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exil

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Everything posted by exil

  1. Gents, If you look at the following function, it is possible to set the internal weight of a helicopter. https://wiki.hoggitworld.com/view/DCS_func_setUnitInternalCargo Do you know if there is any chance to get (return) the actual internal weight of a units internal cargo? My plan is to do something like: local internalWeight = unit.getweightblabla local add Weight = setUnitInternalCargo('unit', internalWeight + 100) Any help would be appreciated!
  2. Thanks again for the detailed answer! Now, it all makes perfect sense. You easily forget what DCS can't simulate compared to the real world: stress, fear, anxiety just to name a few. Those factors leave a lot of room for error which won't when you're sitting in front of your PC with a nice cup of coffee. As for the bearing/range thing: A lot of newer aircraft (and some older ones, even airliners) are capable of creating waypoints like this. But actually none of the aircraft in DCS I know of (well when I think about it, I guess maybe the F18 in fact). I know that this procedure is common (as you stated) for RW CAS or CCA within a TIC situation and the guy on the radio is not a qualified JTAC. But that would be another chapter. So far, I'm really happy to dive a bit deeper in the JTAC business due to you sharing your knowledge.
  3. Point taken! Thanks for clarification. The reason why I was asking is, if the aircraft I'm talking to has sensors which they can slew on a coordinate, why do I need the talk on? If I could give them an 8-digit grid in line 6, they will be able to spot 10x10m around the target, so basically close enough to spot the right thing. Basically, I thought, give them a rough 'guess' where the target is would save some time rather than transmitting coordinates and waiting for the read back. And also newer aircraft could easily create a new mark point with bearing and range from an existing waypoint (echo point). You would just have to punch in PE/280/0.4 (as most of the aircraft use NM rather than meters) in the CDU. Don't get me wrong here, not critizising any of what you've said. Just trying to understand how it's done correctly. But maybe I just have to be patient for the next video and it will clear things up a bit more Again, this is absolutely helpful digging into the jtacs Perspektive in DCS. There are thousands of tutorials out there for all kinds of aircraft but not a single one explaining how it works from the other side of the gun! Really appreciate!
  4. Excellent work even with the simplest methods! Worked out great with the witheboard. Really apprehensive! I have just one question popping into my mind. Since the target will be marked by talk on anyway, would it be reasonable to just give a rough bearing and distance in line 6 (e.g. "POINT ECHO, 280°, 800M)? And then continue the talk on from point echo? Again, thanks for doing this. It really clears stuff up! And I am really curious about the LGB 9-line. Keep the good stuff coming!
  5. Thanks for having a look. Here's the log file. I opend DCS with preset 1, then closed DCS. Then i opened it again with preset 3, made some changes and closed it again. And finally, i opened DCS with preset 1 again to see if the changes are effective but i had no joy. It opened DCS with the same settings as per preset 3. DCS Updater Utility log file.zip
  6. Can someone confirm that presets are working? I tried everything as discribed by @SkateZilla but DCS only opens with the last set settings no matter what I do.
  7. Google mal nach skatezilla dcs launcher gui. Da gibt es einen Button für VR on / VR off. Damit kannst du dcs nach belieben starten.
  8. Tut mir wirklich leid hier der Spielverderber zu sein. Aber das waren genau die Erfahrungen die ich gemacht habe. Sofern du ohne motion vector bzw. Reprojection fliegst ist alles gut. Aber die 90fps erreicht man ja kaum. Es scheint so, dass das tatsächlich ein AMD Problem im Zusammenhang mit steam vr ist. Ich hatte damals auch gehofft, AMD haut den großen Wurf raus (haben sie ja in gewisserweise auch, die Rohleistung ist super). Aber es sind gute sechs Monate her seit Release und treibertechnisch scheint sich da immer noch nichts getan zu haben. Ansonsten wäre ich sofort wieder auf AMD umgeschwenkt.
  9. Ich wills nicht laut sagen, aber das ist ein Problem der AMD Treiber. Ich hatte mit der 6900 das selbe Problem und gehofft, dass AMD das schnell in den Griff bekommt. Am Ende hab ich zu nvidia gewechselt. Es scheint, als läge das Problem hauptsächlich an der Integration mit steam vr. Ich habe das Thema aber schon länger nicht mehr verfolgt. Das habe ich damals dazu geschrieben.
  10. Hast du eine AMD Karte?
  11. Thank you for this powerful tool! It's really a great help, especially for those working with VR! As for the presets, the don't work for me. I tried it with the launch button and also with the VR ON / VR OFF button. But it will always load the last settings i aplied in DCS. The log file also states (when i start DCS) that i am using the "default preset" although i selected a different one.
  12. Hey guys, curious if it still works with 2.7 after the major weather update?
  13. Well, at least mine does it. I just setup moose and the ingame commands were added too. Just to clarify, if I type unit: it shows me a drop down list as shown in your picture with e. g. "getbyname", "get velocity"...
  14. Isn't this exactly what eclipse ldt with intellisense is doing? At least, I can do it with it.
  15. I noticed that too. I've read about that it schedules itself. But it never worked for me, that's the reason why I used a scheduler in the original script.
