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wdrago

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Posts posted by wdrago

  1. Hello guys ,)

    I would love an Mirage III cause it was my father plane, so it would be a great thing to fly in some way the same bird that my father did...

     

    But with the incoming Mirage F1 (also one of the fighter my father flown), I would be more intrested by the super etandard, for some French carrier ops :) as i know Razbam has the Corsair on old it would be A M A S I N G !! to have a full operational french task Force onboard The "Foch" actual Sao Paulo.

    with a Jeanne d'arc (heli carrier) as we allready have Gazelle, and we can dream of, maybe Supe Puma (as332).

    would be a great thing to come belong dcs carrier ops mod :) :)

     

    Futher that with your in dev Harrirer ( still on plan ??) it would be awesome to have super etendard vs harrier on a Falkland map :) :)

     

    There is also the Famous fr/uk Jaguar ,) !!!!....

  2. Airbrakes do work:

    [attach]139134[/attach] (clic to enlarge)

     

    4 controls exist for airbrakes.

    One is broken in 2.0.2.52369. So what doesn't work is airbrakes toggle, not airbrakes per se.

    Other 3 (airbrakes) controls do work. ;)

    If you own a HOTAS Warthog, it's a great time to discover the "aibrakes ON else OFF" control. Mapping it on both airbrakes buttons of your throttle (#7 & 8) allows you to replicate the exact RL aibrakes switch of the aircraft. :)

     

    "COPY"

     

    But I need my "Toggle" back, I'm not rich enough to own an Hotas xD

  3. mate, F9 doesn't work at all ... Eyeball is not replying... seems like there's no JTAC in Dzhvari

    :huh:

     

    Auto lase is just above Senaki-Kolkhi Airfield.

    For Eyeball check radio chan....

  4. it's so lame, DCS JTACs can't lase buildings and ships :cry:

     

    Yep it's sad taht DCS Jtac system can't lase static objects as Building...

     

    static passive targets !?? be sure, I will !!!!

     

    Senaki-Kolkhi Airfield is a Great location for ground practice, no dangers

    Dzhvarl is an other story ,)

  5. wdrago, I was so happy to hear JTAC Reaper saying my target was a bunker! Can you imagine my disappointment when the GBU-16 hit T-90? :(

    it's so lame, DCS JTACs can't lase buildings and ships :cry:

     

    but thanks vm for the missions! din't have time yet to fly it all, they're massive! :thumbup:

     

    May you miss read brienfing... ,)

    "F9" Jtac "Eyeball" option is for deep strike Target waypoint 4

    "F10" Jtac "reaper" or auto lase is for waypoint 2 static passive Targets.

    Enjoy.

     

    Or may I mess my brienfing I will check it.

    • Like 1
  6. Big Bada Boum

     

    Hi Lukpro,

    I have a big issue, with last GCICAP release b10cb11 , and the return to mist_4_1_61 (6919006) .

    It make my other srcipts crash(CSAR & Auto Lase Script By Ciribob and Tanker Respawn Script By Baron's).

     

    If I use GCICAP b10cb11 release + other scripts and mist_development it works

     

    If I use other scripts + mist_4_1_61 (6919006) scripts works

     

     

    But If I use GCICAP b10cb11 release + other scripts and mist_4_1_61 (6919006) all scripts crash and GCICAP doesn't init... see attachment

     

    So it seems to be linked to the return on mist_4_1_61.

    Have any idea ?

    crash1.thumb.jpg.9bd09955e06eb6866839a896329f9404.jpg

    crash2.thumb.jpg.b9fde3eb680a4e331d2e2a9c3db03d76.jpg

    crash3.thumb.jpg.7e1fb228b67c079426d6a49b243779f3.jpg

  7. Increase the move timeout to avoid the spawn/despawn?

     

    As I've said before a number of times mission builders need to be careful with this sort of thing as quite a few of the airfields can be extremely slow to allow a full flight to launch - Beslan for instance can take up to 15 mins for a four ship to get airborne so the current default 300 secs interval - as I understand the code for garbage collection and I believe it is in concept quite similar to the stuck aircraft logic I added - will be no where near long enough. I used to use 1080 secs (18 mins) as a default for this reason as by experimentation over a long period this gave a good balance for most airfields to launch a "good" flight and removed a "bad" flight (or individual unit in some test versions of the old script) soon enough to keep things moving ok.

