

Mayo
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Everything posted by Mayo
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At this time, the terrain database is not much in that area.
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Im just going to keep you upadted. Since it's hollidays, I have time. Im trying to pinpoint the EW site, but I cant find exact locations. By crosspolling I can make an educated guesse. But any input is welcome. DesertStorm_template.miz
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If not anyone else beats me to it: https://www.armyupress.army.mil/Books/Browse-Books/iBooks-and-EPUBs/Task_Force_Normandy/ Great for Multiplayer I think
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Hadn't had the chance to reply yet. I stand corrected and above was confirmed by other sources.
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Activating all "late activated" units in a zone
Mayo replied to Dangerzone's topic in Mission Editor
I was thinking of having an area around each player/client. -
Activating all "late activated" units in a zone
Mayo replied to Dangerzone's topic in Mission Editor
I'm resurrecting this topic because it's close to what Im trying to achieve. However Im super new to lua. It's my first attempt. My goal to to activate units in a 10km radius around certain aircraft (player clients). And deactivating the units again when the players are at a range again. I want this because I want a large scale battle, with minimum performance loss. This is what I made with the example above: (I know the syntax is wrong, so I would like to know how I do need to do it) local zone = trigger.misc.getZone('testzone') for i, gp in pairs(coalition.getGroups(1,2)) do local GroupPoint = mist.getLeadPos(Group.getName(gp)) if mist.utils.get2DDist(GroupPoint, zone.point) < zone.radius then gp:activate() end if mist.utils.get2DDist(GroupPoint, zone.point) < zone.radius then setGroupAIOn(gp) end if mist.utils.get2DDist(GroupPoint, zone.point) > zone.radius then setGroupAIOff(gp) end end -
Targets send through target report only show on TDS and not on FCR This report should provide the target library to Apache's in the same IDM network, in order to have aircraft with FCR provide targeting for other aircraft without FCR. All non-FCR equipped aircraft should be able to engage target as if they did a scan them selves and cycle through the targets with next-to-shoot, obviously also with PFZ's active. In the current state FCR shows 'DL TARGET DATA' but targets from the received library are not shown in the scope. Reference your own video: A track file from both Server and clients have been attached. Screenshots are server side, when the client send his targets. Setup was 2 computers local with cross-cable, in order to make sure packet loss cannot be the issue. Same occurred through internet connection though. server-20241103-172524.trk 2sip_apache_testt-20241103-172543.trk
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I wanted to use DTC-DTC with Virtual Kneeboard. As some other apps, like windows calculator, one cannot make inputs through Virtual Kneeboard. While others like Edge and chrome and wintac can. Is that somewhat possible to fix?
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Universal UFC| Works with all modules | Simple Install
Mayo replied to prestonflying's topic in Winwing
No Luck - Updated sim app pro - replaced the ../saved Games/DCS/Scripts.wtt folder - checked if following lines are in Export.lua: local wwtlfs=require('lfs') dofile(wwtlfs.writedir()..'Scripts/wwt/wwtExport.lua') They are at the very first two lines - checked SimAppPro is running - started DCS, Instant Action F/A-18 Free flight. Should it work with the F/A-18 at all without your mod? UPDATE I cleared the Export.lua and left only the two lines above in, seems like other exporters are interfering. Standby. Ill find out which UPDATE #2 the two export.lua lines should be at the END of the Export.lua file. Otherwise it seems to interfere with 'DCS-ExportScript' -
Universal UFC| Works with all modules | Simple Install
Mayo replied to prestonflying's topic in Winwing
I was about to post a question on how to get it to work (First time user) Seems like you gave me an answer right there -
Any more feedback? It seems strange to me. The AoA goes from 8.1 to over 13 without inputs from me.
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I started to notice this Burble. But to me it seems too violent. Here are two Track files. Little different circum stances. On the Stennis it just felt like running over a small bump. On the SC I got a pitch up and increased AoA, even to the point the AoA warning goes off. You will see I make no pitch input at that point. (Feel free to Grade my Landings ) CASE1_2021_SC1.trk CASE1_2021_Stennis2.trk
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Changes to overload wingbreak mechanic in Beta 2.7.7.15038
Mayo replied to Preendog's topic in DCS: F/A-18C
The truth is, it wont instantly break with just 1G over. Well, maybe 0,0001 percent of the time. And probably only when the airframe already has a lot of hours. If the structural failure could be THAT dramatic that easily the max G of the aircraft would never be 7.5. Now the simulation should consider we are not flying 'fresh out of the factory' jets. But wings snapping like that, 100% of the time is simply not realistic. -
Changes to overload wingbreak mechanic in Beta 2.7.7.15038
Mayo replied to Preendog's topic in DCS: F/A-18C
I agree. Logged in to the forum to report a bug about the wing breaking at aprox 11G's (I tested it can do 10.2) But it instantly snaps at the wing root. If if it would break, I think it should at the hinge. But as far as my knowledge goes it wont instantly snap. Like Markal said, the hinge may break. maybe internat communication with the wingtip weapon fails. etc. Now if it would get repeated punishment like that, it could indeed snap. Sure hope this is not a 'Balancing' consideration. -
Hello in addition to the carrier drifting bug, we found a simmelar problem with the aircraft while in the air. in the video you see a (human controlled) A-4 fly a carrier pattern. As it rolls out on the 180 you see the speed as low as 100kts with 9 to 10 AoA. As the aircraft passes the 90 you see the airspeed quickly building up to 140kts while in the groove the AoA is arround 10 still. A-4 empty with 30% fuel hook down before the break Gear down and flaps full at the start of the first 180 and the rest of the recording. It seems like there is some flightmodel anomally going on.
