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Everything posted by d0ppler
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I mean, if the dynamic campaign is released this year, that's enough for me to stay happy.
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Sweet! I'll wait 200 weeks for the F-35! And F-15C appeals much more to me than the E version tbh.
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Get clock bearing to unit B relative from unit A
d0ppler replied to d0ppler's topic in Mission Editor
Ok, I finally figured it out. The o'clock can't be based on the bearing from player to target alone, it also needs the players bearing, because its' the delta of those two. It is probably possible to refactor this, but here is the code I got it to work with: Startup (after MIST.lua load) - do script: function getHeading(unitpos) local hdg = math.atan2(unitpos.x.z, unitpos.x.x) if hdg < 0 then hdg = hdg + 2 * math.pi end hdg = math.floor(hdg / math.pi * 180) return hdg end function getClockBearing(player_point, target_point, player_heading) local angle = math.deg(mist.utils.getHeadingPoints(player_point, target_point)) if player_heading > angle then angle = 360 + angle - player_heading else angle = math.abs(player_heading - angle ) end local oClock = math.floor(angle / 30 + 0.5) if oClock <= 0 then oClock = 12 end return oClock end player = Unit.getByName("player-1") target = Unit.getByName("lead-1") Then the repetetive task, do script: local heading = getHeading(player:getPosition()) local clock_bearing = getClockBearing(player:getPoint(), target:getPoint(), heading) -
Get clock bearing to unit B relative from unit A
d0ppler replied to d0ppler's topic in Mission Editor
I'm sorry, but I'm bringing this back up. But there's obviusly something not quite right. (Nevermind the the heading, it is only showing the heading of my plane, not the bearing to the bandit). But this should be more like 10, maybe 11 o'clock, not 12. script at start (after MIST-load): function getClockBearing(player_point, target_point) local angle = math.deg(mist.utils.getHeadingPoints(player_point, target_point)) + 15 local oClock = math.modf(angle / 30) if oClock <= 0 then oClock = 12 end return oClock end player = Unit.getByName("player-1") target = Unit.getByName("lead-1") repetetive script : local clock_bearing = getClockBearing(player:getPoint(), target:getPoint()) -
I've converted the Viper Campaign I made couple of years back for the MiG-29. Some improvements and adjustments has been made. Bugs and feedback always welcome! https://www.digitalcombatsimulator.com/en/files/3342897/
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Can I link a trigger zone to a unit with LUA scripting?
d0ppler replied to d0ppler's topic in Mission Editor
Thanks a bunch! -
Just to be clear, I know how to do it inside the mission editor, but if there's a way to link a trigger zone to a specific unit with a LUA script, that would help me tremendously.
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What we need is content for the already existing maps, IMO.
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I tried that now, and it doesn't help.
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Well like I said, I've allready blocked the sensor, so the stick moves while in autopilot when I'm not holding the stick. But that causes oscillation when the autopilot has been on for a while
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I'm also having this issue. Blocking the sensor helps for sure, but over time, I get an "autopilot-induced oscillation" leading to some real violent maneuvers
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Just before my wheel touched the ground my left engine took fire. What could have caused this? Are birdstrikes simulated in DCS? Because that's the only thinkable answer I have.. I immediately shut down the engine, that's why the fire is put out rather quickly. Replay track uploaded. (fast forward till I'm back at Mozdok and over the runway threshold) Engine fire on approach - Su-27.trk
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Does this campaign work in v2.9?
d0ppler replied to d0ppler's topic in Su-27 The Ultimate Argument Campaign
Sweet! -
Internet/google isn't helping me today. I'm looking for a table with the different speeds, like for example VSO (stall speed landing config), VNE (never exceed), VY (best rate of climb), VX (best angle of climb), VFE (max flap extended), VR (rotation), VLE (max landing gear extended), etc.. Preferably in km/h.
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Same here.
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Sorry for bringing this up, but do I still need to download the maddog's patch or is this campaign officially fixed by ED now? (v 2.9.11) EDIT : NVM, found the super carrier version for this campaign and couldn't be happier https://www.digitalcombatsimulator.com/en/files/3311803/
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Mission 5 part two missing trigger
d0ppler replied to Studsmcgee's topic in UH-1H The Huey Last Show Campaign
It worked the third time, lol. I think I parked too far away the orange smoke both times the first two tries. If the dialogue was held a little longer before it disappeared it would be a lot more easier, since sometimes it very hard to understand what they're saying, especially the Scottish guy, lol. English is not my native language, so I'm not super good at getting all the small nuances while I pilot the chopper. -
Fair point
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Mission 5 part two missing trigger
d0ppler replied to Studsmcgee's topic in UH-1H The Huey Last Show Campaign
I'm at this mission now, and have failed it twice. Am I supposed to embark (F8 airborne troops-thingy) both blue smoke and orange smoke? Last time I embarked the ones at the blue smoke, but got mission failed. Aaand it's a bit tedious to redo the whole transport formation flying thingy every time. -
I want a Huey redux, or just simply a Huey v 2.0. I'll gladly pay for it.