     

    Additionally if it's busy over the front and lots of intercepts there will be lots of spawns and so a slow airfield or even one which normally isn't too bad can easily become bogged and you'll have whole groups despawning. So I suggest the mission builder needs to play test this aspect thoroughly and tune this value accordingly to get the best through put for the chosen airbases when they are under load. Possibly it might be better to try despawning just the stuck units as an experiment rather than the whole group to see if that is better from a mission building viewpoint as I've seen it happen that you'll get half the flight airborne and 3rd guy be taking off and the last guy waiting and the flight will despawn and then because a CAP or GCI is still needed a new group spawns and the thing repeats and you end up with no CAPs or GCIs because they never all get off the ground. ie from the mission builders viewpoint it might be better to allow the odd partial group and just pretend the one that despawned was unserviceable. If there is a serious issue on the taxiways then you'll still despawn the whole group (one at a time) anyway.

     

    I couldn't said it better !! :thumbup:

     

    well thats ED's bag, I saw two aircraft heading down the same taxiway strip and stuck facing each other. But the clean up did catch it.

     

    Got same kind of experience, as well with RTB flights cercling on "await" for landing clearance. I guess to, there is some ATC update needed from ED, I hope they will came with merging vesion of 1.5 and 2.0.

  8. P

     

    2 Run on RC5 with 1.5.3 (2h each) Looks great that RC5, a good possible client for 1.0.0 release :thumbup:

     

    - CAP Spawn / despawn : Ok

    - CGI Spawn / despawn : Ok

    - RTB Timing respected for both side : Ok

    - No TaxiWay Stuck for both CAP & CGI :Ok

    - No Longer Spawn collide for CAP starting from air : Ok

     

    - Took orbiting option : CAP zone Respected, still have some issue with Max Cap altitude, but no roller coaster.

    - CAP / CGI RTB on any Arifield of their Coallition (before only on Airfield mark by Airfield trigger zone), not a big deal.

     

    with RC3 / RC4, I was having those BRA Alert for ground units (combined arms) back again, that I don't have with RC5 ouff xD

     

    so far, you have done a Great Job Lukrop "/clap" "/clap" "/clap"

     

    I will test on 2.0 tomorrow,and will let you know...

  9. I have found something else! It was my pedals that cause headache. Look like a default binding to it make things difficult. looking only my joystick, I loose the overall situation. So I unplug it, remap my joystick, save, closed session, replug pedals and everything was fine. Execpt for the weird default binding.

    https://www.youtube.com/watch?v=t6RujEYirkI

     

    so it was a default pedal binding issue ?

    I guess we will have to wait that mirage end it's Beta journey. And all bindings keys be setup.

  10. I had a Big "Epic" session last night with RC4, everything goes fine for 3 hours, spawn / unspawn, wreck clean, GCI intercept :music_whistling: I guess my computer was in good mood, welcoming last DCS update :)

     

    - CAP respawn issue always happen after quite long runtime, and always on red side, can't figure out why specially red... whatever I read your update on subject :)

     

    I have some great expectation on what coming next !!

     

    Following the discussion about MIST fork, I have to say that, I use 3 to 4 scripts that I will Always get in my missions, And for sure it seems to me important to have one only universal MIST lua, for our missions. so Yep you (all good guys) should go that way :megalol:

    I guess.

     

    See you...

  11. If by "waypath on hud", "hud indicator" you mean the triangle below your course, it's not supposed to point to the next waypoint. (It did earlier incorrectly). It's supposed to show your wind corrected course. The implementation is still WIP.

     

    Yep talking about the triangle below the course, so Okey that's logic to me now ^^

    thanks for explanation.

  12. Hello,

     

    with 2/5/2016 update, did you touch the INS system ? cause since that update has on DCS 2.0 and now 1.5.3, the INS is inaccurate, waypath on hud are far from where they should be, the hud indicator has a very strange behaving (even if i'm waitting those famous 8min. synchro.) ??

     

    did I miss something ?

     

    Love last update :D lights for nigth Flight Hummmm :pilotfly:, Radar and antena systems, the azimut system following the select cursor, love it :D

  13. Regarding GCICAP progress: I wrote a garbage collector which is working pretty well but there still are cases where GCICAP looses track of groups and is not able to remove them correctly, leaving zones "guarded by ghosts" and therefor not spawning any new CAPs. Still working on it, but I think I'll need a break for some days because I can't wrap my head around it anymore. :joystick: :music_whistling: But I'm staying positive, we'll fix it. ;)

     

     

    Take an Ice Cream !! you deserve it !!!

     

    ls.jpg

  14. Hello,

    I have some issues with ATC system (not sure been reported before).

     

    Gonna try to be comprehensible xD

     

    I offen have my AI air group getting stuck on "in bound" situation cerlcing around an airfield, cause this one is busy, but once it get clear (the airfiled) the IA group never recieve the landing clearance, keep cercling until death xD.

