Activity
ED Closed Beta Testers Team-
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Everything posted by Activity
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It'd be really nice if all triggers could be opened up to the scripting engine such as x: read/set cockpit param. Same goes for x: wait for user response. Thanks!
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Hi There, I'm struggling to get certain values for certain animations on the f14 using Unit.getDrawArgumentValue(). I'm getting the animation IDs using the model viewer but I'm experiencing some inconsistencies. Certain IDs like 0 for nose gear work fine. But then others, such as 21 for speedbrake return 0 regardless of animation state. My end goal is to see if I could use the lantirn animation state to calculate (roughly) where the lantirn is pointed, any ideas/tips? Thanks!
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I've been working on making a F-14 SP/COOP Campaign for a few weeks and I'm looking for voice actors! I'm hoping to submit to campaign to become a official DLC. The campaign will be roughly 10-15 missions long and will be focused around multirole carrier ops and will be quite heavy on dialog, so I'm looking for anyone willing to do some voice acting for this campaign. Most characters will be US Navy so mostly looking for North American voice actors, however due to the international nature of the conflict this campaign is based don't be afraid to contact me if you're not from NA. If you're interested in voice acting or helping me with this campaign in any other way? Feel free to join this discord: https://discord.gg/EWNk4UaptA
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Right now Jester calls out unknown units as hostile, so intercepting a neutral civilian aircraft makes Jester a lot more excited (and enthusiastic about commiting warcrimes) than perhaps he should. Would be nice to have callouts that would be more erm.. neutral.
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Looking for voice actors for a (paid) F-14 campaign. Looking for mainly US voice actors willing to commit to voice acting for 10-15 missions. Interested in voice acting or helping me with this campaign in any other way? Feel free to join this discord: https://discord.gg/EWNk4UaptA Thanks, Activity
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Place Aircraft units on road to start cold/dark?
Activity replied to Tj1376's topic in Mission Editor
Thanks, looking forward to the 2.7 update! -
Place Aircraft units on road to start cold/dark?
Activity replied to Tj1376's topic in Mission Editor
Not doubting your honesty, but do you have a link to the source? -
Alright, thanks for the answer!
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I'm trying to trigger something when a specific unit fires a weapon, in external lua script I'd make a custom event handler for this but I'm wondering if the same could be done in the mission editor. So using a lua predicate that checks event.initiator == something as a condition for a event based trigger (ON SHOT). Does anyone have any idea if this is at all possible?
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instead of fireAtPoint requiring a vec2 (thus being limited to ground level) have AAA be able to fire at a vec3 point with a spread, to make flak/AAA cover a area.
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I'm trying to make it easier to get player responses using a lua script, but haven't been able to find the "X: Start wait user reponse" function in lua. Does anyone have any idea of how one could achieve this through lua?
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Trigger conditions that verifies the players tuned freq
Activity replied to sirrah's topic in Mission Editor
Could anyone provide any info as to how to get a list of the available parameters for a aircraft? -
Did you ever end up finish the post? Looking into the same problem EDIT: For those who might come across the same issue, check here: https://forums.eagle.ru/topic/244838-end-mission-trigger-when-landed-and-parked-on-moving-carrier/?tab=comments#comment-4415271
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[REPORTED]DCS crash at second bumpy landing MP VCRUNTIME140.dll
Activity replied to Animal451's topic in Game Crash
[REPORTED]Clients crashing on dedicated server upon landing Getting a lot of crashes on a dedicated server when clients land on a runway in Persian Gulf, all clients throw the following error before crash: C0000005 ACCESS_VIOLATION. Collected some logs from various users: https://drive.google.com/open?id=1SekDHiuV8HY0wJXI7kpXFcprkLaLQ3_a, If need be I can upload a track but it will likely be very very long. Hope it helps tracking it down. -
You can combine multiple device axis to control a single game axis (rudder) by setting them as a slider and limiting the saturation to 50, then add the second device axis and do the same, though you might have to check "Inverted". You might have to play around with it depending on your setup, but you can see how I set it up in the attached screenshots.
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Also fixed the throttle axis, only thing left is to fix the stiction and to paint the whole thing, I'd also like to get top-plate for the collective head with text printed.
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Here's an image of the collective head/control box with dimensions.
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Simulating On-On with On-Off
Activity replied to Braeden108's topic in PC Hardware and Related Software
You can achieve this behaviour in MMjoy by configuring two buttons for the same H/W button, one like you would normally (switch ON). For the second one, set mode to switch OFF. -
I'm using switches similar to an actual huey collective, so who on single throw, three double throw, one of which is momentary (governor). I'm using a arduino nano clone running MMjoy2. Here's a link with some solidworks/stl files that might be useful. Since making the video I've added a hat switch, fixed the throttle axis and switched to a higher resolution potmeter on the main axis. I'll make a video in the next few weeks.
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Thanks, I got this dampener via aliexpress, if you search for linear damper you'll find a bunch with a high variability in price (and quality I'd imagine). I only paid 20 euro's for the one I'm using but I'm not entirely happy with it, as it has some pretty big stiction issues near the end (collective down).
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Thanks! Once I've made some progress I'll make a video that'll go into more detail about the construction of the collective. At the moment the twist throttle isn't working yet as I'm waiting for a potentiometer to arrive. The pot meter will sit in the main (inner) tube which will have a rougly 120 degrees slot in it. The throttle (outer) tube will have a bolt that will go through the slot in the inner tube, through a hole in the potentiometer axis. hopefully these photos will make it more obvious. Here's another image showing the inside of the base, which holds the dampener and counterweights (sorry about the quality)
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I'm currently in the process of building my own collective to use with DCS, and I've decided to make a about my progress so far.