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Wrench

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Everything posted by Wrench

  1. Grimes, I really should start either putting your name in the subject line or sending you PM, lol. As always sir, you are a scholar and a gentleman. :smartass:
  2. Hey all, is there a way to get get all the zones defined in the ME? something like getZones()?
  3. Hey all, does anybody have a working framework to make ground forces do something when they come in contact with the enemy? (preferably non-MOOSE) What I'd like to do is have ground forces call for CAS automatically, just by sending a radio message. The message I can handle, but the only way I can think to do it is to iterate through all units in the mission (or probably group leaders) and check getDetectedTargets every few seconds, and then something like local targets = con:getDetectedTargets() if targets[1] then callForCas(con) end Note that this is all placeholder names so you can see where my head is at. The trouble with that is it's horribly inefficient, so maybe someone has a better idea? Also what I'd like to note is that I want the result of all this to be a message like "<PLAYER> This is <JTAC NAME>, request immediate air support." Prompting the player to use the DCS JTAC workflow, rather than having it all scripted like slmod and MOOSE do it. PS: Man, what I wouldn't give for an event "new target detected."
  4. Wrench

    UH-60 mod

    Error 404
  5. I'm getting this error in B 2.78
  6. Harker, I wasn't aware that you could turn the AI off on a unit, this may bear fruit after all. We'll have to see how the rest of the group responds. I've also thought about spawning infantry when the tank gets "M Kill"ed, as though it were the crew bailing out, but we'll see. This whole thing actually started with a script that would trigger a small explosion whenever a tank was hit by a 30MM AP round, but there were two problems: 1, The explosion effect, even of an explosion set to a power of 1, is big and looks weird from just a 30MM shell. 2, it really isn't that hard to kill tanks in DCS, given we have to K Kill them.
  7. True that an M kill is a kill, but that isn't really modeled in DCS, as a vehicle will limp along and fight long after the surviving crew should have bailed out. You'll also notice that the vast majority of tank kills with the 30MM are C kills, given the squishy humans inside are the most vulnerable part of a tank. So what I'm looking for is how effective is the gun in the DCS universe. I've heard that in actual combat the average number of hits required to "kill" a tank, be that destruction, mobility, armament or crew, was 6 AP hits. Given that number, and assuming most kills were M or C kills, 15 rounds for a K kill is a pretty reasonable guess. I might simulate M kills with a script that would turn the AI of the tank off once it is hit with 6-10 rounds of AP, but that script wouldn't work if there are groups with multiple tanks. I mostly thought I'd post this as I've seen a lot of talk about the damage model of the tank vs GAU-8 scenario, but never anyone collecting hard data. I'll have to come up with a good testing methodology to collect some hard numbers in the coming days, but I thought this would be worth mentioning given the numbers I'm seeing so far. One idea I've had is to 'hack' track files to change out tanks and have perfectly repeatable gun runs, but I'm not sure if tracks just replay the gun runs and re simulate the damage, or if it records the damage and simply plays it back. I'm inclined to believe that it is simulated every time, which is why replay errors have beleaguered track files for so long. Either way, interesting thought.
  8. No, naturally a lot of the rounds are going to hit the turret, but that's pretty much what would happen operationally anyway. (meaning operationally in the sim) At a 45° dive angle, 0° or 180° aspect, very few to 0 rounds will hit the side armor, and any rounds hitting the front armor would have hit that operationally anyway.
  9. So I've done some testing with the GAU-8 vs tanks, and I've Come to some basic conclusions: The toughest Russian tank, as one would expect, is the T-90. At a 45° dive angle; It takes ~20 rounds of AP to kill. The T-72 takes ~15 The T-55 takes ~10. At 30° degrees, it adds about 3-5 rounds. The aspect angle makes no difference whatever (tested from rear quarter and front quarter, got the same values) That means that if you do a standard gun run as has been explained by various RL pilots, 45° degrees, 200 burst (Die MFer Die) you'll fire 20 rounds of AP, and if those all hit, you'll kill a T-90. For more detail, this is how I did the test: I wrote a script that used the Hit event to count hits and only count AP hits. When the tank exploded, it then outputs a text message with that count. In this way, I could tell how many rounds it takes to kill a tank within various parameters. For those who want to try this out for themselves, just run this is a DO SCRIPT box at mission start. if not Wrench then Wrench = {} end local hits = 0 --S_EVENT_HIT = { id = 2, time = Time, initiator = Unit, weapon = Weapon target = Object} Wrench.A10GunEvent = {} function Wrench.A10GunEvent:onEvent(event) if event.id == 2 then if event["weapon_name"] == "weapons.shells.GAU8_30_AP" then local target = event.target hits = hits + 1 end end end world.addEventHandler(Wrench.A10GunEvent ) --S_EVENT_DEAD = { id = 8, time = Time, initiator = Unit,} Wrench.DeadEvent = {} function Wrench.DeadEvent:onEvent(event) if event.id == 8 then trigger.action.outText(hits, 10 , true) end end world.addEventHandler(Wrench.DeadEvent ) I'll be doing much more exhaustive testing on this soon, but I thought I'd post my findings thus far.
  10. You can't see the whole HUD of the A-10C in VR or real life either. I've heard RL pilots talk about bobbing their head around.
  11. I've noticed that SET_STATIC:New():FilterStart() doesn't get static objects dynamically added with scripts other than MOOSE, and I need this to play nice with CTLD. Is there another command that will look for all static objects which currently exist?
  12. Thanks. I'd seen that button before, and as of a few updates ago IIRC it just turned off the folder browser (as one would expect) but didn't change the other stuff. Still feel kinda dumb though.
  13. The name pretty much describes it. The mission editor used to 'remember' which mission was last open, and would automatically start with that selected when using 'open' or 'save mission'. This was really handy, especially when using subdirectories for Modules, Mission Types, etc. but it started returning to the 'My Missions' directory every time a few updates ago. IIRC the same goes for DO SCRIPT FILE actions, PLAY SOUND actions, REPLAY and SAVE TRACK stuff, etc. I'd like to know if this can be re-enabled.
  14. I also have a script will play a 'DJ horn' sound effect (Bea bwa bwa bwwwwaaaa) when you score a hit. Shoot me a pm if you'd like to see it.
  15. If you know the zone's name, use trigger.misc.getZone(string zoneName ) There's a nice list of available function here: https://wiki.hoggitworld.com/view/Category:Scripting
  16. Let me know what he says if you discuss it, I'd sure be glad to hear about it.
  17. So this might be a question way out of left field, but @heatblur is there any chance of a cockpit texture template like those for the external textures? I'd like to make a full cockpit texture set, but it's really tough to do from the exsitent dds files.
  18. If this is still something you're working on, try setting the waypoint type to 'fly over point' as opposed to the default 'turning point'
  19. That's incorrect. The P-51 does that, in the 109 there's a switch under the left canopy rail.
  20. I've been using this with passes IC for the last several patches. In Saved games/dcs, add a directory called Liveries/F14B_Cockpit/default. Inside of that, copy the .dds files and the description.lua file I've attached. There may or may not be references in there to files not in the original mod, I can't quite remember if I've added any in all the playing around I've done to suit my particular tastes. description.lua
  21. Wrench

