

Fisherman82
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MAKE! SURE! YOU'RE! RUNNING! IN! FULLSCREEN!
Fisherman82 replied to Hiob's topic in Game Performance Bugs
Is this a thing for VR also or is it just if you are using a screen? -
how to combine "random" and "time since flag"
Fisherman82 replied to VTJS17_Fire's topic in Mission Editor
If you really want to make sure that it can not go online again before 30 seconds you can combine the flag 1 equals 1 condition with another one. You make a flag turn on every time the SAM site is damaged, lets call it flag 3: SWITCHED CONDITION SAM site damaged Flag 3 on and another trigger: SWITCHED CONDITION Time since flag 3 29 seconds Flag 3 off This means that every time the SAM site is hit (damaged) then flag 3 gets set to on and remains on for 29 seconds and then it turns off. Combine that into the last trigger I wrote into my previous post like this: SWITCHED CONDITION Flag 1 equals 1, Flag 3 is false AI TASK PUSH SAM site GROUP AI ON Then the SAM site cant come online until at least 30 seconds after it was damaged. -
how to combine "random" and "time since flag"
Fisherman82 replied to VTJS17_Fire's topic in Mission Editor
In all missions I do for myself I have a flag (flag 1) that is set to a random value between 1 and 60 at mission start and then with switched condition set again the same way every 60 seconds. This way I have a flag that sets every 60 seconds that I can use to trigger various random things throughout the mission, I use 1 to 60 and 60 second interval based on a very basic theory that the mission will take me about 1 hour at most and during that time all numbers between 1 and 60 have a reasonably big chance to be drawn. If I would set it to between 1 and 120 instead im thinking that it would take about double the amount of time for all things to happen and the opposite if you want shorter time with more things happening. So, in your case, you could make such a flag that sets every 30 seconds because you said you wanted 30 seconds at minimum, since you want around 5 min you could set the flag between 1 and 10 perhaps because in 5 minutes is 10 x 30 seconds. Then you need to make two triggers: MISSION START Set flag 1 to random value 1 to 10 SWITCHED CONDITION Time since flag 1 30 seconds Set flag 1 to random value 1 to 10 Then you need to have a triggered task for your SAM site, GROUP AI ON, on the vehicle group. Because in the trigger list you do: SWITCHED CONDITION Flag 1 equals 1 AI TASK PUSH SAM site GROUP AI ON Its smart to set the condition to Flag equals 1 instead of any other number, because if you use 1 you can tweak how fast it goes online again by increasing or decreasing 10 in the triggers above. What happens here is that every time flag 1 is set to 1 the group will go online, i suspect you have another trigger for GROUP AI OFF for it to go online when damaged or something that should also be SWITCHED CONDITION and not ONCE. Be aware though that in teory you can drop a bomb on the SAM site so it becomes damaged and goes offline and then 2 seconds later it goes online again if flag 1 happens to set just then to the value 1. I think this will work pretty ok though because this will only happen if flag 1 gets the value 1 right away, if it gets any other number the first time the flag is set after the SAM site was hit then it will atleast be 30 seconds until it goes online again. Also be aware that the timeperiod im talking about will be roughly about what I say because every time the flag is set it can get any number between 1 and 10, if 3 was drawn the first time it is not removed from the lottery the next time so to say, if it would then the timeperiod would be almost exactly between 30 seconds and 5 minutes. -
LSO's radio comms totally inappropriate
Fisherman82 replied to Capn kamikaze's topic in Bugs and Problems
I have had AI-LSO-Jello calmly say "fly the ball" at the same time as he is pressing the button for the waveoff lights. Obviusly I get very bad grade. Feels like EA, hopefully. -
I can add that not getting good final attack headings causes me to miss 9 out of 10 GBU-12s released against targets designated by a JTAC using laser. Its a randomized mission so I dont know his position every time I fly it. In the Hornet when im flying 15000 -20000 ft above the target. Since I get the laser spot tracker to pick up the designation I can confirm that the JTAC has the laser on the target as he should so the only reason I can think of is that Im not coming in from the right angle for the bomb to pick up the laser spot. In clear weather.
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It would be great if it was possible to specify final attack headings in the mission editor on the same place where you specify preferred weapon and designation for JTACs (FAC). The automatic logic for this now is not advanced enough to properly assign this correctly with regards to giving laser guided weapons ability to pick up the laser spot and safety of own troops. As it is now you can be assigned a final attack heading and also be cleared hot with a laser maverick when you are flying facing head on with the JTACs laser designator. I have described this in another tread without any response from anyone. If it was possible to assign the final attack heading in the mission editor, the logic, which I guess is pretty complicated to get right could be as it is to me at least because it would at least be possible to specify it manually.
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Could someone from ED please specify what the final attack headings given by JTAC in the sim mean? Is it given in about 180 degrees opposite as it should be or does the JTAC in the sim give the headings in the opposite way as it is given in real life (to my knowledge JTACs say the heading the nose should point IRL) In all CAS missions I fly the JTAC always specifies the final attack heading as in the example in the attached image. I need to fly into enemy territory and attack from behind, against friendly forces and the against the JTACs laser designator. If the JTAC means that its ok to attack from the bigger part of the circle that would still mean that there would be some headings that would be ok dispite it would mean that I would be pointing against friendlies as well as beeing outside of parameters for laser designation, like 24 and 91.
