

Wrench
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Everything posted by Wrench
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It means it gets expensive, quick. It's easy to end up with $500 joystick, a VR ready machine, and a Rift just for DCS. Oh, and Bingo, Don't use steam if you can help it. Some guys have already bought a bunch of modules, and some won't go from steam to standalone so they'd have to buy them again. I feel bad for guys like that.
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Hey all. I'm looking at the possibility of making an Imperial units mod for the 109. The problem is the altimeter. The fine needle winds one full turn every 1000 meters and indexes the course dial one KM. The trouble is that 1000 meters is ~3000 feet, which would mean if I just replaced the texture the altimeter would work in base 10. Is there any way in the lua files for the aircraft I can tweak this? I've look at the 109's altimeter.lua and mainpanel_init.lua, but I've not found anything that works for me. What in the lua I have access to looks like this: altimeter.lua: altitudePointer = {valmin = 0, valmax = 13000, T1 = 0.267, T2 = 0.258, wmax = 0, bias = {{valmin = 0.0, valmax = 13000, bias = 1}}} I don't know what any of that does :music_whistling: in mainpanel_init.lua: Altimeter_FinePtr = CreateGauge() Altimeter_FinePtr.arg_number = 8 Altimeter_FinePtr.input = {0.0, 1000.0} Altimeter_FinePtr.output = {0.0, 1.0} Altimeter_FinePtr.controller = controllers.Altimeter_FinePtr Altimeter_CoarsePtr = CreateGauge() Altimeter_CoarsePtr.arg_number = 9 Altimeter_CoarsePtr.input = {0.0, 13000.0} Altimeter_CoarsePtr.output = {0.0, 1.0} Altimeter_CoarsePtr.controller = controllers.Altimeter_CoarsePtr This seems to set up the relationship between the simulator and the arguments (animations) but it doesn't seem to control how the two dials relate. Any help appreciated, Wrench
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Mandulis, I'd be happy to share with you what I know. I'm not a great combat pilot tbh, but I know the systems well enough. Also, when you said you're getting more gear, what do you have in mind?
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Do you mean during aircraft shutdown? Because it flips on automatically if you open the throttle far enough
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You should be able to set ROE: ONLY DESIGNATED Note: I've never tested this for CAS, but it works in a similar fashion for CAP.
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You could try some of the links posted here: https://www.quora.com/What-are-the-best-websites-for-amateur-voice-acting-projects I should be able to do some VA, send me a pm of you'd like. Also, the mission builders corner is here https://forums.eagle.ru/forumdisplay.php?f=210
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For the briefing, I don't think there's any way to automatically generate it that I've seen. As for giving yourself time to start up, you can set the first waypoint to be time dependent as opposed to speed dependant. To do this, check the box next to the waypoint ETA in the ME and uncheck the box next to ground speed.
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N1 then, whatever the IFEI gives you.
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Can anybody post what their N2 is using default weather @ sea level (like on the carrier) at full MIL? I'd like to confirm that I'm at MIL when I'm at MIL.
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To my knowledge, prepare mission has only ever worked for the A-10, and only for certain systems.
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trigger.action.pushAITask https://wiki.hoggitworld.com/view/DCS_func_pushAITask Make sure that "Activate TACAN" is set as a triggered action for the group in the ME, and call this with the group and index of the action.
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Above has been broken for like a decade.
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Thrustmaster Warthog, I never use curves for anything. Not that long ago (about a year?) I was still using an X45 dug out of amber, that was carbon-dated to the mid-mesozoic era. It still worked somehow, and I didn't use curves on that either. I still use curves on my rudder pedals though, because they are crazy sensitive and they don't move smoothly.
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Script to get reciprocal wind as text message using F10 radio
Wrench replied to WildBillKelsoe's topic in Mission Editor
One thing I need to know, readback reciprocal of wind direction at what point? by default, my script uses a unit's position (could be a unit you plonk somewhere to read wind from) This way, it'll work with both dynamic and static weather. anyway, here's the function. function wrench_get_wind_recip(unit1) local wind = {} local pos1 = Unit.getPosition(Unit.getByName(unit1)).p if pos1 ~= nil then pos1.y=pos1.y+1 --get wind info wind = atmosphere.getWind(pos1) windspeed = mist.vec.mag(wind) windspeed = windspeed * 1.94384 --get wind direction sorted local dir = math.atan2(wind.z, wind.x) * 180 / math.pi if dir < 0 then dir = dir + 360 --converts to positive numbers end if dir <= 180 then dir = dir + 180 else dir = dir - 180 end if dir > 360 then dir = dir - 360 end wind = math.floor(dir) windspeed = math.floor(windspeed) outstring = 'Wind is from ' .. wind .. ' at ' .. windspeed .. ' Knots.' trigger.action.outText(outstring, 2) else trigger.action.outText('unit not detected', 2) end end You can use a RADIO ITEM ADD and a SWITCHED CONDITION trigger to call the function. Something like the radio item sets flag 1 ON. Then a SWITCHED CONDITION activated by flag 1 will call the function (more on this in a second) and set flag 1 back to OFF. To call the function, simply use this line: wrench_get_wind_recip('unit1') but replace unit1 with the name of your unit (leave the single quotes.) -
Script to get reciprocal wind as text message using F10 radio
Wrench replied to WildBillKelsoe's topic in Mission Editor
There's a chunk of code that does that in my carrier script, posted in the missions section. Feel free to yank it out. I can write a function for it if you'd like next time I sit down to do some scripting. -
Warthog joystick extensio - 3d printed (part 2)
Wrench replied to Terry Dactil's topic in PC Hardware and Related Software
Nice design Terry. Which CAD software did you use/would you be willing to send the original files? There's a few tweaks I'd make, personally. But seriously, really nice work. -
That's basically what I've tried. There is a bug regarding how the airport interperets those waypoints. I'm looking into a workaround now. As for the fuel state, the tanker will rtb on bingo and respawn. If you start it on deck in the mission editor, it will take off and then follow the route again.
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So I did some 'research' (asked Grimes) and he told me it's a long-standing bug that AI will only treat waypoints created during a mission as fly over waypoints. I'll have a look at scripting a racetrack pattern, but that comes with another problem: I need some way for the tanker to call the script again. Right now, I've been setting up 4 waypoints for him to follow and setting a waypoint action (via script) to re-run the function and generate 4 new waypoints. The problem with orbit/racetrack waypoints is that they never 'complete', meaning tasks assigned to them will never be carried out, i.e. running the script. I've attempted a workaround by scheduling the script to run itself every <x> seconds, but if there is any error in the time it takes to complete an orbit vs. the time taken to run the script again, (and there always will be) the error processes and the route gets more and more out of sync.
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Waypoints/route Hey guys. I'm having a bit of trouble with route following using mist.goRoute. (Fixedwing waypoints) The trouble is that the aircraft doesn't make clean turns the wayt tyhey do using ME routes or even those created with CA. CA created Route: MiST Route: Results are about the same whether using 'turningpoint' or 'flyoverpoint' as the type in mist.fixedWing.buildWP.
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I have tried, and I have failed. I can't get the tanker to fly a reasonable circle. The problem is the track gets all wonky as it has to move to follow the carrier. I think the best I'll be able to do is to have it race-track around the carrier a few miles.
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mwd2, I don't see how a circling tanker would be very useful, it would be really difficult to refuel that way. I am working on an update that will allow it to land when out of fuel though, and will hopefully add the ability to spawn/respawn it.
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I'm so glad I'm not the only one who does the [_] , [/_] joke. I really thought I was.