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feefifofum

DLC Campaign Creators
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Everything posted by feefifofum

  1. Check out the TrackHat if you find the clips to be problematic for your setup. A third party product with IR LEDs stitched directly into a baseball cap. I had previously been using the hat clip and had similar issues with the camera losing sight of a sensor from time to time. The wired hat has been rock solid.
  2. Depending on your controller some default bindings may exist. For example, the A-10 HOTAS is preconfigured for both the A-10C and F-16. For most other devices a few basic functions will be automatically mapped but frequently these do more harm than good (pitch/roll assigned to the brakes on rudder pedals, etc.) Your best bet is to clear out the default bindings and set up something basic for yourself. Build on it as you learn systems and need more functionality. Baby steps are key, very easy to reach information saturation.
  3. Hi Pilot. If you aren't using rudder pedals, those controls (rudder/brakes) will definitely need to be accessible to you quickly and easily. Landing gear is a convenience but something you'll be using minimally, so I personally think it is better served left as the default "G" on the keyboard or on another controller. Beyond that, the first thing I'd recommend is binding whatever controls are present on the actual airframe in as similar a configuration as you can. You can usually find a diagram of the HOTAS in the manual (dcs world/mods/aircraft/AIRCRAFTNAME/doc) or with a quick google search.
  4. Kneeboard builder isn't necessary though it is convenient for resizing images for the kneeboard. All you need to do is open the .miz file with 7Zip or a similar .zip editor and place the image files. They go in whatever.miz/KNEEBOARD/IMAGES Optionally, you can further customize which aircraft types see which kneeboards (/KNEEBOARD/A-10C/IMAGES) so that you could include multiple airframes in a single tutorial without a ton of information overlap. Sounds must be in .WAV or .egg format, and can be played through the SOUND TO ALL/SOUND TO GROUP or RADIO TRANSMISSION triggers.
  5. Andrew, adjust the light filter in the "camera" tab. There is likely a light source interfering with where the camera thinks you're looking. I think you'll find TrackIR the more reliable of the two platforms. You can also adjust the curvature of the axes by clicking and dragging to change how far you have to move your actual head/neck to achieve a full rotation of your virtual head.
  6. You can find your product key by accessing the in-game module manager. From the main menu, click the icon that looks like an array of 9 boxes (much like the "apps" menu on a mobile device) Select the 'installed' tab to view your modules and product keys. Enter the key into the prompt. The other stuff is extremely weird sounding, but my guess is the MiG-15 module is not properly installed and activated. Not a lot of room for error there assuming you don't have your PC locked down like Fort Knox and blocking installations/file transfers. Running DCS with administrator privileges may help the issue if that is the case.
  7. SEARCH THEN ENGAGE IN ZONE can also be used to restrict their activities to a certain area. :thumbup: Make sure you delete the default "CAP" advanced waypoint action.
  8. There is no following_GP or followed_GP defined...right now it looks like they are just looking at each other but neither exist. You need to point those to an actual in-game active group. So followedGP = group.getByName ('SpitfireGroup') where 'SpitfireGroup' is the name of a group as typed in the Mission Editor. I believe MOOSE can also automatically store and index a table of units as they are spawned, which will probably be an easier way to access them if everything is dynamically generated. Have to check with the MOOSE crew (Delta, HardCard and Pikey come to mind) for further details on that. Try joining the MOOSE discord group and asking on there, very helpful bunch.
  9. group.getByName ('MyGroupName') is how you retrieve them. :thumbup:
  10. Select the "hidden on map" option to conceal enemy positions from players' external views. Select "hidden on planner" to remove them from the SA page of F/A-18s.
  11. :thumbup: Often have to settle for "good enough" when it comes to the AI but you can usually get in the ballpark.
  12. Fortunately most of the work has been put in by the some of the brilliant minds we have here in the forums. Much of these are plug and play solutions where you simply download the existing .lua and use a DO SCRIPT FILE trigger to load it into the mission.