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Sometimes if you have a campaign with a number of missions and want to change something in the triggers that is the same for all of the missions you need to do the same adjustments in all the missions. The ability to import triggers would also be usable when building missions because you could then re-use a mission structure you built for one map on another, you would not need to do every single trigger again. It could function like this: In the trigger list you mark all lines you want to replace with tick mark of some kind, or red color that is already in the ME now. To not make it unnecessary complicated it could be limited so you only can do this at one place in the list, meaning that you can mark as many lines as you like as long as they are next to each other but you cant spread them out. You then pick another mission file and then the function replaces the lines you marked with the lines that are in that other file. In the other file you would need to make sure that there only are the lines that are to be imported/replaced, kind of the same way as static templates function now. If you only wanted lines added and none replaced it would need to be a way to mark where in the list it should be imported, perhaps by marking just one line in red and klicking a button "import before red line" instead of "replace red lines". It should also need to function so that if a trigger that contains a unit that is not in the mission it is imported to it should just not be dropped but instead be added but the unit involved would just automatically be set to the first one that is in the dropdown list, something starting on A probably. This would be a big help for mission designers, perhaps this could be done as a external utility, I cant program it myself though sadly.
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Its interesting how different opinions can be, if I remember correctly the Viggen was released in the beginning of 2017 and the Hornet in may 2018. Of the aircraft I own, the Hornet is by far the most complete one, it is the only one I fly missions in, the rest Im holding on until they are more complete. Im sure when HB does a push for getting the Viggen out of EA alot of stuff will improve, but definitely dont think that its more complete than the Hornet, not by far. In the Hornet the cockpit textures are finished, the beacon dont flash inside the cockpit, sunlight dont shine into the cockpit through a hole in the cockpit model down by the feet of the pilot, the FLIR is perfectly readable in VR compared to the EP13 that seem to need some tuning still and all control panels are in the aircraft, the radar does not induce low fps when used at one specific range setting and so on. This is not a attack against you or Heatblur, Im sure HB will finish the Viggen (the aircraft) in Q1 if they say so and make it flawless but at the moment, the Hornet was released 1,5 years later and has in my opinion by far surpassed Viggen in regards of being considered out of EA. And thats perhaps not so strange because ED is a bigger company than Heatblur. Its just interesting how different opinions can be. I dont see the relation between the Viper misstake and not buying the Hornet but thats off topic so dont mind that.
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Does the DCS JTAC use final attack heading the right way? Many times I get something like "Final attack heading 90 - 110. When I enter a course between these values on the HSI it points to the place where the JTAC is located and against friendly forces. If I would put the course against the JTAC from the target location it would read 100. I have come to the conclusion that he must mean the other way around the circle, the 340 degrees. The 20 degrees between the numbers to me seem to match the safety cone for laser designation. There must be something missing in the information, I should not be cleared to attack from the part of the circle that makes me point to the JTAC at all. A laser designating JTAC who is located at 100 degrees from the target should order a final attack heading of 225-270 for example as I understand it, 45 degrees on one side of the safety cone. Does anyone understand and recognize what I mean and has noticed the same thing? Another thing I have discovered is that the DCS JTAC uses true heading instead of magnetic as they use in real life as I understand it but thats another matter that I dont mind.
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I have a question about CASE III departures, regarding if you launch from the carrier in the totally opposite direction of where you then are supposed to go, the departure heading I mean. According to the procedures I have read you are intercept the 10nm arc and then follow it until you reach the departure radial, in the case Im describing you will need to travel along the arc for one half circle, 180 degrees. That takes a significant amount of time, is this how its done in real life or would you just follow the arc a little bit to a departure radial and then some miles outside of the 10nm circle turn to the "real" departure heading to avoid traveling along the whole half circle at limited 300 kts according to the procedures?
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Where does this Mod store the settings you enter in its menus? I switched to v9.0 now from the previous version and thought I needed to go into the menus again to enter the settings I wanted for the NVGs but they where already there so I did not have to. I looked in Saved Games but could not make out a file where the settings are stored there.
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I guess this is the kind of question that can trigger a "google is your friend response" or "read the manual" but I have tried that and on different sites there is different information. The thing is, in DCS I think the Walleye and the SLAM are not usable at night, while IR-Mavericks are. According to the DCS manual, the SLAM is equipped with a IR-Maverick seeker for the terminal stage, that is strange because at night I cant make out anything at all on the video feed while I can during the day. The DCS manual says the Walleye is equipped with a TV seeker, some info about the real weapon I find on the internet says that the SLAM is equipped with a Walleye seeker, not IR-Maverick seeker, this I think matches what I see in DCS, because I think the video from the SLAM looks the same as the one from the Walleye. I also found some info saying that the SLAM was useless at night. What seekers does the Walleye and the SLAM use and is any one of them considered usable at night? Im kind of confused here..