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3rd Commando Brigade MilSim - Looking for Fighter Pilots!
Mayo replied to Mayo's topic in Multiplayer
I didnt make up the name. That milsim group was up for ages allready. Its the Fast jet subunit which this is about. 809 Naval Air Squadron The reason for the name is that about half of the members are or were in RL 3cdo. -
www.3cdobde.net Teamspeak: tseu3.vilayer.com:10032 About Us 3 Commando Brigade GU is an established Military Simulation Unit, with it's core focus on representing a Commando-Roled Brigade. Within 3 Commando Brigade, we have three Units you can join - 45 Commando (the Infantry force), 29 Commando RA (Royal Artillery, includes an attachment from 4/73 Battery), and the Fleet Air Arm. As 3 Commando Brigade forms one half of the UK's Rapid Reaction Force, the vast majority of our operations are based upon rapid reaction conventional warfare, however we do rotate in and out of counter-insurgency theaters similar to those seen in Iraq and Afghanistan. The gameplay within 3 Commando is only half the story - we are a group of great friends who enjoy each others company as much as playing the game. If a good-humoured group that practices real-life TTP's built upon over 50+ years of real-life Combat experience within the GU in a fully Combined-Arms Environment is what you are after, don't hesitate to post an Application and get involved. Our GU also takes advantage of some of the best Modifications for ArmA III - Task Force Radio and STALKER's British Infantry alongside USS Nimitz, Spartan's F/A-18 and the Enhanced Ratory wing combat Mod are just a few of the mods used by us, all available from a Custom Repository hosted by 3 Commando Brigade. We also have a number of in-house mod developers within the GU, who are working on projects such as Sangin for ArmA 3, Mk5 Landing Craft, L118 Light Guns with an improved Artillery System, Fighter Avionics and weapons, the Mastiff 3 and a DH3 UAV. We run Bi-Weekly Sessions in ArmA 3 on a Monday and Thursday at 19:30 GMT/BST Time. We require a minimum attendance of one session per week (50%), and all members to post attendance for all sessions, regardless of if they can attend or not, so we can build our custom in-house missions around the number of players on the field. The Operations that we play are split into campaigns or 'deployments' on a specific map - where the previous mission impacts the following mission and so on. This creates an environment whereby commanders have to think on their feet and think about future consequences of their actions. For example in a COIN style campaign, calling in an Artillery strike onto a compound will cause enemy support to grow in response to British Forces destroying locals property! How do I get involved? If all this sounds like something you would want to be a part of, then head over to our website and enter the AFCO (Armed Forces Careers Office) to begin your Application. The process is not long, nor is it complicated, but it allows us to take a look at you, and it certainly allows you to take a good look at us and decide if this is the GU for you! Recruit Training is conducted alongside all Applicants for 3 Commando Brigade, and focuses on teaching you the basic skills that every British Soldier must know, such as Fire and Manoeuvre, Reaction to Effective Enemy Fire, the Six Section Battle Drills and moving through an Urban Environment, to name but a few of the modules. Applicants for 45 Commando then go and join their Sections and begin to learn the Commando specific skills such as rapid air-ground deployment and amphibious landings, 29 Commando will then go and learn how to become an Artillery Gunner, and Fleet Air Arm Applicants will begin Flight Training. Acceptance in our group is in no way based upon 'community status' or if you are willing to donate hundreds of moneys to the GU. The ideal applicant is someone who is willing to learn, has a good sense of humour (you're going to need it!) and wants to play Arma 3 as a MilSim, using British Kit and Tactics. As long as you meet these basic requirements, you are free to apply: - You own a working and legal copy of ArmA III - You own a working Microphone - You are over the age of 16, no exceptions will be made We need fighter pilots! Our Fleet Air Arm is expanding beyond the wold of rotary wing. A small group mixed by seasoned ArmA players and Flightsim players gathered to start a squadron within the GU to provide air support in the form of SEAD, CAP, ISR and CAS. Eventhough the area of operations is small and avionics are far from complete and realistic, the Joint fires part of it is far more immersive than you can have in any flight simulator arround. (DCS is getting there though) The recruits we look for in the 809 NAS are seasoned veterans in any combatsim, with multiplayer experience in an Online squadron. Still being part of an online squadron is NO issue! Initially we will be operating the F/A-18E/F and shortly the F-35. Appart from the 'Flying' there will be more than enough occasions where you won't be flying. Instead, you will be in a backseat as a Tactical Coordinator or Instructor. Or on the ground after being shot down, using Escape & Evasion techniques. Or On the Carrier Deck, managing the Recoveries and Launches of aircraft. Are you: - Experienced and knowledgable in Fighter Operations? - Willing to learn Carrier Operations (or allready familliar with it)? - Willing to 'see through' the limits of ArmA? - Assist to develope SOP's? I'm looking forward to hearing from you! PM me or just hop on our Teamspeak as shown in the top of this post. Lt Cdr Neptune 809 (v) Naval Air Squadron