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Everything posted by toutenglisse
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yes : env.mission.theatre
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I add an other track that shows better what happens. The AI aircraft takes damage the first time it is hit somewhere, all the other hits on same spot do nothing. It seems that when a sub-system is destroyed, its "hit box" acts as a shield for the rest of the aircraft. A hit from another direction, avoiding this "hit box", is require to add damage (but only once, until new sub-system is destroyed). In the track I put 6 IFV, shooting in turn from different directions. 1 hit from 1st IFV, 1 from another, and finally 1 from the last IFV are impacting life points (the 3rd one destroying the AI su27). All other hits do only visual damage. AI-AC-on-ground-damage-bug.trk
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Track attached (hornet vs mig-23 on ground) shows life points remaining untouched on many rocket hits. Mig still exists after rocket pass (2 pods empty). Same 0 damage hits happens with Player aircraft on ground except it gets destroyed. "Aircraft are more complex due to sub-systems and damage models which will effect the life value" - maybe damage affects an already killed sub-system so AC gets no damage on these hits ? AI-aircraft-hit-on-ground-bug.trk
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I see the same issue. Moving the "embark" point leads to breaking it at most times. At this point it is needed to recreate the "embark" task (without moving the point from default position) to make it work again.
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The problem for me, with trim reset (and non FFB stick), is the violence of it. In Ka50 if I hit the trim reset from a strongly trimmed position, I can break blades or have some violent aircraft behavior. It's way better imo me to move stick and trim, even 2 times in a row if needed to reach a position. With a FFB stick if you hold firmly controls before trim resetting it can be OK, but even using FFB I prefer trimming. That said I have nothing against the option coming for the Apache of course.
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After Grmies' post I see it also works when ran once from a trigger (and is better because it's not necessary to repeat it at each pattern). Thanks for the explaination. A remark about this function and the other function, mist.ground.patrol, I see that now they don't work properly if all variables are not declared (no more optional variables) : either it doesn't work at all (with just groupname declared) or it just do 1 pattern and stop (groupname + patrol type declared) - ex attached with mist.ground.patrol used on 2 groups, 1st with all variables and 2nd with 2 variables (does 1 pattern doubleback and stop). EDIT : at least for boats, for ground units it works with just groupname as declared variable. test-mist-ground-patrol.miz
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Getting the AI leader to follow the tanker after refuel
toutenglisse replied to 84-Simba's topic in Mission Editor
No, I don't use Facebook. -
Apache "launch trailer" best DCS trailer ever and best "Thunderstruck" video clip ever ! And glad to see popping a short version advertising on Youtube, first time for DCS I think !
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This ? :
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Hi, your main issue is caused by soldiers' "embark to transport" task being directed to "ALL" groups of vehicles, instead of selecting "KAMAZ trucks". IDK why this bug, it doesn't seem normal, but it works when selecting the trucks. I made 2 other modifications in your file : 1) "embark" task seems to mess up the "on road" option of KAMAZ's route, so I added a wpt "on road" just in front of them to solve. 2) I added an option to KAMAZ's "embark" task : I used "distribution" to distribute each soldier group to its own truck (optional) Embark bug-mod.miz
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reported earlier DCS reports burning ground units as statics.
toutenglisse replied to Astronaut's topic in Mission Editor Bugs
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Helo escort for ground units has changed and I think it is still W.I.P. Actually there are 2 options in M.E : 1) set Helo as CAS role, and use "ground escort" - the helo stays very low and maneuvers close to ground units, altitude unchangeable, but will work for defending units, 2) set Helo as Escort role, and use "escort" - the helo will stay at defined position/ground units, you can change altitude and other parameters, but won't work for defending units (will ignore enemy threats^^ despite escort settings). There is also Script for a 3rd option : for example Helo will do an updated orbit (fix radius) above ground units at defined altitude (in script), and will work for defending units. test-Apache-ground-escort-ME-or-Script.miz test-Apache-ground-escort-or-cas.miz
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Units stop obeying "switch waypoint"
toutenglisse replied to Northstar98's topic in Mission Editor Bugs
For RIO to finish racetrack before RTB, I thought of a little trick using 2 other flags and a zone (marked on map to verify that the tanker goes through when about to reach wpt6). In case it matters New Mission (Tankers) #01 (30-07-2005, 09-00-00, Hist. Weather)mod.miz- 4 replies
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When your script is doing an action calling an external function, be sure that the function has been loaded in script before or it still doesn't exist. For landing event doing different things for 1st or 2nd landing, you can just use increment of a value. Before event part of script, use ex : landingNum = 0, then inside landing event script use : landingNum = landingNum + 1, and then if landingNum == 1 do this message / elseif landingNum == 2 do this other message etc ...
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Getting the AI leader to follow the tanker after refuel
toutenglisse replied to 84-Simba's topic in Mission Editor
Hi, I attached an example, using stacked tasks (refuel then follow tanker until radio item activates flag). 2 different F16 AI groups are used, "2" following "1", instead of "1" being AI leader and "2" being Player. TF51 Player is used cold on ground to trigger the radio item when "2" has finished to refuel. test-AI-leader-refuel-follow.miz -
Units stop obeying "switch waypoint"
toutenglisse replied to Northstar98's topic in Mission Editor Bugs
Hi, using RIO as example, the issue is having 2 "switch wpt" on the same wpt6 (even with different conditions), it is what makes the first "switch wpt" to only happen once, and the second "switch wpt" is BTW uneffective because the Tanker will stop wherever he is (ex : between wpt3 and 4) when conditions of first one are no longer met, and go to wpt7 without reaching wpt6 before. I can't tell what is normal or not, it is just what I can see.- 4 replies
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Hi, I don't think you can index table's entry with strings but I can be wrong. You can index it with dynamic values like unit's ID number (and have for example 2 entries : retval[1] and retval[14]). In your example I think the easiest way is (I replaced dbg by trigger.action.outText to test on screen directly) :
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If you mean vehicle "typeName", for purpose of spawning vehicles, you can refer to : DCS World OpenBeta\Scripts\Database\db_countries.lua (list of units typenames by country) or you can refer to this web site : DCS-miscScripts/ObjectDB at master · mrSkortch/DCS-miscScripts · GitHub (made by @Grimes, where you can find any DCS object's description including typeNames. Ex : click on "ground vehicles", then click the one you are interested in)
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Much thanks ED team for the Apache ! Thanks to all people involded in this module, you are delivering an awesome masterpiece of simulation. I use VR and every aspect of flying and fighting in the Apache in DCS feels like a privilege. My expectations are highly overshot.
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No - a warthog stick.
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I've just landed from my first fly as pilot in the apache in VR - AWESOME ! I was not ready for this level of awesomness. I've not touched yet the "special" tab so default trimming, and I just used "Trim up" that act like in the Ka50 : I manover to fly the way I want, 1 tap on trim up and I release controls, the helo is trimmed for cyclic and yaw.
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correct as is Vipers don't show up on Hornet F/F DL
toutenglisse replied to QuiGon's topic in Bugs and Problems
FWIW it works with AI Vipers... They show correctly on Hornet's datalink/SA page without AWACS. So it seems to be related to human controlled Vipers, maybe AI Vipers use a datalink option that is not enabled by default for Client/player IDK...