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d0ppler

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Everything posted by d0ppler

  1. Good it was not only me
  2. Mission 3 is way too hard, even if I replace default loadout with the long range passive SEAD missiles (Kh-58U). If I'm lucky, me and my wingman can take down Roland 1, but then I've got no missiles left to deal with Roland 2, let alone the trains. I'm no expert in the Su-25T, but I've got a feeling there's been done some changes in AI or Roland capabilities since the mission was made.
  3. Can we expect the sale coming to Steam as well?
  4. Wow! This bug was fixed the same day I accidentally played exactly this mission in a 7 year old campaign I mean, what are the odds?
  5. I don't get this "enter maximum gunsight distance". I see there are binds called "Gunsight Target Distance, increase/decrease", but when I click on them, nothing happens as far as I can tell. What am I missing? (apart from the darn targets on the ground, lol)
  6. Why does improved ATC and the dynamic campaign need to be free? I think it would make sense that they also were paid DLC's, just like the super carrier, combined arms, etc. I would gladly pay for both of them.
  7. When a stealth airplane turns on its radar, wouldn't all the stealth features be useless? Or is it possible to remain "hidden" even though the radar is on? I'm just picturing an "invisible" person going into a dark room and turns on his flashlight...
  8. Don't think you can blame ED here. ED simply don't have enough reliable data to make a FF 4.5/5th gen russian fighter.
  9. I mean, if the dynamic campaign is released this year, that's enough for me to stay happy.
  10. Sweet! I'll wait 200 weeks for the F-35! And F-15C appeals much more to me than the E version tbh.
  11. 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)
  12. 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())
  13. 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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  14. 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.
  15. What we need is content for the already existing maps, IMO.
  16. I tried that now, and it doesn't help.
  17. 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
  18. 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
  19. Slightly on topic : is it possible to ruin an engine of the Su-27 while taxiing/taking off if you have forgot to enable the FOD shield intakes rather than the main intakes?
  20. Yeah, lol! I just figured that out! Haven't paid any attention to the "bird" settings, thought maybe it was like how many birds I can see or whatever. And I believe it only affects FC planes, and I just started flying these planes after > 2000 hours playing DCS
  21. 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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