    Point of view

    PSA: If you set "Save Custom Snapviews" on in the settings, you can use RCTRL+RSHFT to move the camera, then RALT+numpad0 to save it. If you don't use any other snapviews before this process, it'll always save the default view. I set up a 'mission' that had all the modules I own available in ramp start configuration, and went through and saved the default VR view for each. I own almost all modules and this process took about 5 minutes.
  22. I'm going to take the initiative to speak for what I assume is about 90% of us Huey fanboys out there, and give my sincerest thanks to the dev team for making this happen. I've heard rumors that one team member, in particular, was given this task. So given that this is true, I'd like to thank them specifically. You might hear a vocal minority who still complains, and of the majority of us who are well pleased, only a few will take the time to say thank you. So I post this to remind you: as a community, while we are sometimes at odds with the decisions made by ED for various reasons not germaine to this issue, we truly appreciate the hard work and dedication you demonstrate when unveiling these kinds of features.
  23. For any other module I'd say VR hands down. That said, the hotas is pretty important in the A-10, because the systems are so complex. I've flown the A-10 with a Logitech 3d pro though, and used the 6 buttons on the base as modifiers to make the one hat act like all 5. A lot of guys won't even fly the A-10 in VR because there's so much to do. It's really handy to be able to write down notes and such. There's a mod to add a little notepad you can type in, so that pretty well midigates that issue. So all that is to say, if you're willing to make a few compromises on convince, VR is frickin amazeballs and 100% worth it.
  24. Okay, I see the issue. The IR designator function is part of the JTAC function, so you have to call the drone operator on the radio and go through the 9-line procedure for him to do it (This is referred to as SPARKLE) I don't think there is a way to simply turn it on, but I'll look into scripting it. As far as that goes, it's probably worth knowing this anyway. The FAC - Assign group is only checked once when the reaper reaches its waypoint. (Mission start) using the enroute action FAC - Engage Group, it's checked continuously. It should work now. ***edit*** I've found a pretty simple scripting workaround for you. You'll see how it works in the Mission, but if you'd like to take a look at the script, here it is. spot1 = Spot.createInfraRed(Unit.getByName('Pilot #001'), nil, Unit.getByName('Unit #010'):getPosition().p ) So all you ever really need to worry about are the unit names. The first one is the name of the drone (or anything, really) and the second is the name of the target, which must be a unit, not a group. Just remember you have to have the quotes around it. To stop the spot, you'll use Spot.destroy(spot1) and the only thing you have to worry about there is whatever you name the spot itself. MQ-Reaper IR Test_Wrench.miz
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