

0xDEADBEEF
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Everything posted by 0xDEADBEEF
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Yay, thats a good idea too! Windsocks are static-objects, they shouldnt cause any problems ...
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 4
0xDEADBEEF replied to gregzagk's topic in Multiplayer
Regarding the Sa-6 problem (yes I'm guilty of spamming them, it was so much fun!!) I think it is very important to implement some code changes in how crate-transport works. Pickup needs to be reduced to something like 300m from a farp, and drop needs to be made possible at a minimum distance from the farp of 4-5km. Right now, you would just find the 3km line and drop some smoke at the line. Then spawn, pickup drop within less than 200m. While this was indeed great fun doing, it was a little too effortless. I remember when finally enemy airplanes came in, and i got like 10 sams launching around me ... I'll dig into the code tonight, maybe I can fix this for you. -
Dear Belsimtek! You think it would be possible to add a little piece of string to the windshield that indicates the direction of airflow over the windshield? Many real chopper pilots do this and I've heard from many of them that they prefer this a lot over looking at the ball, and in the 3hrs i got to fly real choppers I must say I prefered looking at the string a lot more than down to the instruments panel. Speaking of it, I don't really trust the slip-indicator ball in the huey. For instance, if I'm flying max speed at full power I almost need full left pedal to keep the ball centered. Correct me if I'm wrong, but at full speed the fueslage and especially the tailboom should provide a significant amount of counter-torque so you should need way less input on the left pedal? This is kinda like the only thing that bothers me while flying the huey, I think you guys made an incredible job making it! Hats off! Beef
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Yay this is cool stuff XCom!! I have one request for us chopperheads! PLEASE add Windsocks to the farp and other tactically important areas! You know ED recently added a neat animated Windsock model ;) As long as theres no wind its fine without, but as soon as there is wind, windsocks are a vital feature for choppers! Landing with wind is one of the most easy things you've done in a chopper, as long as you land into the wind. If you land downwind and are not prepared your risk of crashing with VRS increases dramatically. I started dropping smoke very often, but this dramatically increases our visiblity for the enemy, and you know how well the Huey is protected against fire ;)
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Oh boys really, beta or not, feature complete or not, it is really not that important. Let's calm down a bit and stay on topic, shall we?
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 4
0xDEADBEEF replied to gregzagk's topic in Multiplayer
I'm having similar problems (50% of the time I cant finishe the mission because of crash/disconnect/freeze). Since ED made a statement about improved multiplayer and dedicated server I assume they are working on a completely new netcode and they stopped improving the old one to speed up the new one. In my opinion this makes sense with the disadvantage of being stuck with the crashes disconnects and freeze until the new code is finished. The only thing that helps is patience. I'm having a hard time too but I'm willing to calm down, breathe and relax. At least DCS is already this far and I'm certain we will see a whole lot of improvements over the course of the year ... -
I've been looking for this for a while now and found no evidence. Wanted to ask the community in case I've overlooked somthing. Is there a way to manually add scores to the scoreboard through script? For instance, if a player managed to fullfill a main mission goal, award him 100 points on the main scoreboard. It would be even better to have an extra tab, either with custom name or maybe named "Mission Objectives" ... thanks! beef
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Oh this is fantastic! Thank you very much!! found the file, its here "..Scripts\World\Farp.lua"
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 4
0xDEADBEEF replied to gregzagk's topic in Multiplayer
hmmm I tend to agree that the possiblity to delay repair with enemy aircraft near would be interesting! -
Thanks ajax! I tried to find this list in the manual, i tried searching the manual for "farp", "rearm", "capture" and "groundpower" and found nothing ... ? The only thing I found was: "Ground crew support at airbases When positioned on a friendly airbase, the following ground support services are available: 1. Aircraft repair 3 minutes after engine shut-down. 2. Refueling by ground personnel contacted through the intercom. 3. Rearming by ground personnel contacted through the intercom. For more details on contacting ground personnel, see the Radio Communications section in the Flight Manual."
