

exil
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Thanks for your reply! Yes, i thought about that too. But the problem is with mist.respawnGroup they'll respawn immediatelly and not when i want (when i push the trigger again).
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Complete Transport and Logistics Deployment - CTLD
exil replied to Ciribob's topic in Scripting Tips, Tricks & Issues
Dear Ciribob, as a big fan of your work, i came across the fast rope function embedded in CTLD. I saw that you can tweak around with some parameters (maximum height) and stumbled across some thoughts to make fast roping more realistic. Is it possible to implement also a minimum height for fast roping? Since it would not be nessesary to fast rope just three feet above the ground. Also a timer would be great. I'm really a lua noob, but i think i saw something in the script used for slingloads called ctld.hoverTime. I think it would be more realistic to need to hover for maybe 30 seconds over a specified zone (it takes time to get 8-10 people out). It's not a must, but it would be awesome! I wish i could help more, but i'm really a noob when it comes to scripting. Cheers! -
Sorry to hijack the threat, but i guess my problem is very similar: I wan't to create a practise range on the NTTR map, where several enemys are spawed using the radio commands. Therefore i scripted an F10 Radio Menu script. So far i'm able to let (for example) spawn a two-ship of Mig-29 which you can fly against. Now, what i plan to do is to find some triggers/script so that the Migs can be spawed after they are killed as often as i want to. I plan to use a radio command like "ACTIVATE MIG". The purpose is that you can train the same scenario as often as you want to. The tricky thing is, that either mist.respawnGroup and mist.cloneGroup won't work properly since units will respawn immediatelly and not when using a trigger. Since the migs are not the only enemy (i plan to do it with ground troops, SAMs, Tanks and so on...) a triggered action, where you just copy and past enemy units and let them spawn in a FLAG 1, spawn Group 1; FLAG 2, spawn Group 2 manner would cause enormous triggering action. So basically what i'm looking for is a loop which looks something like this: F10 Activate Group 1 > Group 1 is Activated > i destroy Group 1 > Push F10 Activate Group 1 > Group 1 is activated again and so on... Does anyone see a more simplified way to achieve this? I'm really a bit lost right now. Cheers!
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Well, I'm a real world pilot too, and i don't think that it's nice in the way it is. You need to concider under which circumstances people are asked if it's a nice model. Examples: Does it generally fly like a real chopper? My answear would be yes. If you pull collective, it climbs, if you apply left rudder, it's yawing to the left side and so on. Is the flight model is accurate? My answear would be yes and no. You loose height if you turn no matter the bank angle. You can't really stop a bank attitude once applied except you apply heavy amounts of counteracting force. Try a 360° pedal turn, in every real chopper (with T/R) you would need to counteract with cyclic (it a law of physics)...i don't have the feeling that general laws, which apply to every helicopter with a main- and a tailrotor count on the gazelle. And it's not a thing that can't be modeled, because these laws exist in the huey and the Mi-8. If you ask me, if the gaz is too twitchy, my answear would be (conversly to some opinions here) hell no! That point is perfectly modeled i my opinion. I've flown the EC-120 which considering rotor system and tailrotor comes close to the gaz. You can fly this bird with two fingers a it really just needs tiny inputs. So job well done polychop! Is it usable in tactical scenarios: Ohhh yeah! Finally we have a working RWR, a some sort of Flight Management System and so on...i love to jump in a commanders seat and do some recon stuff for others or lead a mission. The Gaz was a huge gamechanger in DCS (chopperwise) for me! To sum it up: There are good and bad things about the gazelle. If you like a perfect 3d model with a lot of cool things inside the cockpit which are also fully simulated, than it's perfect! Unfortunataly, me (and 5 guys from my real life squadron) don't like to fly the gaz anymore. For us, the gaz shows some no-go flight behavior which really pulls the fun factor of flying it down. And now to the huey argument: Yes, in my opinion the huey has also some aspects which are not modeled to perfection. But in general it feels like a real helo. Don't get my wrong. This is no polychop/gazelle bashing! I'm still a polychop supporter and will for sure buy the next helo-release! I just wanted to show, that there are a lot of real world helo pilots who are not satisfied with the current gazelle flight model version. They are just not active in the forum.
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...here
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Sounds awesome! Will give it a try next week!
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I have the same issues. 2.0 ran smoothly on it's initial release, but now with the latest update stutters as hell. I just upgraded my pc to 16gb ram, but no difference, stutters still appear (especially when flying a turn). When i look at my ressources monitor i think the hdd is the bottleneck here. I only have a shdd and no real ssd, but this is really strange! Btw, 1.5 runs absoloutly smooth!
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Thank you guys very much!!! The "smarter sams" script in combination with the trigger i set up did it for me. I also wanna try the iads script which seems to be really top notch! Yes, a "weapons in zone trigger" would be wonderful. I don't now which mission it was, but i was creating one where i was desperately seeking for something like this!
