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SkipperSMG

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Everything posted by SkipperSMG

  1. Dead Simmers, now that I have finally acquired the deltasim slew replacement Kit for the TM Warthog and did myself a nice afterburner detent, I have the urge to modify my HOTAS system even further. It offers a lot of free space for great gadgets. I thought this to be more of a general issue to not post into the Warthogs or simpits own forum section but accept my sincere apology if I thought wrong. Here is what i want to achieve and what I found that i thought might do the job: - 2 additional low profile buttons https://www.jaycar.com.au/spst-pcb-mount-tactile-metallic-vertical-with-led-red/p/SP0620 - a self centering potentiometer which i want to use as a radar elevation wheel. It is intended to snap back into the middle position if released. But I honestly do not know if this thing works as i hope it does :music_whistling: https://www.alibaba.com/product-detail/spring-loaded-potentiometer_62086630119.html Additional input hardware does need additional controlling since i doubt the pcb in the Throttle will support this :D So I found an usb pcb which is told to be easy to use. This would work surely for the pot but the buttons? http://www.leobodnar.com/shop/index.php?main_page=product_info&cPath=94&products_id=297 You might have guessed it, I am an absolute beginner in this area. I am not familiar with the all the specifications and therefore can not do much with the technical documentation or get a clue what to pay attention to an how to get my computer to properly recognize what I did to my throllte. I read about DCS BIOS and the arduino board but I do not know if this is the right approach and if the parts I preliminary chose wouldwork with that. This forum is so stuffed with information that I am kinda lost. Like completly :helpsmilie: I would like to know how to identify the parts i need, how to assemble them and control them software wise.I do not expect anyone to tell me which parts i should use but kindly request a guidline like a good read from which i can start to figure out this stuff by myself cause i really like to get into this :book: Thanks for anyone in advance.
  2. has been corrected
  3. It is not AS intuitive as the Warthog but pretty straight forward and worlds ahead to F18 and Harrier. Still some MFD flickering but the really important stuff can be done hands down and the brilliant part is the ICP. You can enter/edit data and aircraft settings really fast. You can pretty much set up the Numpad as ICP which makes things even faster. I found it really comfortable to operate.
  4. Did you even read the announcement?
  5. That's what i was refering to :D
  6. I fear it will only be useful if logically working together in a network. Launching at max range is a waste of resources. I put high hopes on EDs plans for SAM overhaul.
  7. I went absolutely bananas
  8. Auf meiner alten Mühle läuft die Caucasus Karte auch bei anspruchsvollen Missionen gut. Im PG ist mein System allerdings am Limit.
  9. Add it to the list of seriously needed features. This sim has come a great way but has still a long road to go.
  10. I did on 2018-11-08. It has been "assigned" and was categorized as minor issue. So, with all the new bugs constantly appearing i suppose it will take a good addtional while to be fixed.
  11. I highly doubt that to happen. I expect landing, taxiing and takeoff, just like the current carrier. I think interaction with the deck crew, elevators and all the other stuff to be reserved for owners.
  12. Thats awesome to hear :) keep up the good work and take your time.
  13. Since i have updated VA and VAICOM and got the AIRIO asap, i get the "radio is not in use for this aircraft or turned off" dudum sound and the confirmation "beep" whenever i press my mic switch to talk to VA. Thats very anoying. Anyone experienced that too?
  14. I would also like to point out that the carrier script removes my F10 radio options in MP with Version 1.2.1. for DCS 2.5.4.29079. I get it to show up by starting the mission triggered by a client joining, which coincides with what others have reported here. However the menu appears to be not functional. When selecting commands the text messages show up correctly, however Nothing happens. The base script however works. Carriers are turning into the wind and pursue their task.
