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Everything posted by Sandman1330
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Too bad there’s no workaround. With everything else in development, I expect this would be very low down the priority list, with no fix soon.
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As the title says, I find this if I try to take off without flaps. Try takeoff with half flaps. If you forget, you can slow below 250kts and bring flaps down, then uo again, and it works again.
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In the more full fidelity modules like the F/A-18 or A10C, you have the clickable cockpit that you can use to carry out the real world procedures, ie pull the fire handle which cuts off fuel, bleed air, and arms the extinguisher, then fire the extinguisher to put the fire out. This won’t bring your engine back, but may allow you to get home on your other remaining engine. It’s less well simulated in the lower fidelity modules like F15C. In the end, if you wouldn’t be able to do it in real life, you probably can’t in DCS. There’s no in-air repair cheat ;)
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Hmmm.... Good point. Unfortunately my scripting is even less developed (this was my first script ever!). Though I think the problem we'll run into there is, in order to identify which aircraft the player spawns into, the player still needs to spawn into it first - before the script can destroy the static. I've been experimenting with having the client aircraft spawn in immortal, then after a 5 second delay have the immortality removed, but the static still blows up and now you are just stuck in a fireball, LOL. I don't know of a way (yet) to make a static immortal... Edit: I have found this script to set immortal: SetImmortal = { id = 'SetImmortal', params = { value = boolean } } But I do not know where to put the variables. Is 'setimmortal' where I put the unit name that I want immortal? is Boolean where I set true or false? Edit2: it seems this script may not work on statics... back to the drawing board!
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After more testing, it's a no go. For some aircraft (A10) it seems to work, but others ( F/A-18 ) immediately explode. I think there's a microsecond crossover where both exist in the same location at the same time (the time it takes for the trigger to action). What I need is a way to delay the spawning of the client aircraft ever so slightly, to give time for the static to be removed...
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Yeah, in that trigger, "client unit" is the unit name the player will occupy, and 'static' is the name given to the static object in the ME.
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I think I figured it out. Once: Unit alive (client unit) - do script StaticObject.getByName( 'static' ):destroy() I've only tested once or twice so far, but it seems like the static disappears soon enough not to cause damage to the client aircraft. More testing required, but it's progress.
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Thanks for the reply! Unfortunately, there doesn’t seem to be a way to adapt this to client aircraft. I am hoping to have static or uncontrolled AI aircraft occupying the parking spots for client aircraft, until someone spawns into the client spot, at which point they will occupy / replace the static aircraft in the spot. What we need is a group deactivate command that works for statics. It exists for AI, but even an uncontrolled AI in the spot is not possible as I can’t place them in the same spot as a client aircraft. Edit: There is even a static activate command... How about static deactivate? Can I do this via a script?
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Radar elevation operation in relation to expected target?
Sandman1330 replied to madeiner's topic in DCS: F/A-18C
If you are close enough to need to be that precise, I think your solution is the ACM modes. Specifically, I’d use the JHMCS with LACQ mode, which will lock up to 10 miles and follow wherever you look. So you could turn it on and visually sweep the valley. Outside of 10 miles, your beam gets wide enough to use the altitude carets on the radar page to get a good scan. -
Sorry for the necro, but I'm trying to figure this out myself. Is there a simple script that can be run to deactivate a static aircraft using the "unit alive" trigger? Then I would use unit alive to trigger the script to remove the static. I've tried the only one available in the vanilla editor, which is unit explode, but that obviously blows up my newly occupied aircraft along with it...
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I thought I'd give the Red Flag mission a shot with the new D/L, since there's so many players I figured it would be a perfect chance to see how much more SA the D/L provides. However, it doesn't seem to work. I get PPLI from the other aircraft as they are taking off, but it disappears very shortly after they take off. I get no data from AWACS at all. I did open the mission in the ME and re-save it, as mentioned before. Is it because the mission was made pre-D/L? Is there something I need to do to make it D/L compatible? I tried going in an manually turning on EPLRS for everyone (at every single waypoint - that took some time!), but still no luck.
