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Fisherman82

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Everything posted by Fisherman82

  1. Nice work indeed! Does anyone know if it would be possible to do a mod for the JTAC menu also so that the F-keys always stays the same on the different menu pages so that it could be set up with VAC?
  2. That is one good looking radar stick! Skickat från min D5503 via Tapatalk
  3. Posting a updated version with some changes. Swedish Checklist DCS AJS-37 (from ENG version by Apache600)_170515.zip
  4. Swedish version Here it is, you dont really need to do anything Apache600 if you dont like to, I made it as a printable version in A5-format. I did the layout a bit different then yours, I did it in the style of the checklist for the real aircraft that can be found here: https://forums.eagle.ru/showthread.php?t=168144 I also tried to use the same Swedish words as in the checklist for the real aircraft as much as possible. I didnt do the emergency-part, for that I have printed out the emergency checklist for the real aircraft that can be found at the link above. If anyone uses it I hope they like it :)
  5. Swedish translation Im doing a Swedish translation of your list for my own use with some minor changes since you only know two words :) When it is finished I could post it here in case somebody else wants it, would you mind?
  6. I noticed this to, I had problems finding the countermeasure switch because of this, I had to read the manual and the manual for the real aircraft before I realised that it was wrong. I dont think its nitpicking, it would be nice if they fixed it.. This is real nitpicking: The texture for the left and right warninglightpanels are the same when the lights are off, it is only mirrored so the text is backwards on the one side. You have to zoom in to see it. :)
  7. This thread was double posted by mistake but I cant delete it by myself.
  8. I hope so to, they will be a major feature for the upcoming Harrier also (whitch I am waiting for)
  9. In your users folder on c: you should have folder called saved games. In that you should have a folder called DCS. Copy the folder called Config in the DCS folder and restore it in the same place when you have reformatted. This should restore all settings in DCS including keymappings, views, track-ir settings etc. If you have 2.0 open alfa the folder DCS is called DCS Open Alfa instead and the same with Open Beta. I also export the controlmappings from the controls tab in options in dcs as a precaution aswell. Dont forget to copy other settings outside of DCS aswell like Trackir profiles, joystick controller profiles and maybe voiceattack profiles. Skickat från min D5503 via Tapatalk
  10. Hello Im trying to make a Voiceattack profile that works for JTAC but I have come to the conclusion that since the menu changes so the commands are not the same for the F-keys it will be very hard to acomplish completly. What Im wondering is if there is any workaround for this, any tips? I have tried to Google for som but I havent found any. I know there is VAICOM and from what I understand it has a workaround for this so you can say all the commands on the menu. Or is this vrong? I tried to install VAICOM obviously but I have never been able to get it to work, it never recognizes any commands. Therefore I have put a fair amount of time to make my own profiles for the AJS-37 and F-15 and they work flawlessly, I was looking to add JTAC functionality to the AJS-profile. Skickat från min D5503 via Tapatalk
  11. I have a theory, the people with the module probably have it because they have the textures. The seat is not like the seat in the F15, A10 etc or the Martin Baker seat in the F/A-18 or the Russian seats so Ed probably forgot to add the F5 seat to the base sim for people who dont own the module. The seats have their own texture file at least for the A10 and F15. There is probably something similar going on with the gunsight.
  12. Hello Im missing the textures on the gunsight and ejection seat in the external view of the F5 Tiger II both in the encyclopedia and the sim. I dont own the F5 module myself. Its both in the release version and 2.0. Does anybody else have this problem?
  13. Hello Im missing the textures on the gunsight and ejection seat in the external view of the F5 Tiger II both in the encyclopedia and the sim. I dont own the F5 module myself. Does anybody else have this problem?
  14. Real nice! +2 for Swedish version :)
  15. I think I have found the cause of the problem now! I have all flights set to spawn with radar off to avoid being spiked by them before I get the BRAA-call from AWACS. When any of the red flights cross in to a zone called Blue Airspace radar using is set to "Use for search if required", when this happens the two flights that I had problem with turn back. I can see some logic in it since if you fly low you would like to have radar altitude, but they are 2000 and 1500 ft AGL with no high mountain peak in their flightpath so they shouldnt panic and turn back when they turn their radar on though.
  16. The first thing I tested was to change turning point to fly over point but this didnt help. The two flights are two out of five CAS flights, all five have the default task deleted. The only difference is the altitude, perhaps I have to delete them as Winston60 said because it wont work to just increase the elevation if they have been corrupted somehow when they where set to low altitudes with AGL. I hope I can do more testing tomorrow then I get back home, I have a own theory also, im thinking that it could be something with ETA lock, Im hoping to find a ETA lock on waypoint 2, im thinking that maybe the flights are early for some reason and thats causing them to turn back to not overshoot the ETA.