  15. Hallo there, i am experiencing some strange crashing with my dedicated server. I run server and client on the same install and it worked out fine. Connection was stable and performance was very good for up to 10 tested clients. Now, i did some changes to the mission, basically a hand full of static objects. Server loads the mission and runs. But when i try to connect the server shuts down for some reason with no hint in the log file, see here: 2019-03-29 09:38:08.416 INFO NET: accepting connection from [fe80::e032:736b:dd23:2d4f%4]:20436 2019-03-29 09:38:08.428 INFO NET: append: client 2 2019-03-29 09:38:09.598 INFO NET: [2] UDP port changed from 20436 to 50503 2019-03-29 09:38:25.811 INFO NET: client[2] is ready to start 2019-03-29 09:38:25.811 INFO NET: spawning client[2] The log just ends without closing properly or any message of an error. My client connects an then the server instance crashes. In my client i get the message of connection time out: 2019-03-29 09:38:25.804 INFO Dispatcher: loadMission Done: Сontrol passed to the player 2019-03-29 09:38:25.805 INFO NET: sync seems good, telling server we are ready 2019-03-29 09:38:30.256 INFO NET: disconnected from server 2019-03-29 09:38:30.269 INFO NET: client has stopped 2019-03-29 09:38:31.385 INFO Config: netview stopped 2019-03-29 09:38:31.395 INFO TERRAIN: lSystem::CleanScenes() 2019-03-29 09:38:31.400 INFO VISUALIZER: StopSimulation 2019-03-29 09:38:31.541 INFO EDCORE: (dDispatcher)enterToState_:3 2019-03-29 09:38:32.017 INFO NET: client has started 2019-03-29 09:38:44.293 INFO EDCORE: (dDispatcher)enterToState_:5 2019-03-29 09:38:44.325 INFO DCS: application shutdown 2019-03-29 09:38:44.477 INFO SOUND: detaching sdef path ".\mods\aircraft\tf-51d\sounds\sdef\" 2019-03-29 09:38:44.477 INFO SOUND: detaching sdef path ".\mods\aircraft\ns430\sounds\sdef\" 2019-03-29 09:38:44.477 INFO SOUND: detaching sdef path ".\mods\aircraft\mig-15bis\sounds\sdef\" 2019-03-29 09:38:44.477 INFO SOUND: detaching sdef path ".\mods\aircraft\mig-21bis\sounds\sdef\" 2019-03-29 09:38:44.477 INFO SOUND: detaching sdef path ".\mods\aircraft\m-2000c\sounds\sdef\" 2019-03-29 09:38:44.477 INFO SOUND: detaching sdef path ".\mods\aircraft\ka-50\sounds\sdef\" 2019-03-29 09:38:44.477 INFO SOUND: detaching sdef path ".\mods\aircraft\flaming cliffs\sounds\sdef\" 2019-03-29 09:38:44.477 INFO SOUND: detaching sdef path ".\mods\aircraft\fw-190d9\sounds\sdef\" 2019-03-29 09:38:44.477 INFO SOUND: detaching sdef path ".\mods\aircraft\fa-18c\sounds\sdef\" 2019-03-29 09:38:44.477 INFO SOUND: detaching sdef path ".\mods\aircraft\f14\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\mods\aircraft\f-86\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\mods\aircraft\ajs37\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\mods\aircraft\a-10c\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\coremods\aircraft\sa342\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\coremods\aircraft\mig-21bis\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\coremods\aircraft\m-2000c\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\coremods\aircraft\f14\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\coremods\aircraft\christen eagle ii\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\coremods\aircraft\chinaassetpack\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\coremods\aircraft\c-101\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\coremods\aircraft\av8bna\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\coremods\tech\uss john c stennis\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path ".\coremods\tech\techweaponpack\sounds\sdef\" 2019-03-29 09:38:44.485 INFO SOUND: detaching sdef path "sounds\sdef\" 2019-03-29 09:38:44.699 INFO NET: client has stopped 2019-03-29 09:38:44.706 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 0 2019-03-29 09:38:44.710 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 1 2019-03-29 09:38:44.710 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 2 2019-03-29 09:38:44.872 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 3 2019-03-29 09:38:45.014 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 4 2019-03-29 09:38:45.021 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 5 2019-03-29 09:38:45.024 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 6 2019-03-29 09:38:45.027 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 7 2019-03-29 09:38:45.027 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 8 2019-03-29 09:38:45.034 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 9 2019-03-29 09:38:45.034 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 10 2019-03-29 09:38:45.036 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 11 2019-03-29 09:38:45.036 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 12 2019-03-29 09:38:45.037 INFO EDOBJECTS: lTypeObjectManagerImpl::clear 13 2019-03-29 09:38:45.988 INFO VISUALIZER: SceneManager_Implement::~SceneManager_Implement() 2019-03-29 09:38:45.989 INFO VISUALIZER: TerrainRenderer::release 2019-03-29 09:38:45.998 WARNING LOG: 1 duplicate message(s) skipped. 2019-03-29 09:38:45.998 INFO TERRAIN: lSystem::exit() 2019-03-29 09:38:45.998 INFO TERRAIN: lSystem::CleanScenes() 2019-03-29 09:38:46.592 INFO EDTERRAINGRAPHICS41: Save scene: "C:\Users\Marc Marius\Saved Games\DCS.openbeta\failed.ofsh" 2019-03-29 09:38:54.819 INFO DX11BACKEND: DX11Renderer::shutdown() 2019-03-29 09:38:55.880 INFO DX11BACKEND: NVIDIA API exit OK === Log closed.The previous mission without the changes runs fine and i cant get my hands on what have caused the crash. I thought maybe performance overload. Task manager told me that my system was indeed at max load but it does not seem like thats the initial problem. Do you have any suggestions where i can look for informations what could cause the crash?