    Also as player, when I request clearance for taking off or landing, just after a plane landed or took off, I have to spam clearance request from ATC before receiving one.

     

    that issue can be linked to that discussion : http://forums.eagle.ru/showthread.php?p=2705857#post2705857

     

    You can find in attachments an exemple where B1 will never receive clearance to land, and M2k will get stuck on runway entrance waitting to receive clearance to take off.

     

    Side Topic : in future it would nice that if players does not respect ATC protocol online, be punish by 10points :D

    test ATC stuck.miz

  15. Could be possible but I can't really tell but after all it's still DCS. Well not the spawn but maybe the AI behavior.

     

    I made some more run of RC3. and now i'm definitely sure that A.T.C. is one of the reason (the main reason) why we get CAP and CGI stuck.

    Cause I notice that stuck issue offen happen when CAP and CGI are on runway "entrance", I supposed they waiting for an ATC clearance wich never come...

     

    On my map the scenario at 1 hour 30 mission run, trigger the battle of kutaisi, wich make kataisi airfield quite busy for 15min with 4 to 6 air groups taking off and landing during that time. and very offen one of my AI group "banzai" get stuck in "inboud state" waitting desperately a clerance to land, wich will never come causing lost of my brave pilots :O

    As Player I also have those ATC issue when plane take off or land just before my request I have to spam clearance for take off or landing before recieving one. also read over here (104th admin of remember well) that ATC not working properly.

     

    So I'm sure now, that we have an ATC issue, wich have affect on your script.

     

    I gonna make a request in that way.

     

    RC4 !!! Whouhou gonna tried it right now !!! ;)

  16. This is definitely my favorite script it work so sweetly :)

    - The last update for side activate work good.

     

    If I could make a wish, it would be nice if a succeed SAR run would reward players with some points (maybe 25 pts by rescued pilots). don't know if it would be complicate to code ?

     

    See you

  17. 1.5.3 Feedback with RC3.

     

    Two Run while hosting online Run 1 : 4hours, Run2 : 3h30, CAP starting from Air (so in real time).

     

    - On red side I recieve Awacs (DCS speack) alerts, one per ground radar unit having contacts. wich can turn the thinks into a spamming machine. I don't have those alerts on blue side (both use EWR 1L13 as radar unit).

     

    - Altitude and CAPzone are not respected by both side, also speed (but think it s dcs issue for speed).

    - don't have Roller coster flight path as on DCS 2.0

     

    Question : does air traffic or Sam activity can breack CAP spawn ?

     

    Why, cause I notice that on airfield proctected by Sam group(Buk or Hawk), when they come active the air traffic around airfield are put on "hold", AI flights cercling around airfield until Sam return passive (may i'm wrong). So could it be possible that CAP spawn be breack by SAM getting active on an airfield ?

     

    - Blue CAP sometine get Air refuel, so I can have more Blue CAP than Expected...

    - Blue CAP respawn before old one land, Red CAP spawn when old one landed... ?

     

    - Generally CAP and CGI are spawning correctly, I got Far less TaxiWay Stuck for CAP and CGI than in old verison.

     

    But here I got an exemple of Taxiway stuck on Nalchik (3hours after mission start (when I noticed)), A Red CAP grp got stuck on taxiway whitout any reason see attachments, So I took a red SU27 to squeeze them out, only wreck of CAP 7 and CGI 3 been clean up, but not CGI 4.

    Blowing them unstuck CAP and CGI spawning.

     

    Can you remind me Respawn timing for CAP and Wreck clean up ? clean up process is general or specific for each units ?

     

    - Sometime a CAP or CGI grp got stuck, they unstuck by themself after 10 minutes...

     

    - sometime CAP spawn on same parking spot (blowing each other).

     

    - After RTB some CAP despawn some other not, all my CGI RTB have un/despawn.

     

    Side Topic : I Feel that Speeding time for testing, mess AI behaving ? what you think of that ?

    RC3.thumb.jpg.6167ad829ad0a0cfbc698cd98947929e.jpg

    RC3-1.thumb.jpg.1d5fae3be4641a7e41b6aa1dba60072a.jpg

  18. Great mission and really makes the processor workout!

     

    Wich one ?

     

    - the training map is the light, nicer one. it shall be real smooth.

    - on nevada cold war I got some little lag issue due to the actual dcs 2.0 beta stage (should go better on next update).

     

    - the enhanced with script is the stronger map, but it remain smooth on my bit old computer.

     

    you have to keep in mind that for nevada and enhanced with script, during first minutes the script is loading and generating CAP groups and waypath... usally for those missions, I used to load them and go for a smoke breack, letting the theater taking place.

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