  16. @GrimesYou really are a genius! I don't know how to thank you! You didn't just take the time to give me a hint, you totally made it work! Wow! You just saved me a lot of time and nerves. I already changed the script and created an advanced fast rope script which was next on my list. It works like a charm! I only can't see what I can do with that line: - for example adding a entry for its current status. winchStatus[wName].s = "loaded" Is it basically a table where I can access that specific unit again(that unit that has completed the winch process and has a unit "on board"? For exaple: if loaded then "Spawn a ground unit if the specific heli is inside another zone" end Do I get that right? Again, thank you so much for your help!
  17. It depends what your plans are. If you only want to avoid the ai using afterburner, then you'll be good with Mach numbers. And also if you want to set up tankers. Just check, for example, if an aircraft is able to fly Mach 0.5 and your good. The problem with IAS is, that it will decrease with altitude. So flying 400 KIAS low level means at 35.000ft you'll fly 200KIAS but your Mach speed will basically the same.
  18. Basically, it's very simple: I just set the mach number and have a look how the IAS changes. For example: I want to set up a tanker for an A10C at 15.000ft. I set the Tanker to 15.000ft and set mach 0.5. Then i have a look at the IAS. If it's too fast for the A10, i will decrease the mach number again until the IAS at that given altitude fits. So, basically, the ME will do the calculation for you. If your problems are afterburners, set a mach number around 0.68 for example ( i believe, that's cruise speed for the F18).
  19. The ME needs the GS (as in real life) to calculate timings from way point to waypoint. I had the same problem too and am working with Mach number since then. The Mach number remains constant while the IAS varies with altitude mainly.
  20. Gents, i kindly ask for your help again since i am banging my head against walls right now. Here is the problem: I am writing a script for my squadrons MP Server where we can "winch" some units with helicopters. Everything is working as intended. I am able to "winch" the units with every "blue" helicopter. The unit to be winched itsef will generate a moving zone around itself. As soon as one helicopter is inside that zone (and some other parameters for the helicopter are met) a counter starts. As long as the parameters are given (steady hover and so on) the counter will count up to 45 seconds. After that time, the unit shall be destroyed. My big problem right now is, i can't assess that specific unit. After timer counts down, all units from the table will be destroyed. Is there any specific way to assess that exact unit and further use it (spawn smoke, destroy, etc...)? Any slight help is highly appreciated! I will attach the lua script (i know, for the lua pros it looks horrible): function checkWinch() local blueHelos = mist.makeUnitTable({'[blue][helicopter]'}) --get all blue helicopters for i = 1, #blueHelos do if Unit.getByName(blueHelos[i]) then local u = Unit.getByName(blueHelos[i]) if u:getLife() > 0 then mist.flagFunc.units_in_moving_zones -- check, if some of blue helos are inside moving zone 'a' or 'b' { units = {blueHelos[i]}, zone_units = {'a', 'b'}, radius = 150, flag = 1001 } if trigger.misc.getUserFlag(1001) > 0 then -- check if helo is in air hover = false local unit = Unit.getByName('' ..blueHelos[i]) local inAir = unit:inAir() if inAir then hover = true --trigger.action.outText('' .. blueHelos[i] .. ' is in air', 10) else hover = false --trigger.action.outText('' .. blueHelos[i] .. ' is not in air', 10) end -- check if helos speed is suitable to winch steady = false local unit = UNIT:FindByName('' ..blueHelos[i]) local speed = unit:GetVelocityKNOTS() if speed < 1.5 then steady = true --trigger.action.outText('' .. blueHelos[i] .. ' speed zero', 10) else steady = false --trigger.action.outText('' .. blueHelos[i] .. ' speed more than zero', 10) end -- check if helos height is not too high for the winch height = false local unit = UNIT:FindByName('' ..blueHelos[i]) local agl = unit:GetHeight() if agl < 60 then height = true --trigger.action.outText('' .. blueHelos[i] .. ' right height', 10) else height = false --trigger.action.outText('' .. blueHelos[i] .. ' wrong height', 10) end end end end end -- check if all 3 reqiurements are met if (hover or not hover) and steady and height then trigger.action.setUserFlag('1002', true) else trigger.action.setUserFlag('1002', false) end end checktimer = mist.scheduleFunction(checkWinch, {}, timer.getTime() + 1, 1) function stopWinch() if trigger.misc.getUserFlag(1002) > 0 then if time == nil then time = 0 else time = time + 1 end else time = 0 end --trigger.action.outText('Timer counts ' .. tostring(time) .. ' seconds.', 1) local blueHelos = mist.makeUnitTable({'[blue][helicopter]'}) for i = 1, #blueHelos do if Unit.getByName(blueHelos[i]) then local u = Unit.getByName(blueHelos[i]) if u:getLife() > 0 then mist.flagFunc.units_in_moving_zones { units = {'a', 'b'}, zone_units = {blueHelos[i]}, radius = 150, flag = 1003 } -- the textmsg are in german but basically they