9 hour), engine sound dissapears?
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AWACS reports relative to unit not bullseye?
Amarok_73 replied to Amarok_73's topic in User Created Missions General
So do I, there's always chance, that I've overlooked it somehow... -
AWACS reports relative to unit not bullseye?
Amarok_73 replied to Amarok_73's topic in User Created Missions General
In BMS there's indeed such option, but in DCS i can't find one... -
DL position not updating after repair.
Amarok_73 replied to Amarok_73's topic in DCS: Ka-50 Black Shark
Ok, I'll try to check it out in the next occasion. -
DL position not updating after repair.
Amarok_73 replied to Amarok_73's topic in DCS: Ka-50 Black Shark
But then, if I'll get close to wingman, I should get it's current position, and - think, but must test to confirm - this seems to be not happening. -
DL position not updating after repair.
Amarok_73 replied to Amarok_73's topic in DCS: Ka-50 Black Shark
I did it and no effect was there. I've also off-on'ed last switch before "ejection system enablers", and turned to off then back to wingman rotary to the right from wing position selector (the one below switch You suggest). -
Hello, Here's the situation: Mission, I am taking damage in navigation and Abris systems. So I am returning to base, turning on APU, shutting down engines, and requesting repair. After repair, on my Abris my position is correct, but other team members claim, that they're seeing me in the position where I took damage. This is not issue, when instead of going on APU I am shuting down power with battery switches, then after repair start heli just by turning on battery power, then APU, then engines, while rest of systems are turned on automatically. What system/switch then makes difference and resets my positioin that DL reports to other team members?
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You know you are a sitting duck when...
Amarok_73 replied to Martillo1's topic in DCS: Ka-50 Black Shark
...when You start to get bored with the views outside the window. -
Depends of personal preferences. For me it's joyful, to fly Shark with G940.
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That's one of plenty issues, qualyfying G940 as "starter kit for great DYI joystick" :-) Other I've found and corrected was spiking rudder axle and analog mini joystick returning values in incomplete range. All of them eliminated: first by exchanging original wire harness with the one from old 3.5" floppy drive, second just by removal of base plate in pedals, and third... by intensive usage :-)
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Same here...
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Yes - in short, keep trim button pressed all the time when You maneuvering, and release it when You'll get stable position facing required direction. "Want to know more?" - http://www.simhq.com/_air13/air_429a.html
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Set trimming method in SimFFB to "instantaneous". I preffer to use only spring force set to about 70%, and the trick is to hold trim button all the time when maneuvering, oterwise augmentation system is counter-acting to my efforts in near-center range of joystick movement. Then, I am releasing trim button only when I'll get stable position for transit flight or for hover. That way, keeping that "beauty" in air and fly it wherever I want is simple as riding the rocking horse.
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Well, I've no idea (yet?) how it feels in real heli, so I am tuning it just to feel comfortable, and to avoid additional distractors in the battlefield. I preffer to fight with enemy instead of my own vehicle ;-)
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For record: I've set back to linear every axis setting in game, and in Logitech profiler sensitivity I've set to about 30% and Sharkie feels now as should be.
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Since I am using SimFFB, the issue described by You Flagrum is not my concern. The only problem for me is feeling that heil is way too "underweighted", and this feeling gets amplified when I am on hover and trying to precisely aim weaponry. I remember from old times, when I've done 700+ hours on BS1, that that times feeling of platform was different, More like in Mi-17. Well, I'll do that effort then and will play with settings to find optimal reactivity. Besides, after I wrote my post, it came to my mind, that there's still profiler, that's settings can cause false oversensitiveness, so I'll look into this.
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Hello, I am wondering, if there's anybody that can share his curvature/deadzone/saturation settings for axles in BS2, that would cause heli to be less sensitive but without loosing it's responsiveness. After some trials and errors, I am still returning to linear settings as most optimal for flying, but these settings are not good when precision is required (shooting from distance about 6-8 km). I am using G940 (with SimFFB) but i don't think it matters in regards to comparision of behaviour between different joysticks, so I'd be grateful for any input regarding Your settings and opinion about it.
