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TEMPEST.114

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Everything posted by TEMPEST.114

  1. DCS enum coalition - DCS World Wiki - Hoggitworld.com This shows both. Which is it?
  2. Not to 'hijack' this but it would be even more useful it it was 'group' or even 'coalition' higher/lower than... because with lots of units, this becomes unwieldy.
  3. I think we’re asking too much of dcs’s ai scripting and the api. None of what we’re all trying to do should be this hard - yet it is. I can’t get ground units to follow waypoints precisely, I can’t trust a convoy won’t get stuck on a bridge or in someone’s back garden, and I can’t make infantry stop where I want them to. it’s no surprise that air units AI & scripting api sucks just as much as the ground/naval stuff. I think rather than having fixed points and times in a racetrack, you should just stick to circle tanking. It’s not any harder and you always know where the tanker is (unless it gets spooked or a player gets too close then it steep turns and won’t ever recover).
  4. If it's 'doing it's job' then how come in over 18mths of missions with the slider set to 1000% has none of our aircraft ever had a birdstrike? And why doesn't the bird models cause them? if you bother to render them, they should have an effect. Invisible birds is bad enough.
  5. A lack of civilian models (i.e. without guns / military clothing) is a sore point and needs to be addressed.
  6. Thanks @Grimes You've given me enough to unblock me. I had no idea what that MassMax was... there's quite a bit in the getDesc() that isn't intuitive or clear.
  7. How are you calculating fuel consumption based in distance/altitude/pressure etc? There is no ‘flow flow’ we can grab in a MP environment is there?
  8. So how do I work out how many lbs of fuel it has that is ‘consumable’? There doesn’t seem to be anything in getDesc() about fuel, and a float doesn’t tell me how many lbs it has at 100% in order to do some maths in it. is this something missing from the api?
  9. It’s happened multiple times to me and other members of my sqn whilst playing missions. So no. Not easily.
  10. Yeah. It doesn't always seem to work, and more importantly, if a player get's too close they still get spooked and never allow tanking again. Just huge steep turns that they never stop doing.
  11. All I can find in the API is the 'getFuel' which is the internal fuel as a float of the aircraft itself. For a TANKER e.g. KC135MPRS - does this include the fuel it provides to other aircraft? If so, what is the limit it will drop to before it RTB's and if it is, how do I determine how much fuel it has left in LBS for refuelling aircraft?
  12. @BIGNEWY@NineLine I think that having these mixed in with Mission Editor / Mission building etc is not only doing a disservice to the the ME stuff, but also makes it harder for ED and others to keep track of API issues or wishlists. Any chance you can create these channels please?
  13. 1. Because you're prolific and you seem to care. 2. I was sure most of your campaigns were after 1993/1994 - in which case both USAF and USN had female pilots in a combat role, earlier than that for Apaches and non-combat roles. 3. Visibility and inclusion is a bit more important than strict timeframe accuracy, considering this isn't a documentary, but a game for lots of different players.
  14. world.event S_EVENT_PARATROOPER_LENDING Warning in Log: CREATING PATH MAKES TOO LONG!!!!!
  15. For months now I've been doing low level mission design with the chance of birdstrikes set to 1000. Never had one yet. I know IRL they are rare, in over 35 years of real life flying I've only had two, but then a) the world doesn't have a probability slider going to 1000% and b) I've never flown directly at a bird to induce a bird strike. So this leads me to the conclusion that a) impacts with animated birds doesn't exist because they're probably just shader objects (BAD) and b) the slider is not doing it's job (VERY BAD).
  16. Shouldn't this be in the 'bugs' forum for more visibility?
  17. I accept all of that but I feel you might be misrepresenting my frustration and complaint - which was in the last few sentences... "so for DAYS AND DAYS I waste time thinking I'M the one doing something wrong - when at the end of the day - it's DCS's code / api that's the problem. Again, from a beginner - that's almost impossible to discern one from the other. " This is the fundamental problem we newbies struggle with - never knowing if it's us or the API that's the problem. The lack of support and interests from ED doesn't help with that.
  18. I *did* test it. But because everything is a black box, I don't know if there is a) a bug, b) I'm doing it wrong, c) there isn't any documention, or it's missing information d) my code is the problem e) something else. That's the problem. I'm only 4 months into learning all this. You and others on here have had years of dealing with this. But still, for new people who've never used lua before and never done scripting the learning curve if damn near vertical and with missing / no / poor documentation, and code that isn't commented or clear and very few clear examples to learn from - it doesn't make it any easier. Perhaps, if I stick with it for 4 more years I can be blasé and know from intuition or experience where the gotchas are... but there are many more like me struggling and never knowing if 'we're' the problem or if it's a bug or if it will just never work. Case in point, you mentioned that everything in env.mission is available to the player, but recently I pointed out that the ResKey's for briefing pictures are not accessible even though you and the meagre documentation never make that clear or provide any logical reason for it. so for DAYS AND DAYS I waste time thinking I'M the one doing something wrong - when at the end of the day - it's DCS's code / api that's the problem. Again, from a beginner - that's almost impossible to discern one from the other.
  19. I think it's amazing. Are the hands 'boned' as well? i.e. would it be possible to create this mod such that pilots could perform the standard hand signals to each other, in the air and have keybinds for each 'animation'? I've added a PDF that shows some of them. FAST_FKG.pdf That would be amazing. Esp if you can make the heads move in all 3 axes unlike DCS that only allows 2. And will these all work for clients in MP too? PS Sorry for your loss. How about a change to the forum rules / code of conduct that sexism isn't permitted? Too many people do it and get no repercussions from it.
  20. Did I miss where in the documentation it makes this distinction? Otherwise, how was I supposed to know?
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