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snowsniper

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Everything posted by snowsniper

  1. https://forums.eagle.ru/showthread.php?t=167480 the 2000D is flyable in ADA Mod. look so nice. also it use the same cockpit as the 2000 C RDI.
  2. I ll send you tonight a mission i've done for training with the spit because I'm at work now A simple training mission for spit, you can respawn 109 and 190 in front of you or in your six, for dog fight training. using F10 radiomenu. before respawn, try to be at 7000 feet ( don't forget to set your altimeter to 0 before take off) . I can not yet spawn at different altitude, but the aircraft spawned will be in the same heading as you. I've done it with ATME, to train before Normandy map. ;-)
  3. looking at your video : as a spectator it is ... quite a funny vid. after superman ...now SUPERinsurgents ! ...but it's so frustrating in games and MP Missions. it should be a priority bug to resolve for sure.
  4. https://forums.eagle.ru/showpost.php?p=3088536&postcount=13793 ask Kizir love it also. what's a pity it's just Ai or mod so far. ....
  5. "I like flying the Huey and the Blackshark but good luck because as soon as you engage the AP the stick will recenter in the wrong place and you have to fight it to keep the bird from smashing into the ground." works like a charm for me with my FFB2 . be aware you have to set special ingame option / Huey or Mi8 / unckeck " the back to center on trim thing" also don't check "rudder" trim with FFB2 all binding axes with FFB must be set to "invert X-Y" don't know for your stick. edit : oops old thread. and ever answered to this one. "to resolve the inconsistency in the modules." : nothing like that on my side ... works like a charm
  6. +10000 same problem with ATME helo rescue script. it's a DCS bug for a long time troops, break the helo once spawned around....AI troops should not be blind.
  7. @Henri les messages envoyés ne s'enregistrent pas sauf si tu as volontairement coché l'option. donc pas d'inquiétude. probablement à Samedi du coup. ;-):pilotfly:
  8. yes same issue in our last multi session on sunday.
  9. curves in game helps for sure if your Joystick profil is set to neutral with no particular settings here is my setup to conteract very sensitiv pitch and low rpm torque on landing for the Spit.
  10. snowsniper

    Skin request

    Very nicely done
  11. Pro Awesome nice vintage cockpit with a bit of sun on it. My best screenshot so far on early sunset Love how it is binded on real stick do the same in sim. It s so clever The recovery buton is so cool. So does the ap engage desisengage Easy to cold start and take off Challenging and rewarding landings Rsbm navigation box so nice feature on caucasus Very clever part of russian aviation history Const Poor radar At hight aoa sometimes feels unrealistic Engine restart in flight Starforce sensitivity is awfull on this one For sure one of the best module. A must have I think if you re in vintage jets
  12. thank you so much for all the hard work. looks like a major step in ATME :thumbup:
  13. WTF i've just read the whole thread. You're pushing ATME limits Ked ;-) :thumbup: for scenario further devellopement, I can share an experimental approach with ATME (still early Alpha so far), but I think it could be promising with a bit of cleaning and more work when I 'll have more time. here an experimental test for multiple SP scenario you can find here, if not yet discovered https://forums.eagle.ru/showpost.php?p=3070000&postcount=57 and an other one more basic with also the MP version in attachements. be aware my lua is noob level, but maybe the idea can help. scriptedmissiontest.miz
  14. snowsniper