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attempt to index local 'unit' (a nil value)
Amarok_73 replied to Amarok_73's topic in Mission Editor
Yes, indeed, after reading of some other scripts, I've noticed there's always plenty of "= nil" preceeding operations on units and groups, so I've applied the same in my script and error is no longer the issue. And for the second, I've just declared both airplanes as "Client" and there's no more wingman AI. Thanks for pointing that article with bug description, I'll put that into my subscriptions. -
Navigation light switch - shortcut is not working?
Amarok_73 replied to Amarok_73's topic in Resolved Bugs
Ok, looking forward then :-) -
Hello, Some time ago, I've prepared script thats function is after mission start, to show list of all units in the mission, then in the loop, check whether any of groups with names started with "RESP_" are killed and if so, then to spawn them. Everything was fine, until I've added another unit to the group, where player is located with the "client" as pilot skill. Now the situation is, that whenever I'll join mission in "Client" position, no error is shown, but if I'll join in the "Player" position, error as in the subject appears and refers to line 21, where "if unitra:isActive() then" clause is located. Additionally, in the first scenario, no wingman is created, but in second one there appears wingman controlled by AI. The whole script is as follows: pipok = {} function pipok.respawnGroup() local prefix = "RESP_" local refreshRate = 30 for grpName, value in pairs(mist.DBs.groupsByName) do if string.find(grpName, prefix) then --trigger.action.outText(grpName, 2) if not Group.getByName(grpName) then trigger.action.outText("Respawning " .. grpName, 10) mist.respawnGroup(grpName, true) end end end mist.scheduleFunction(pipok.respawnGroup, nil, timer.getTime() + refreshRate) end for unitID, myUnit in pairs(mist.DBs.unitsByName) do --for _, aliveUnit in pairs(mist.DBs.aliveUnits) do local unitra = Unit.getByName(myUnit.unitName) if unitra:isActive() then jednostka = "Prawda" else jednostka = "Fałsz" end trigger.action.outText(myUnit.unitName .. " - " .. jednostka, 5) end trigger.action.outText("Executing Respawn by Prefix script, v.26",10) pipok.respawnGroup() And of course question is how what is the reason of this error message/how to get rid of it, and second one what causes to behave differenly, dependent of position the player will choose to play in.
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[ANN] Web-based Lua debug console for DCS: World missions
Amarok_73 replied to FSFIan's topic in Mission Editor
Hello, Is it something wrong with my configuration, or it's not possible to see and manipulate units on the map anymore, while Lua console is working properly? -
Hello, Like in the subject of this post: I can't cause key shortcut assigned to navigation lights switch to change state of lights. Is it me doing something wrong, or it's just a bug?
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I've noticed that after departure of AI wing, the wingman keeps the landing lights turned on. Is it already confirmed, or I've discovered something new?
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So, eventually here's version that have to satisfy me for a while (knowing myself not for long). In the case that anyone should find it usefull, here's the code: pipok = {} function pipok.respawnGroup() local prefix = "RESP_" local refreshRate = 30 for grpName, value in pairs(mist.DBs.groupsByName) do if string.find(grpName, prefix) then --trigger.action.outText(grpName, 2) if not Group.getByName(grpName) then trigger.action.outText("Respawning " .. grpName, 10) mist.respawnGroup(grpName, true) end end end mist.scheduleFunction(pipok.respawnGroup, nil, timer.getTime() + refreshRate) end trigger.action.outText("Executing Respawn by Prefix script, v.20",10) pipok.respawnGroup()It has to be put in some .lua file, then loaded once by trigger, following MIST initialization. Groups to be re spawned should be named with string from variable "prefix", however it doesn't have to be in fact prefix of the group name, but string contained anywhere in the group name. And... that's it. :thumbup: