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TEMPEST.114

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Posts posted by TEMPEST.114

  1. mph.jpg

    knots.jpg

    I was just trying to work out why my velocity isn't working correctly - that I thought was in metres per second, but when looked at via F10 with Combined Arms is reporting as MILES PER HOUR and then in the aircraft's ADVANCED WAYPOINT ACTIONS it's IN KNOTS - but the same numerical number!?!? 

    Can't we just pick one and stick with it?!

    This is crazy.

    ias.jpg

    mph.jpg

    speed slider.jpg

    speed.jpg

    This is the same aircraft, with each screen grab taken within seconds of each other, with the aircraft at a stable altitude and speed (allegedly)

    What the heck is going on here?

    • Thanks 1
  2. I'm trying to change the speed by 20kts

    Here's the maths of what's happening in the script

    2023-02-09 16:54:31.579 INFO    (Main): magnitdue 208.744693
    2023-02-09 16:54:31.579 INFO    (Main): knots 405.767222
    2023-02-09 16:54:31.579 INFO    (Main): newSpeed 425.767222     deltaSpeed  20.000000
    2023-02-09 16:54:31.579 INFO    (Main): newSpeedInMPS 219.033582
     

    (magnitude is the MPS of the aircraft before any changes) i.e. getVelocity()

    I convert to knots, make the delta change and reconvert back to MPS before I issue the setSpeed command.

    These numbers were used on an F18 at 18000ft at 350kts. After the change, it's speed went to 425kts.

    What the hell is going on? Is this a bug?

    Here's the code:

    local velocityInMPS = selectedAircraft.unit:getVelocity()
    local magnitude     = GetVectorMagnitude(velocityInMPS)
    local knots         = MpsToKnots(magnitude)
    local newSpeed      = knots + deltaSpeed
    local newSpeedInMPS = KnotsToMPS(newSpeed)
    
    selectedAircraft.group:getController():setSpeed(newSpeedInMPS, true)

     

     

     

  3. When you have a lot of nested commands, making a user go back to the root after picking a choice that will then impact further sub menu displays is a horrible handicap to give players in a combat game. 

    If it's just a single command with no dependencies, that what you have works, but if you're e.g. giving players the choice to move another unit x distance from their current pos, and then in y direction, you either have to duplicate x times the y commands to cover each one (stupid and time wasting in script) or you just allow them to pick up from where they left off in the menu system with an optional Boolean on the command in the script. 

  4. On 2/7/2023 at 10:48 AM, Pikey said:

    Or what about drop the menu system entirely, use a flyout wheel that can use top level menu item slots that you can actually keybind to and can be customised!! Imagine having your favourite keys on the menu system supported by your HOTAS as a hot key item? Insane. Program a scripting item even, have it launched from HOTAS. Not only could you get rid of the cumbersome 11 menu item limitation, you could surface some to the level above the F10>Other limitation.

    This should have been a radial menu head tracked like the Jester UI for the last 5 years. 

    ED's too slow on this. The crippling limitations of the F10 menu is handicapping mission designers. 

  5. This is related to AI Pathing. ED knows it's broken. It's on the back burner awaiting to be fixed. Has been for years. There are countless bugs posted about this. There is no way around it right now. AI Pathing Land/Sea/Infantry and Air are borked. 

  6. On 1/9/2023 at 11:01 AM, 79Au said:

    No I disagree. "Force them" seriously?! Players should choose for themselves how they want to play the game. In my opinion this should be part of the server or squadron rules. I'm sure there's tons of squadrons who aim for total realism. But you can't force all players to obey to IRL rules, some prefer a more liberal approach to flight simming.

    Then fly War Thunder.

    • Like 3
  7. 1 hour ago, Eight Ball said:

    @Havoc86

    Thank you but I'm afraid I only have a vaz-2105 3d model. I'll see if I can find another suitable 3d model, no promises tho.

     

    @RWC

    Unfortunately that's not possible in DCS. As far as I know the only way to add an animation to a 3d model is to do it in a 3D software (3DS, Blender).

     

    Thank you. Yes, I'm looking into it but I'm not sure what's the best platform to do it.

     

    Ko-Fi is good and doesn't charge you fees.

    • Like 2
  8. Everything is too too bright now, and totally washed out. MFD's on the Apache in daylight are so washed out, it's easier to read them on night setting.

    The HUD doesn't stand out against the sky anymore clearly.

    The over-zealousness of the glass reflections are already 'bugged' but reflections of the sun glare come through the aircraft / apache when they should have been stopped by the actual airframe, and render the dividing glass or canopy so glaring and opaque you can't see anything.

    Everything is too washed out and too bright.

    This didn't happen before the new lighting came in.

    Can we get confirmation this is still WIP and will be addressed? Because it's awful right now.

    The reflections on the gauges are so opaque that you can't read the gauges! 

    Look at the AI, DG and others. It's insane the amount of opacity and reflections in them.

    Look at how washed out the sky and ground are. 

    Screen_230201_214910.png

    Screen_230201_214911.png

    • Like 1
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