are giving information about the winching status if (trigger.misc.getUserFlag(1003) > 0 and time == 1) then local msg = {} msg.text = 'SEIL FÄHRT' msg.displayTime = 4 msg.msgFor = { units = {'' ..blueHelos[i]}} mist.message.add(msg) end if (trigger.misc.getUserFlag(1003) > 0 and time == 7) then local msg = {} msg.text = 'SEIL NOCH 3 ZUM BODEN' msg.displayTime = 4 msg.msgFor = { units = {'' ..blueHelos[i]}} mist.message.add(msg) end if (trigger.misc.getUserFlag(1003) > 0 and time == 12) then local msg = {} msg.text = 'SEIL IST AM BODEN, PERSON WIRD EINGEHÄNGT' msg.displayTime = 4 msg.msgFor = { units = {'' ..blueHelos[i]}} mist.message.add(msg) end if (trigger.misc.getUserFlag(1003) > 0 and time == 20) then local msg = {} msg.text = 'SEIL WIRD EINGEHOLT' msg.displayTime = 4 msg.msgFor = { units = {'' ..blueHelos[i]}} mist.message.add(msg) end if (trigger.misc.getUserFlag(1003) > 0 and time == 25) then local msg = {} msg.text = 'SEIL NOCH 3 ZUR ZELLE' msg.displayTime = 4 msg.msgFor = { units = {'' ..blueHelos[i]}} mist.message.add(msg) end if (trigger.misc.getUserFlag(1003) > 0 and time == 30) then local msg = {} msg.text = 'PERSON WIRD EINGEHOLT' msg.displayTime = 4 msg.msgFor = { units = {'' ..blueHelos[i]}} mist.message.add(msg) end -- this is the big problem...i don't see a way to assess the specific unit wich is inside the zone where the helicopter is in right now to destroy it if (trigger.misc.getUserFlag(1003) > 0 and time == 40) then local blueinf = mist.makeUnitTable({'a', 'b'}) for i = 1, #blueinf do if Unit.getByName('' ..blueinf[i]) then local u = Unit.getByName('' ..blueinf[i]) if u:getLife() > 0 then u:destroy() local msg = {} msg.text = 'PERSON IM HUBSCHRAUBER, CABIN READY' msg.displayTime = 4 msg.msgFor = { units = {'' ..blueHelos[i]}} mist.message.add(msg) end end end end end end end end stoptimer = mist.scheduleFunction(stopWinch, {}, timer.getTime() + 1, 1)
  21. This is really outstanding! I mean, it's just a day old and we already have a patch for it! Thank you very, very much!
  22. Sadly, it's on a closed server from my squadron. But to give you an idea of how I used it. The missions task is to provide CAS and CasEvac for an ambushed convoy. With STTS I was able to completely generate a JTAC which you could interact with via the F10 Menu. He would call you, and then you are able to answer him just like with DCSs JTAC but with the great advantage, that the JTAC calls were specified for that mission. He would give you information about priotized targets like "hey, I need you to take out this target first because it is close to us". Then some arty would provide fires inside the ROZ. The JTAC would give restrictions for all aircraft and call you when you don't adhere to those (e. g. "avoid roz sector 180 to 230"). If you don't adhere, he will call you like "hey, leave the sector immediatelly!". I also simulated an awacs which would give you a task once you checked in via F10 menu. E. g. the helos would get a task and after completion the were told to check in with the jtac on a given frequency for casevac. A lot of text, but I hope you'll get the point. Before STTS I used to do it with sound files, but now I can specify them for different groups and different frequencies. The great thing is now: if someone misses a call or is not tuning in the right frequency, the whole mission could be busted! I really love that!
  23. @Ciribob Thank you very much for your effort! I used this script now for a multiplayer mission. So much more immersive if you actually hear the radio calls only when you are tuned in. Right now, I use the "play mp3" for jtacs, awacs calls and ground troops It works flawlessly! Thank you for making DCS that much greater...again!
  24. exil

    Stars under NVG

    Thank you for the quick reply. I am not able to attach the track since it's bigger than 5MB. But basically it's just me sitting in the huey moving my head around at night. But i was able to track down the "bug". First of all it's not only the stars causing the problem. All light sources under NVD (lantern, stars, etc.) produce this double vision effect. But here comes the main cause: It's steam VR's motion smoothing. When i disable it, the problem is gone. The bad news, i have not found a solution for it. Turning it off makes no sense since i am the at around 60 frames per second, which also causes stutters. Thank you for your effort!
  25. I have a serious problem when flying with NVG with my Reverb G1. When i look at the sky and move my head, the stars are sort of doubling itself. One part of the stars are remaining stationary (as they should) and the "doubled part" of the stars are moving with my head movement. I searched the forums but didn't find anything in particular what causes this problem. Also, at daytime, or without NVG i have no problems with doubling objects. Just to specify, the problem is there since i first used my Reverb. I already did a fresh install of DCS and i am using no mods and am running the open beta. This problem also occurs with different aircraft. I would be so grateful if anyone could help out, since this makes flying at night nearly impossible!
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