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funkyfranky

ED Beta Testers
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About funkyfranky

  • Birthday October 21

Personal Information

  • Flight Simulators
    DCS (all modules)
    X-plane
  • Location
    Asgård
  • Interests
    Table tennis, DCS, Photography, Travelling
  • Occupation
    Physicist

Recent Profile Visitors

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  1. Mors, Mors! Thanks for taking the time to write this.
  2. Unfortunately that is not the case - I just double checked. Both dead and unit lost events still occur at the same time. That when the unit finally explodes but long after the unit stopped to exist in game.
  3. That was indeed also my initial expectation, i.e. that with a non-FFB joystick, you are essentially pulling/pushing with an infinite force (therefore, not being desynced between physical and in-game representation of the stick). Of course, with FFB, it is at least possible to emulate the forces on the stick. But if you are able to synchronize an FFB stick (e.g. by pulling it back to the center position whilst on ground), it seems strange that a non-FFB stick is necessarily de-synchronized. Got to dig out my good old Sidewinder to check for myself.
  4. Here are a few short demos showing how you track the weapon and interact with it (e.g. destroy it) https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Wrapper/Weapon
  5. Yes, I notices this too and it should be reported. It happens only in SP, in MP it fires only ones IIRC.
  6. Considering your work with MOOSE I figured you GOTTA be the one who might know.

    I have asked but have yet to get any answers...

    When I put MOOSE into any mission, when I start the mission I get a menu item in the F-10 Other and it has the Pilot game name as the Menu item and when selected has all sorts of selections. (See Pics)

    Is this part of MOOSE and how can I disable it?

     

    Thank You in Advance

     

    Elwood

     

    Maverick Menu 1.jpg

    Maverick Menu 2.jpg

    1. funkyfranky

      funkyfranky

      Try _SETTINGS:SetPlayerMenuOff()

    2. Elwood_Blues

      Elwood_Blues

      Thanx!!

      That did the trick...

  7. Re: Circular zone It's a bit difficult to see but is the actual area that is removed the square encompassing the circle? That would be consistent with another (reported) bug for world.searchObjects
  8. Hi guys, just received my new Orion 2 Joystick + extension and also the additional cams/springs/dampers kit. In the reviews I saw (Redkite etc) the cams are different from the ones I got. I guess this is a new version. Can someone enlighten my about their meaning. In the new version, one gets () NC-ARC SC-ARC NC-1S SC-1S Unfortunately, the Manual does not state anything about the abbreviations. I guess NC=no center and SC=soft center but what is 1S and ARC? [Edit]: 1S seems linear. In the older version of the kit, there was also 2S, which would increase resistance. Strangely, the default cams are NC-ARC, so the "extension" kit contains one set of cams that are also installed as default cams. Why? And which combo would you advice if the stick is used with an extension? Thanks!
  9. Ran into the same problem quite some time ago. Cruise missiles do not obey the the radius setting. They will all impact at the same point. Thought it was a bug, too, but it is actually written in the manual. So it is by intention (even though I personally do not like it). (Attack Group/unit tasks only work for aircraft (unfortunately!))
  10. Is a warehouse always associated with an airbase, FARP or ship? Asking, because we also have static objects such as warehouse, ammunition depo, tank 1, tank 2, tank 3, which act as warehouses, which do not belong to an airbase. Obviously for these, the warehouse cannot be retrieved with the airbase:getWarehouse(). According to hoggit , there should be a Warehouse.getByName() function https://wiki.hoggitworld.com/view/DCS_func_getByName. But that does not appear to work (not even for airbase warehouses).
  11. There is actually a function to get the magnetic declination but it requires to de-sanitize "require" (strange sentence, I know ;)) See
  12. Cool, thanks for the source! Think I already found why it's cubed (for R=1 m)
  13. Thanks for the write up @Beamscanner. I'm trying to understand your max detection range equation and the values of the parameters you quote in the table. What does not make sense to me is the area constant You write 4π^3 but you the number you calculate (1984) is actually (4π)^3. That might be just missing parentheses but I still don't quite get where a factor of (4π)^3 comes from and why that should be an area? (I assume you take a sphere of radius = 1 m so the radius is not "visible" in the equation but still).
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