  13. You should be able to push the task like any other triggered action, can you not? So for your example, add the maneuver to triggered actions, then create: 1 ONCE (Bandit turns, NO EVENT) MISSILE IN ZONE (AIM-120C, EngagementZone) AI TASK PUSH (Bandit, 1. Perform aerobatics etc. etc.) I haven't done much experimenting with the feature. If a level turn is okay you might just push them to a new waypoint back where they came from as well.
  14. Most servers running proprietary scripting will call the files directly from the hard disk to prevent this kind of behavior. My best advice is to try to walk before you run. Ask specific questions and get specific answers, but "how do I everything" is just too broad when your endgame is a complex multiplayer environment. Make a simple scramble mission. Make a simple mission where the AI bomb a runway. Make a simple mission where a convoy starts and stops. Figured all that out? Add another layer so now the AI attacks based on someone entering an area. Figured that out? Add a message when certain assets reach a certain area. Figured that out? Add a status report option with the F10 menu. Keep on learning and building one element at a time, most folks will quickly get information and task-saturated trying to start with a complex idea. Most importantly be willing to get in there and experiment yourself.
  15. Very impressed with Clear Field...looking forward to checking out the rest of your work!
  16. https://forums.eagle.ru/showthread.php?t=178942 Here's an example mission from the author. He has also done an extensive YouTube tutorial series. Just search "DCS MOOSE"
  17. The aerobatic maneuvers are as close as you can get to forcing something that specific for AI as far as I know. DCS doesn't really have a lot of features for making "cut scene" type scenarios like that.
  18. You can use an event handler that checks for the HIT event, which contains the initiator, the target, and the ordnance used. It'll require a little bit of .lua magic but it's not terribly difficult. There are also some canned solutions in the MOOSE framework (check out the missile trainer.)
  19. Hi davebert; no issue moving forwards in version at all. In most cases you do not need to re-save unless it's something truly ancient.
  20. Ranger79 had a pretty solid series a couple years ago. There are some bug workarounds he mentions that are no longer necessary, and features have been added since then, but it's probably still the best start that I know of. SUNTSAG has also done a nice series highlighting individual features.
  21. There are a handful of ways to do this. If you want to brute force it, place an identical group in as many locations as desired. Check the "late activation" box for each group. Use the SET FLAG RANDOM VALUE action with no conditions to set a flag to a value between 1 and X where X is the number of groups you have placed. Use a second set of triggers to spawn the group based on that flag's value. 1 ONCE (Spawn, NO EVENT) == FLAG EQUALS (1, 1) == GROUP ACTIVATE (random 1) Repeat that for as many groups as you have. When the mission starts, a value will be assigned to that flag. That random value will determine which of your groups will spawn.
  22. I'd urge against polling public opinion if you're looking for procedural accuracy. You'll get a lot of "what works for me." There are a lot of great organizations out there dedicated to doing things to varying degrees of procedural accuracy, especially with regard to naval ops. If you want go get serious, toss your hat in the ring with one of them and try to hang on. If you're just looking to have fun, learn the basics, and fly with friends, public MP is a good place to hang out but be aware much of the "serious" community is private because one jagoff doing loops and mad-dogging AMRAAMs ruins the fun of every single person trying to do things by the book.
  23. Your best choice is clearly to head over to the ED store and purchase The Georgian War. :music_whistling: Kidding aside, there is no malicious code contained within the Dynamic Campaign Engine, nor have I ever seen DCS attacked in this way, but it is a security vulnerability worth taking note of. If you choose to disable it make sure you aren't downloading .miz files from 4chan or anything. ;)
  24. It's a function to prevent missions from executing malicious code by running programs outside of DCS. Some user created missions such as those in MBot's Dynamic Campaign Engine require that you disable the function, because they require external programs to read the results from your current mission and generate a new one.
  25. Hey old pop, "takeoff from runway" is limited to single player in order to prevent aircraft spawning on top of each other. For MP your best solution is "takeoff from parking hot." This will allow you to configure parking as close as possible to the active runway.
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