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Wizard1393

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Everything posted by Wizard1393

  1. I have an issue and some questions about the function "mist.ground.patrol('myGroup', nil, 'diamond', 10)" 1. What other formations are there except 'diamond'? 2. Is nil an accepted value to send as formation e.g. mist.ground.patrol('myGroup', nil, nil, 10)? 3. It seems mist.ground.patrol('myGroup', 'doubleBack') is working as intended, but mist.ground.patrol('myGroup', nil, 'diamond', 10) is causing unexpected behaviour. Seems like the unit is sometimes skipping waypoints and sometimes only going halfway to e.g. wpt3 and then keeps going to wpt4. What is "best practice" use of this function? I've tried putting the function call in the "mission start" event and in the last and first waypoints as waypoint actions. Regardless of where from the function is called, it seems to end up with unexpected movement patterns. Is the function broken in the latest (non beta) version of DCS World or am I implementing it wrong? Anyone know?
  2. Late Cold War Era up until present age for me. There are other sims focusing on WW1 and WWII.
  3. Cannon only option. The only reason to have a "non combatant" aircraft is if it can serve a purpose in the big picture for the sim. IE human flyable tanker / awacs, or, aircraft that does troop / materiel transport if it were truly implemented in game and not via buggy custom scripts...
  4. Ah I see. Well, the AI not using the cannon has really been a poke in my eye. Good to know. Funny that this (imho) gamebreaking bug (well campaign wise) is not mentioned in the 1.2.11 changelog...
  5. How has this still not been corrected? Also, the "AI won't fire cannon"-bug. Kind of essential that your AI Wingmen can use the cannon... Have anyone heard anything about this? No ETA? Even an acknowledgement from the devs about these issues?
  6. Yes, I'd also say either hardware problem or hardware DRIVER problem. I'd start with trying uninstalling video card drivers and reinstalling the latest ones.
  7. What I do is that i look in the mission planner where the two friendly groups are moving and then take out any resistance along those routes before telling them to advance. Stay around 20.000ft to be out of range for most SAM's. However, you will still not be out of range for ALL SAMS. The Buk system will practically always be able to reach you no matter how high you go in the A-10C...
  8. Thanks for your answers guys. Yes, I read one of the lengthier threads on this topic now, http://forums.eagle.ru/showthread.php?t=68821 and it became more clear to me. As I understand it, if we really could shrink the size of the HUD Elements to be able to view all of it at the correct head position, then, when we would lean in, we would also see a huge HUD frame but with a tiny HUD "picture" in the middle of it. Is it really confirmed fact, that IRL, most of the HUD is obscured when the pilot sits in a natural position? Do they really lean in alot to see all of it?
  9. No that's not it.
  10. Hi all, Something I've been pondering about. When I sit in the A-10C cockpit and look straight down, I notice that my head is actually almost so far forward the I'm practically beyond the seat. I know I can move the head position back so I'm at where the pilots head would actually be, sitting correctly in the seat. When I do this, most of the HUD elements are outside of the HUD frame. This cannot be right, right? Seems as the HUD elements/fonts size is adjusted for a pilot head pressed up against the HUD, to be able to see all HUD elements. Is there any way of decreasing the overall size of the HUD elements to allow seeing all of it with the head position sitting in the "correct" place"? I understand doing this will make the elements rather small, maybe too small to be readable. But I'd like to try, and maybe it won't be possible to do it with "normal" head position but maybe at least half-way from default to normal position. I've searched the forums for this and there seems to have been previous discussion about this. Even found a mod that modifies the font size of the HUD by fiddling with the "Old_K" / "New_K" values of HUD_definitions.lua. It's not that I want to decrease the font size. I would want to decrease the entire "HUD element / area" to fit the HUD when head position is in it's correct position. I understand this would also mean that when leaning in close to the HUD, the HUD elements would still appear small, like only take up e.g 1/4 of the HUD glass.
  11. This is still the case. Even if you uninstall without deactivating, you won't lose an activation unless you change your computer hardware and then reinstall.
  12. When will they fix the fact that AI KA-50's doesnt use their cannons at all :(
  13. No it's because of a bug in the last update to DCS! Another update (hotfix?) is being released today I believe to address this, amongst other things. In the mean time, try setting your other units, except your own , to a specific skill setting. They mentioned this bug happens if the other units, in this case your UH-1H's and Mi-8's, is set to "Random" skill.
  14. Ok thanks for enlightening me Ragnar.
  15. *bump* because edited post and now different topic
  16. Hi all, Does anyone know if it's possible to change a unit's name (the "Pilot Name" in ME) by script on an active unit?
  17. Thanks Grimes! I'll check it with latest from GitHub. I was using 3.4... It shouldn't matter if the group I'm cloning is created with MIST or within the mission editor right?
  18. mist.respawnGroup or mist.clonegroup Hi all, When using mist.respawnGroup or mist.clonegroup on a Huey group the new group always seem to spawn with callsign Enfield 1-1. Another Huey "Client" group in the editor has callsign Enfield 1-1. If this client is used by someone. The script crashes DCS. If not, everything works, although I assume if the client was to connect once the AI group has respawned as Enfield, I suppose it would crash also. How do I tell mist what callsign the "respawned" group should have? Or is there a was to make mist.respawnGroup/clonegroup to "copy" the groups callsign also? :helpsmilie:
  19. :doh:Was pulling my hair out the night before yesterday working on a mission. I thought I f***ed up something in the script code somewhere! :doh: I was always spawning in an AI controlled helicopter and not the client spot I had chosen at mission start. Is this the same bug?
  20. :thumbup:I've got a convoy spawned. By default it seems to be moving at 20kmh. How can I by script code set its speed to something else (higher)? :helpsmilie: Edit: Found what I was looking for eventually
  21. I've got the same problem. I cannot control Flexible Sight or door gunners with trackir. BUT Aim with TrackIR is checked in misc options. Help! EDIT: It works not! Woohoo. All I had to do was. Go into options, DISABLE aim with TrackIR, then start a mission. Then exit the mission, and go to options and ENABLE aim with TrackIR. Now it works!
  22. I can also confirm this. EDIT: This should be moved to the bugs subforum.
  23. LALT+F9 = Landing Signal Officer View. That ought to be "Tower view" I suppose.
  24. I would like to add to this thread. Don't know if it's been mentioned before. When adding custom images too the KNEEBOARD folder, these images MUST have a lower case file extension. Kneeboard will not load images with an upper case extension. There were some profanity going on until I found this to be the cause of my problems. :)
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