  16. https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/index.html
  17. Do you use latest LDT build? In my case it was a known bug in LDT itself. Gesendet von iPhone mit Tapatalk
  18. MOOSE - Mission Object Oriented Scripting Framework First things first: You overwrite the content of A2ADispatcher in your second part. You basically declare a variable like x = something. And in the second part you tell x to be something else. You can give the different names. Also, you only need one dispatcher for one coalition. You can set up as much squadrons for one coalition as you like. Second: The A2ADispatcher handles general CAP tasking and engagement when in range. As soon as the A2ADispatcher is triggered, all CAP flights will be startet and fly to their assigned zines where they will be perform patrol. I would suggest setting up an GCI intercept. The Airbase nearest to the intruder will launch a direct intercept flight if there is no CAP flight in range at the moment . The CAP flights are basically just spooling up at this point. When CAP flights are in position an there is an intruder, the CAP flight in range will be engaging the intruder.
  19. My A2A Dispatcher works fine without defining the altitude source. However i missed the „CapZone_East“ [emoji1303]
  20. I guess the same which was intended by all the previous scripts [emoji28] SAMs should turn of their radar and even reposition when they are self propelled. I want to make SEAD task more demanding. Now its basically one HARM. I wanted to include the radar suppression aspect. I compared the concepts of all the scripts i could get my hands on and they pretty much follow the same principles. Also a manual approach through triggers in ME was not really successful. Maybe i will try taking a look into the alarm state logic cause i get some tingles that something with the underlying functions causes the scripts to fail as long as nothing in the DCS functions has changed significantly in the last half year. The scripts runs and all debug lines indicate a working script but the outcome is missing.
  21. Is that A2ADispatcher. or A2ADispatcher: in your last line? 2nd you still have to call your squadron to define your grouping :D How did you set up your intruder?
  22. Do you use A2ADispatcher or A2A_DISPATCHER for your last line? Thats a difference. You have to address the right variable to get it to work. Also don't call your Template "BA DEF" but your squadron "Bandar Abbas Intl" Try: A2ADispatcher:SetSquadronTakeoffFromRunway("Bandar Abbas Intl") For me it works fine, my aircraft take of from runway. So at the end: A2ADispatcher:SetSquadron( "Bandar Abbas Intl", AIRBASE.PersianGulf.Bandar_Abbas_Intl, { "BA DEF" },6 ) A2ADispatcher:SetSquadronGrouping( "Bandar Abbas Intl", 2 ) A2ADispatcher:SetSquadronTakeoffFromRunway("Bandar Abbas Intl") A2ADispatcher:SetSquadronCap( "Bandar Abbas Intl", CAPZoneEast, 4000, 8000, 600, 800, 800, 1200 ) A2ADispatcher:SetSquadronCapInterval( "Bandar Abbas Intl", 2, 10, 20, 1 ) The 6 in your first line defines the total number of available squadrons. Based on the grouping you have chosen this determines the total number of aircraft.
  23. Howdy, i hope u don't mind my interruption, but does anyone know if the SEAD class has got some love? Still not working, at least for me. Even tried "fixing" a line ragarding weapon class name in MOOSE.lua myself as suggested by @Hardcard but no joy. Even tried his own SAM script [source] but was unable to achieve a change in behavior. Same for a MIST approach found on the forum [Other Sauce] Greez
  24. Same. Maybe they changed something in file structure so previous mods stop working
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