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Ohh thats good news, thanks! What kind of support troops does it need? any vehicle or something specific?
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here: http://opblueflag-buddyspike.rhcloud.com/ in the downloadable app (which looks the same as the website above) and in the F10 Intel menu
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Well I was thinking of checking birth and takeoff events via gamegui, if you have 4 birth-events and no takeoff event for a farp, you could assume there is no space on the farp, and prevent spawn like xcom does in blueflag. well seems that script would be obsolete then :) Am a right to assume that FARPS dont capture? So if you got a red FARP with no units near and land on it with a blue chopper it stays red and the blue chopper cant rearm/refuel?
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you forgot to put stable in quotes, it should read "stable" ;)
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Merge Arma and DCS.
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Hi guys! I'm trying to understand better how FARPS work. Is there a way via lua to find out on wich position of the farp the next aircraft is going to be spawned? For instance, 3 choppers have spawned one after the other, 2 have flown away, one is still at the farp. Is it going to be spawned on slot 4 or on slot 1, since its the first free slot? Or does it just go clockwise and there is no check at all if there is a helicopter on the farp when you spawn? I'd like to write a script utilizing the gamegui api that prevents spawnkilling on farps ... or has spawnkilling already been solved by an update? thanks! beef
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Sounds like TAW might be a good home for you. We have a NA and EU division, both holding mandatory sunday events where we all fly together, and theres usually always someone on teamspeak that can help you progressing. http://taw.net
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I just recently dropped into mission scripting and I'm quite blown away by how open the scripting engine is. I realize we can do quite whatever we like and this is absolutely great! However, what I am deeply missing is the possiblity to draw GUIs. Other than outTexts and Chat-Messages we have no option on outputting information to the gui, which I find incredibly limiting. I understand this is a simulator and not a mainstream-game which I also find important and good. Still, if we create complex and maybe even dynamic missions, not being able to draw more complex informations is a big limitation. I'm not looking to permanently clutter the screen but to display mission-relevant information on client request in order to improve the gameplay experience. So i would like to formally request the ability to draw, lines, shapes, sprites and text, maybe even tables to the GUI via scripting functions like for instance GUI.drawLine(startPoint, endPoint, color, time). I dont think theres need for a big wrapping system, low level drawing functions simply wrapped into the scripting engine would already be a great help when designing missions. Your hard work is very much appreciated. Although I'm rather new in the community, I see DCS has already come a long way, and I very much look forward to seeing DCS evolve in the future! regards, beef
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you have to select a slot before you get taken into a plane. If you wait for 5 minutes and nothing happens, esc should bring you there. but if loading is not finished after 5 minutes i'd guess your pc is not fast enough to run DCS. Since you got 1000 posts in this forum, i doubt this applies...
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Possible to call a function for another script?
0xDEADBEEF replied to Mt5_Roie's topic in Mission Editor
all variables/functions/tables are global, unless specifically declared local -
been discussed here in lenghty detail: R-550Mk2 (Magic 2) & Super 530D Performances: Synthesis and sumary it is also supposedly being worked on by ED
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Did you switch off Master Arm?
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players not seeing placed static objects from a server
0xDEADBEEF replied to jenarrow's topic in Multiplayer Bugs
yes, I've had it recently when a friend asked me to test his mission. I complained about not having a windsock, he added one, restarted, and I tried to find it for 10 minutes. We eventually found out it wasnt displayed for me, but he saw it. -
[ANN] Web-based Lua debug console for DCS: World missions
0xDEADBEEF replied to FSFIan's topic in Mission Editor
Hey! I just wanted to give witchcraft a try, as I need to reposition some units placed in a mission i've been working on for a month. Unfortunately I'm getting an error: "Missing error handler on 'socket' TypeError: Cannot read property 'coalition' of undefined at ...missionmodel.js:128:22" Any one got an idea how to trace this one back and solve maybe? thanks! beef