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Please make AI wingmen launch HARMs against RWR contacts, as it is now if ordered to engage air defenses and your RWR shows all kinds of threats and so on the AI wingmen will not launch their HARMs. Instead they only engage air defenses when they spot them visually. Flying against a SA6 not firing their HARM until they spot it visually even if it has launched is just stupid. As its not possible to assign specific ground targets for AI wingmen it would be good if they at least could be used like a SEAD asset with HARMs, the only use in an Air To Ground only scenario now for AI wingmen are against preplanned targets that are assigned before the mission in the mission editor. Their usability in missions would increase 100% if they just would be tweaked to fire their HARMs against targets they detect by RWR.
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No he does not answer at all, its dead silent on that frequency even though he has popped up on the VAICOM kneeboard. As far as I know DCS related problems with JTAC not answering/hanging up due to new units not in his database for example like the Zu-57 that I read about in a post tend to occur later in the dialog, at ready to copy remarks. I can provide the mission later, if someone wants to try it though it might not show up on the first attempt, it has worked for me about 3 out of 4 times and I cant remember on which of these occations I had the VAICOM kneeboard visible before I checked in at the JTAC.
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Im having a problem with the JTAC dialog not working sometimes in missions, when I call the JTAC he simply never answers. I have looked in the mission and I cant find any error in it, however, I suspect it may be related to the VAICOM interactive Kneeboard. The JTAC is activated when I enter a the combatzone, not at mission start. Im not certain, but I think that if I have the VAICOM JTAC page visible on the Hornet pilots leg when the activation of the JTAC happens it can cause the hangup so that he never answers eventhough he is present in the mission. The page wont show a active JTAC in the mission before he activates, and to get the kneeboard to show he is active when he has activated I have to flip to another tab and back again to get the JTAC callsign and frequency updated on the interactive kneeboard, perhaps this is a hint that there is something going on. Has anyone noticed any similar problems with JTACs dont answering for now apparent reason and suspected that this may somehow be related to the VAICOM interactive kneeboard?
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It would also be good if it could be reported to the devs that JTACs dont regard individual targets in a assigned group as a individual target, meaning that if you are assigned to target a group of 5 tanks and you destroy the one he is lasing it is not recognized by the JTAC as a hit but instead as a miss "target is not destroyed" because the whole group is not destroyed with the Laser-Maverick on the first pass. If you request BDA he does not acknowledge it either, only after a while you may get a unrequested call that "one unit destroyed reattack is authorized". This causes all kinds of hang ups in the dialog and can easily be replicated every time by setting up a JTAC a group of target tanks and a Player controlled Hornet for example. This used to work as it should at one point but was suddenly changed into how it is now. I can set up such a mission if it is any point of me doing it. I made a campaign for my self where the first mission is a CAS mission, I have flown it four times by now and not been able to complete it, not because of my own performance but due to bugs in the JTAC AI which is pretty boring.
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One thing that is never mentioned in any newsletters regarding the Hornet is if some development is being done regarding the ability to assign ground targets to AI Wingmen. As of now its not possible to use a AI wingman in a CAS scenario for example because you cant point out a specific target. Surely it must be planned to implement the ability to make the wingman attack a point on the ground where your where your TGP is in area track or a vehicle with point track or a "locked" HARM target in SP or TOO for example? Before I had the Hornet and other high fidelity modules I had A10A and SU25T, In those you can assign specific ground targets to AI wingmen, I never thought that that ability was not part of the core but instead module specific and that it was part of the Early Access for each module. Because when the Hornet for example exits Early Access, surely this has to include the ability to use the AI wingmen to something meaningful? As of now its only possible to assign a air target that you have locked in STT, not the L&S in TWS. (That would also be desired but that is off topic) I and others have wished and requested these features together in other threads, it has never been commented at all what is planned for the Hornet. This is not even a wish for the feature, its only a wish for some kind of info if these things are planned to be implemented at all.
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https://forums.oculusvr.com/community/discussion/47247/oculus-traytool-supersampling-profiles-hmd-disconnect-fixes-hopefully/p1
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To me it seems as the default headposition in VR is correct in the Hornet, Viper, L39 for example but to far forward in the F14 and to far back in the Viggen. I have been waiting for a update that would change this but I dont know if Heatblur has said anything about it, there has been no update thats all I know. I have tried saving it with save snap views but it dont seem to function in VR for me because it wont save. Every time I start a F14 or Viggen flight I have to move front/back but its not a major problem, just dont see the reason why it is as it is.
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Same with Thrustmaster Target, I make sure I start the mission with the pinky switch in the center position and the formation lights knob turned up. When I then flip it forward it first issues the command for turning external lights on and then the salute command. Works perfectly. Can probably be done with JoyToKey also for any type of controller.
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As the title say, an explanation of the extended fps-monitor, what each number and abbreviation mean. Either in the DCS manual or here on the forum. Would be great for all those trying to optimize their settings. Its sad that this feature is in the software since way back but it cant really be used unless you have inside knowledge of what each parameter means. There is no forum post I can find where this is explained at all.