  17. Hello! Im having a problem, I made a single player mission where the player will scramble from Tonopah Test Range Airport and intercept different random Red AI-flights incoming from the east. There are Red fighter sweep flights and five different strike flights with aggressor F/A-18Cs. Two of the strike flights was intended to fly as low as possible to avoid detection and they are the ones with the problem. I had them flying at 1500 and 2000 ft AGL with a flightplan that would make them avoid the mountains east of Rachel and fly in de canyons to a target just east of TTRA. However, when they spawn they fly a little bit and then turn back for no reason and start flying back to the start point where they then turn again and follows the flightplan as they should. This means a 4 minute timeloss. The other flights have the exact same settings regarding ROE, Reaction to threat etc, the only difference is the elevation. I have tried to change the elevation up to like 20000 ft MSL if the low altitude was the cause but the same thing happened, they started to fly like they should and then turn back to the start and then back again. Has anybody come across this before and know what may be the cause of the problem? I cant post the mission now, I didnt have the time to write this yesterday and I have gone on holiday now. But I cant stop thinking about it because its very annoying..
  18. Im trying to find somekind of script to count the number of Mavericks fired in a mission by increasing a flag to the same value. Could this script be used for that somehow? In the DO SCRIPT box without MIST or MOOSE? I tried myself by adding a code where it says *do your code here* but I could not get it to work. Does anybody know how to do it?
  19. The stored loadout presets are tied to the task of the aircraft, if the aircrafts task is set to CAS for example you cant select a loadout you selected for a mission where the task was Ground Attack for example. You should be able to make a new loadout though
  20. Pikey, I managed to set it up with your script and MOOSE and it worked fine in my own mission! I have a question though, I want the condition to be so that if the player has completed his mission and is undamaged he must land and taxi to parking with the aircraft still undamaged. I can set this up now with the script you provided, but I also want to set up a condition so that if he is damaged it is ok to land very hard and break gears etc so long that he is alive and comes to a stop inside a predefined zone. A emergency landing so to speak. Does your script allow for a landing that causes damage to the aircraft or does that count as a crash? If so is there a similar condition for a crash that I can use?
  21. I got the same problem, I thought that I had removed the restart command from the keyboard. But on the way back to base a couple of minutes ago after a successful mission I learned the hard way that so was not the case when I accidently happened to press it. All mission results gone :(
  22. Thank you all for your tips! It was something in the style of what DarkFire and DarkCrow described I was planning to do with ordinary conditions, I did not know that you could set the vertical speed to decimals I thought that 1 was min/max. I also opened Pikeys file, I dont know if I understand correct but for this specific case i assume it would work for me if I would load Moose.lua at mission start exactly as you did and add the do script code you posted, it would be the simplest way in that case. I downloaded MOOSE by the way, I will try to get into it when I have more time, its the stuff in the beginning of the user guide with setting up project folders and stuff I dont really understand.
  23. I have been trying to understand MOOSE and MIST but they seem to complex for me to learn. Thank you for the info that LUA Predicate is broken, I didnt know that and that knowledge will save me a lot of pointless efforts :) I guess I will have to do it with a combination of the ordinary conditions that is available in the mission editor.
  24. Hello! Does anybody know how to set up a trigger for when the player in a singleplayer mission has landed? Or when the engines have stopped? I was trying with LUA predicate and GetUnitInAir function but I could not get it to work. With the F15 I have done missions that wont trigger success unless the unit (player) is alive and has parked on the ramp with unit in zone and unit speed lower than 1m/s. Since the F15 wont fly at that speed so it must be on the ground if the condition is true. But that wont work with helicopters and an upcoming Harrier who can hover. I could use unit altitude lower than but that is in MSL so it would vary across different airfields and maybe different ramp positions on the same field. How can I set a flag for when a unit is on the ground or something else like when its engines are off? (the unit wont hover if the engines are off so it must be on the ground if it is alive) Im a LUA noob by the way..
  25. For a long time I have wondered about the lights in the cockpits of the Su25T and F15C at night. In the Su25T there seem to a bright light illuminating the headrest of the seat and a bit of the canopy frame when the instrument lighting is on. The weird thing is that I cant find a light source that can explain it since the instrument lighting is red. It must be a bug. In the F15C there is a bright red light that illuminates the headrest of the seat and a lot of the empty area in the canopy behind the seat. I cant find a source to explain this either, the instrument lighting is green, there are some red lights on the left panel but they cant shine like this in reality. It must be a bug also and it only appears when the instrument lighting is on. Since this doesent effect gameplay I suspect that even though I posted it here ED wont fix it next week.. Sadly I would not bet on it to be fixed at all since the object errors in the Su25A has not been fixed for years either. It bothers me still, it looks weird and not realistic at all. Since I know that there is a lot of skilled modders out there doing cockpit mods and even whole aircraft modules I was mostly hoping that someone who knows how the cockpits are built in 3D can explain what the problem is. And even more If someone would do tiny little mods to get rid of it I would be very thankful! Or explain how to change some texture, lua or something.
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