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At 23 miles, he may have started jamming you. I’ve noticed the same, can’t hold a lock at range but I usually burn through and get a stable lock around 20 miles. At 8 miles, I’m not sure, should be burnt through by then.
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F/A18 IR Camera Works Intermittently After Reloading Mavericks
Sandman1330 replied to Preacher316's topic in General Bugs
Already reported as a bug. https://forums.eagle.ru/showthread.php?t=232935 -
You can notch them to the right and be a fair bit off course as you pass them, just make sure to be back on course as you approach the waypoint. I was able to notch around them and remain out of their range and still get back on course in time.
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How to navigate to airfield without TACAN or ADF?
Sandman1330 replied to imacken's topic in DCS: F/A-18C
Click on the airfield in the F10 map, it will give you lat/long that you can manually input into the nav system as a new waypoint. -
Raven One: upcoming DLC campaign for F/A-18 Hornet
Sandman1330 replied to baltic_dragon's topic in Missions and Campaigns
Awesome! Loved the series. Can’t wait to fly with Cajun, Weed and of course Flip! Just call all the AI Saint, they fly like him anyway :megalol: -
Now that —norender is available, what I’ve done is create symlinks for the terrain folders, and placed them on my 1tb HDD, instead of my tiny 128GB SSD. Since there’s no need to render anymore, it greatly saves space without hurting performance, so far.
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Awesome, that's great news, thank you! I'll have to try this tonight. If we can use the maps we've all purchased in MP now, that would be amazing.
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Are you able to run both instances on the same account? If so... maybe I can use my main account to run my dedi server, and play (on a separate computer) with a second instance, using the same account? This might allow me to use the same map license to both run the server and my client?
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The requirement still, unfortunately, exists. They've only stated they are considering removing it, nothing confirmed. :dunno:
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We really really really want to run PG on my server... but (mostly) out of principle we won’t purchase a second license. Any timeframe on the decision whether to allow other terrains? My PG map sits idle, and likely none of us will purchase Syria if we can’t use it on our server. Not to mention the hard drive requirements of leaving so many maps installed... will running in norender mode still require the map be installed, if you do allow free licenses for servers? Or maybe just a skeleton of the map for the server, to save space?
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Thanks! Also funny, my first attempt to create a track, I did an air start. Not only did the issue not arise after rearming, but there was no warm up required at all after rearming! Separate issue but perhaps related?
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Attached is a track I made. It shows that, after taking off from the carrier with 4 x 65F, the first warm up and firing is normal. After landing (excuse my very overweight and less than stellar carrier landing) and rearming, the warm up then goes as normal - for the first maverick. Note there is a bit of a delay from when the countdown stops to when you can actually uncage it, but it's only about 5 secs or so. After firing the first one, you must wait 3 mins (though there's no countdown and I didn't time it, I think it's 3 mins) before you can uncage and fire the next. This continues for the remaining 3 65Fs. I used some time compression making this track, I hope that didn't cause any issues (I was short on time). The track is too large to post on the forum, so please find it at the following link: https://1drv.ms/u/s!Ascm8Kmu7NR0gdxrc1Frf9YY3YFvvQ Let me know if there's any issues with it. Thanks
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Ha, as a real pilot I’m the opposite. I spend my work days doing cold starts and systems checks, maintenance test flights, etc. Even our tactical trips involve a lot of “work” and planning even though we have fun ripping along at 90kts and 15ft AGL. I jump in DCS to do the fun stuff I wish I could do more of in real life. I skip the start checks and the detailed planning and jump right into the combat flying, because the boring stuff just feels like being back at work. I guess to make this relevant to the thread, I would be an advocate of just going to the boat and doing circuits. I train at the boat and just do hook-up bolter patterns, you can usually tell by the ball position and your sight picture on touchdown whether it was a good approach or not.
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In my case it was 4 x 65F, fired all 4 and rearmed, then they’d only warm up one at a time