    G

    How can i see this thread only now ... :cry: A W E S O M E Immersive sound is for me one of the most important fun and pleasure part of a realistic sim. ...can't Wait. And really glad such a famous sound modder from IL2 times, has become part of the DCS community. ! welcome "Junior" , glad you join the family:megalol: Thank you to be there.
  15. be aware, a Group ( airplane Group) unfact there is only One aircraft inside is not the same than the AIunit inside. a Group can have one or more Unit. local playerUnit = player:getDCSUnit() local nameUnit = playerUnit:getName() local Callsign = playerUnit:getCallsign() local Group = playerUnit:getGroup() local Groupname = Group:getName() player:display("Player Unit Name is "..nameUnit ,25) player:display("Player Callsign Name is "..Callsign ,25) player:display("PlayerAircraft groupeName is "..Groupname ,25)
  16. player:getCoalitionName() Description : retrieves the name of the coalition from a player's unit. Parameters : None Return values: Without error : string Coalition player’s name : "RED", "BLUE" ou "NEUTRAL" see manual in English or French for further explanation here https://forums.eagle.ru/showpost.php?p=3001613&postcount=2 ( English ) or here https://forums.eagle.ru/showpost.php?p=3001633&postcount=1 ( french ) cheers
  17. @sunstag : yes it can works with many other script just near. like the flack script for exemple. CTLD is the script i used to use ( and loved it for much of my helo mission) ...before ATME. and thanks to Cibit for the many updates and making it ever work so good. but most of CTLD functions for troops transport( before it was CTTS in TOOTAL mission for exemple) can also be found in the ATME RESCUE submodule and coded also inside ATME core with specific Helo event, troops transport handlers , since december release, and with much better troops dynamics and cinematics when load unloaded...Sunski34 gives this part an awesome bunch of time on working to get perfect tempo, details and correct animations ... :thumbup: give also ATME RESCUE a try, it worth it...though. unfact it is a different approach with events handler.
  18. merci pour la traduction contextuelle . :thumbup: je comprends mieux
  19. Hi 8.it seems a nice mission. one more, well done. I download it for sure but what do you mean by "No bells and whistle" , just asking ....:cry: do you mean... something like that : https://www.digitalcombatsimulator.com/en/files/1429232/ if it is what you refers. I would be (a bit) upset. :music_whistling:
  20. you're right it is south east. find the road and follow it for 10 km in the same mission I successfull delivered 3 slingloads to radar zone (close to the tent as seen in briefing ) then I returned to farp and landing and then ... it does not seem to trigger with the " successfull mission " tried to land on all pad each one after each one :music_whistling::( What did i missed ?
  21. Nice ! congratulation, awesome, for a first lua mission ! keep on the good ideas. hope to see much more mission from you ;-) :thumbup::thumbup:
  22. hi have a look at that one how it is done https://forums.eagle.ru/showpost.php?p=3009127&postcount=21 you can create dynamic menu regarding where is the player with the ATME player class function player:getPosition() maybe it could be easier for you to modify this already done script with what you wanna do. Go on, you'll manage to do it. try to do easy step, and simple script in a first time, it's more rewarding when something simple works and then go a step ahead. ;-)
  23. Here you will get usefull info about real data But it s in french http://alfaviation.tonempire.com/t475-mirage-2000d-falcon-bms-4-32
  24. essential function to clean the land after spawn is : group:disable() ( see also manual ) be aware you can spawn an other "Unit" from a Unit Template only if you gives it an other name If name already exist i think it won't works. "group" in group:disable() is the group name retrieved from the name, for exemple, main spawn code : local err, var1 = ATME.C_GroupSpawnDatas.duplicateFromMissionDatas("origin", "copy #" .. id) -- duplicate the template "origin" to a new unit called "copy #" var1:spawn(pos6) -- spawn function pos6 can be randomised with math.random around initial point. if you give each time an other name, to make all disapear you can do a "for to" like that : mass disable : aitab is a table aitab = {unitname1,unitname2,unitname3,unitname4,unitname5} -- table created in the same time you create a spawn unit ( add a value "name" in the table for the new unit) i is the index of the name in the table from 1 to 5 in this exemple for i=1,5 do if aitab ~= nil then -- check if index exists local Groupx = ATME.C_Group.getByName(aitab) -- retrieve the group from the name ( in lua a group or unit is not his name ) if Groupx ~= nil -- check if Groupx exist then Groupx:disable() -- disable this one table = nil -- reset the index in table to nil ( empty) end end -- will do next i in "for to" end PS : this thread is intented to be for new version annoucement of main ATME script Engine. for bugs, assistance, Question and answers, and help like that please use this one https://forums.eagle.ru/showthread.php?p=3001625#post3001625 have fun.
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