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Hi, i would appreciate some help with a mission i'm creating. My plan is to set up an kind of realistic Air Defence. To do so, i switch On/Off radars of the red SAM system, whenever any blue A/C are in it's engagement zone. After Radar is switched on, a SEAD patrol (AI Tornado) should shoot a HARM at this threat. This perfectly works so far... But now, i want to switch the radar off again, (a few seconds after) whenever a HARM is fired. To do that, i need to set a Flag, whenever a HARM is launched. Now the tricky part: I know there is something in MIST called mist.addEventHandler. As far as i understand (in my very little scripting knowledge), it counts certain events (e.g. when a specific weapon is launched). Can i use it and script something like: if event x happens (counted by the eventHandler) > set flag y ?? I really would appreciate your help! I barely startet with MIST so this whole world is still a bit "complicate" for me.
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Guys, i guess you made your point. No need to come up with the same story in three different threads. As i stated before, i also think that there must be something wrong with the fm, but don't take the hueys fm for the Overall reference for helicopters. Friends of mine flew huey and (so do i) think the huey is overexagurating when it comes to collective induced yaw and pitch. And as stated before for example the ch-53 also hasn't a collective induced yaw and pitch moment since the AFCS is countering it. Let's just all cool down and See if polychop comes up with an solution (which i strongly believe since they always did since the Release).
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Yep, got your point! Doesn't seem to be realistic... But that really doesn't bother me much. What is really important for me (really just my personal opinion), is that you can't turn without that strange behaviour.
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I know what you mean, but this time i guesstimate it's the SAS supporting a sort of "heading hold" feature. For example the CH-53 does the exact same thing (as long as you don't move the collective harshly). It holds heading even with collective inputs during hover. Basically no pedals needed. But i'm with you, you would at least need cyclic movements during hover. Woulnd't be possible to hover or T/O without cyclic input. And yes, the Huey is also fantanstic! I still love it, after so many years eventhough it has also a few bugs in the FM (and this is not my exclusive opinion, but also from some RL huey drivers i know also playing DCS). For example, dropping or raising the collective leads to to excessive pitch down/up behaviour. So both choppers have their difficulties, but once you get used to it, both are beautiful aircrafts ;)
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That would work for me!
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And now what? I'm a RL Helopilot too with several flight ours on several models. And i would say, the one i have flown which comes closest to the Gazelle is the EC-120B. Three-bladed rotorsystem, fenestron, etc. But i still think the FM is a bit buggy. What doesn't mean, that the FM is generally crap. The main reason complaining (just a bit) about the FM is the fact, that you're not able to turn and maintain speed or altitude with a level flight power setting. I encounter this behaviour IRL too, but with a much greater bankangle. It was no problem to maintain altitude with none of the helo's i've flown with an bank angle of about 20°. What also is a bit strange is that you need pedal input to perform a coordinated turn regardless of the wind situation (even with 0 wind velocity), the bank angle and without any changes of power settings. If you keep an eye on those particularities, the gazelle is one of the best (if not the best) helo to fly in DCS. But if you ask me if it feels real, i would say: no and yes! No, because of the points i made in the lines above. Yes, because the FM has some real advantages compared to other helo's in DCS. For example what some people call twitchyness. Making tiny inputs on cyclic feels really real. Or straight and level flight: Some people complained about the gazelle running like a train. But (with no gust and a laminar wind) this is basically what a helo does when trimmed out and no changes of power settings occur.
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Thanks for the reply! I got it also working on VHF, but here comes the turndown: At first i tried it with the L-version. No problems at all, JTAC worked as it should. Then i tried the M-version. The JTAC is responding very fast but gets stuck after the first reply. I guess it has something to do with the non-mapable radio/ics options since it's not possible (yet?) to select a radio and transmit. So transmission is set to auto (like "easy communications" enabled) which causes the JTAC to get stuck (not only in the Gazelle). The big question is, why is it working in the L-version then?
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Ah, and i thought i was stupid! ;) Thanks for clarification!
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Gents, one simple question. Is it possible to turn the gazelle (with pedal input) while auto-hover is engaged? During our first multi-crew session after the last update, my pilot (right side) was able to do that. But i can't figure out how he did that...
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No apologies needed! SRS is - by far - one of the best and game-changing Mods i know! Thanks a lot for your time and passion you're putting into this project!
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Is it even possible to work with a AI JTAC on the Gazelle? Thought this would only possible with an A10 or (with the mod installed) with an KA-50?
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Awesome script MBot! I stumbled over it just a few days ago. Right now, i'm building a car stop mission for Hueys, where once the target vehicle is stopped, a certain amount of bad guys will hop out of the car. So your script is exactly what i need! But is there a possibility to reduce the dismounting rifle team to only three soldiers? Couldn't find the line in the script. EDIT: Nevermind: I found it!
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Great Mod! You guys really find good solutions for Problems like that! Just a Quick question: Would IT work in mp missions and if so, i assume that anyone has to have the Mod active?