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Zarma

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Everything posted by Zarma

  1. Hi the IR is no longer visible out of NVG but is also not visible WITH NVG. Tried only in MT version.
  2. The two last time it happened, I was alone in the heli as my pilot failed me, but on a MP server.
  3. Noticed it also in MP missions. Tried a SP mission to provied a track and it was OK. Strange.
  4. Ok that explains why in the latest MP mission I flew as AFAC all the stored target points were not on targets when giving coords to other player. Strangely when taking them as acquisition point I should have been back on the same point but I was off too.....
  5. Apache Hunting ground is a really good one. Apache Hunting Ground (digitalcombatsimulator.com)
  6. Not yet released. I am beta testing them.
  7. Even if the mission creator didn't set up the datalink correctly, you can set it up in the cockpit. Only if the EPLRS command isn't set up in the mission editor, the the DL won't work.
  8. Tried to join a friend flying on a dedicated server as he was already airborn. DCS crash each time (3 tries). Didn't think to save the DCS.log. Anyone else had this issue ?
  9. Tried many of the vanilla livery but didn't list them.
  10. Single TGT doesn't work but ALL do. Or do you have to click with the cursor ?
  11. Hi When changing livery in game, the FCR is removed visually but still works.
  12. The cue function isnt implemented yet
  13. Here is mine : Replaced the warning button with the George store function on the throttle but xbox didn't change.
  14. Read it in many UK Apache pilot books (Ed Macy's and Apache over Lybia)
  15. In the US maybe, in the UK army they all have the FCR installed.
  16. 12 missions. Already flew 10 of them. Great missions but still a few bugs to correct.
  17. Hi Grimes. I have been using a mission called CASCAP for years (created by Jinx) and trying to keep it up to date and add some events. But since patch 2.9 I have a problem with the air-to-ground taskings that I can't solve (not a lua expert at all, learning with tries). That is one example of the spawning script : function MA_createTask12(zoneName) -- easy tasking local unitType local NpointH local zone = trigger.misc.getZone(zoneName) repeat --Find a random spot of LAND within the large AO zone unitSpawnZone1 = mist.getRandPointInCircle(zone.point, zone.radius) NpointH = land.getHeight(unitSpawnZone1) unitSpawnZone = mist.utils.makeVec3(unitSpawnZone1, NpointH) until land.getSurfaceType(unitSpawnZone1) == land.SurfaceType.LAND local units = {} groupSize = 3 + mist.random(3) local i for i = 1, groupSize do --Insert a random number (min 1, max 5)of random (selection 14 possible) vehicles into table units{} local randomNumber = mist.random(14) if randomNumber == 1 then unitType = 'Ural-375 ZU-23' elseif randomNumber == 2 then unitType = 'ZSU-23-4 Shilka' elseif randomNumber == 3 then unitType = 'Strela-1 9P31' elseif randomNumber == 4 then unitType = 'Strela-10M3' elseif randomNumber == 5 then unitType = 'BTR-80' elseif randomNumber == 6 then unitType = 'BMD-1' elseif randomNumber == 7 then unitType = 'BMP-1' elseif randomNumber == 8 then unitType = 'BMP-2' elseif randomNumber == 9 then unitType = 'BMP-3' elseif randomNumber == 10 then unitType = 'BRDM-2' elseif randomNumber == 11 then unitType = 'T-55' elseif randomNumber == 12 then unitType = 'T-72B' elseif randomNumber == 13 then unitType = 'T-80UD' elseif randomNumber == 14 then unitType = 'T-90' end repeat --Place every unit within a 100m radius circle from the spot previously randomly chosen unitPosition = mist.getRandPointInCircle(unitSpawnZone, 100) until land.getSurfaceType(unitPosition) == land.SurfaceType.LAND table.insert(units, { ["x"] = unitPosition.x, ["y"] = unitPosition.y, ["type"] = unitType, ["name"] = 'Red Target Group Unit ' .. i, ["heading"] = 0, ["playerCanDrive"] = true, ["skill"] = "Random" }) end for i = 1, groupSize*3 do --Insert three times as many infantry soldiers as there are vehicles in the group into the table units{} unitType = 'Soldier AK' repeat --Place every unit within a 100m radius circle from the spot previously randomly chosen unitPosition = mist.getRandPointInCircle(unitSpawnZone, 100) until land.getSurfaceType(unitPosition) == land.SurfaceType.LAND table.insert(units, { ["x"] = unitPosition.x, ["y"] = unitPosition.y, ["type"] = unitType, ["name"] = 'Red Target Group Unit ' .. groupSize+i, ["heading"] = 0, ["skill"] = "Random" }) end mist.dynAdd({country = 'RUSSIA', category = 'GROUND_UNIT', name = 'Red Target Group', hidden = false, units = units }) --Create and spawn the group --Code to notify the clients of the new objective MGRS grid location. A message is displayed, and also added to F10 menu for continuous review mgrs = coord.LLtoMGRS(coord.LOtoLL(unitSpawnZone)) mgrsString = mist.tostringMGRS(mgrs, 3) lat, lon = coord.LOtoLL(unitSpawnZone) llString = mist.tostringLL(lat, lon, 2) ll2String = mist.tostringLL(lat, lon, 0, true) brString = MA_getBearingRange() QFE = mist.utils.round((env.mission.weather.qnh * 1.33322) - ((land.getHeight(unitSpawnZone1)/0.3048)/30),2) elev = mist.utils.round(land.getHeight(unitSpawnZone1) * 3.28084) _targetInfoPath = missionCommands.addSubMenu('Target information', _taskingsGroundPath) missionCommands.addCommand('TARGET: Group of ' .. groupSize .. ' vehicles and infantry.', _targetInfoPath, MA_emptyFunction) missionCommands.addCommand('LAT LON: ' .. llString .. '.', _targetInfoPath, MA_emptyFunction) missionCommands.addCommand('LAT LON: ' .. ll2String .. '.', _targetInfoPath, MA_emptyFunction) missionCommands.addCommand('MGRS/UTM: ' .. mgrsString .. '.', _targetInfoPath, MA_emptyFunction) missionCommands.addCommand(brString, _targetInfoPath, MA_emptyFunction) missionCommands.addCommand('QFE: '.. QFE .. ' mbar / ' .. elev .. ' feet.', _targetInfoPath, MA_emptyFunction) _targetMarkersPath = missionCommands.addSubMenu('Target markers', _taskingsGroundPath) missionCommands.addCommand('Request smoke on target area', _targetMarkersPath, MA_smokeRequested) missionCommands.addCommand('Request illumination flare over target area', _targetMarkersPath, MA_illBombRequested) missionCommands.addCommand('Skip current objective', _taskingsGroundPath, MA_skipTask) MA_out('An enemy group of ' .. groupSize .. ' vehicles and infantry has been located. Consult your F10 radio commands for more information.', 5) groupAliveCheckTaskID = mist.scheduleFunction(MA_groundGroupAliveCheck,{},timer.getTime()+5) local con = Group.getByName('Red Target Group'):getController() -- con:setOption(0, 0) --fire at will con:setOption(9, 2) --radar on mist.respawnGroup('JTAC1') local jtac = Group.getByName('JTAC1') local target = Group.getByName('Red Target Group'):getID() local Orbit = { id = 'Orbit', params = { pattern = 'Circle', point = unitSpawnZone1, altitude = 5000 } } jtac:getController():pushTask(Orbit) local task = { id = 'FAC_EngageGroup', params = { groupId = target, weaponType = 2956984318, frequency = 252, designation = 'Laser', datalink = true, }, } jtac:getController():pushTask(task) local SetInvisible = { id = 'SetInvisible', params = { value = true } } jtac:getController():setCommand(SetInvisible) local SetImmortal = { id = 'SetImmortal', params = { value = true } } jtac:getController():setCommand(SetImmortal) Script = { id = 'CTLD.lua', params = { command = ctld.JTACAutoLase('JTAC1', 1674) } } end If I skip it using a destroy() function, I can ask a new group just fine. But if I kill the group and ask a new one, the group spawn but the script ends and the new radio menu with the coordinates isn't generated and the JTAC doesn't spawn. (MA_taskCompleted just rebuilds the F10 radio menu to be able to ask a new tasking) : function MA_groundGroupAliveCheck() local groupName = 'Red Target Group' if Group.getByName(groupName) and Group.getByName(groupName):isExist() == true and #Group.getByName(groupName):getUnits() > 0 then groupAliveCheckTaskID = mist.scheduleFunction(MA_groundGroupAliveCheck,{},timer.getTime()+5) else MA_taskCompleted() end end In the DCS log, the error is "attempt to index local 'avgPosT' (a nil value)". The line number gives the reference to this part : function MA_getBearingRange() local avgPos = MA_getAvgPos('Red Target Group') local ref = mist.utils.makeVec3(mist.DBs.missionData.bullseye.blue, 0) local vec = {x = avgPos.x - ref.x, y = avgPos.y - ref.y, z = avgPos.z - ref.z} local dir = mist.utils.round(mist.utils.toDegree(mist.utils.getDir(vec, ref)), 0) local dist = mist.utils.get2DDist(avgPos, ref) local distMetric = mist.utils.round(dist/1000, 0) local distImperial = mist.utils.round(mist.utils.metersToNM(dist), 0) dir = string.format('%03d', dir) return 'Target area: Bulls ' .. dir .. ' for ' .. distMetric .. 'km/' .. distImperial .. 'nm' end This value isn't nil at first spawn, but each time at second spawn when the group is destroyed by a player (and not skipped). Tried to simply delete the BullsEye reference part but then the JTAC doesn't fly to the group to orbit. This turns me crazy and I don't know what did change in DCS 2.9 to create this bug. Sorry for the long post but any help would be appreciated. PS : whole script is attached. CASCAP Infinity Georgia West.lua
  18. Another DLC is in preparation. Currently beta testing it, hopefully will be release soon.
  19. Lima's are also heavier than Kilo's hellfire. And the US Apache has less powerful engines than thae UK one, reason why they often didn't mount the FCR. Was is on you heli ?
  20. Yep should have been corrected in the hotfix but still turning left or right alone.
  21. Haven't try other modules, bnullut in the A10Cv2, the TGP is visible without NVG in IR and BTH mode. See attached screen.
  22. Zarma

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