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Everything posted by d0ppler
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Co-ordinates and the JTAC - no good for F-16
d0ppler replied to Ian Boys UK's topic in DCS: F-16C Viper
You can hone your skill with this mission: https://www.digitalcombatsimulator.com/en/files/3328442/ -
When I try to fire mavericks on multiple targets in the same run, it seems like the mavericks are hitting/destroying each other rather than their targets, unless I wait uncomfortably long between the shots. Is this a 'feature' or a bug? On the replay file I fire 6 mavericks at 6 different targets. Once the first maverick hits the first target, it seems like that explosion kills 4 other mavericks in the air, however the last maverick gets the last target. maverick_explosion_kills_other_mavericks.trk The mission I used: maverick.miz
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correct as-is F-16 TMS Down causes TWS to go to RWS
d0ppler replied to ACME_WIdgets's topic in DCS: F-16C Viper
Happens to me as well. I think it's a feature, like a shortcut to get back to RWS -
ED - Send me a PM and I'll get you in contact with Viper pilots that can confirm the pedals in an F-16 are moving parallel.
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It's good you wrote it in all capitals, that way ED knows it's really important.
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How is it that it's very clear that they rotate? Especially when it's just a fraction of an inch? It's kind of confusing. I have first hand information from two ex-viper pilots (now F-35) that they don't rotate at all.
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I can confirm by speaking with two Viper pilots that the current pedal animation is wrong. The pedals move straight in and out without turning.
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I have nothing against Growling Sidewinder as a person, but I really don't understand why it's so interesting watching dogfight after dogfight after dogfight after dogfight after dogfight after dogfight... I like Grim Reapers when they do these "scientific" videos, and carrier landing challenges and such, but lately there just too much modern mods such as the F-22, F-35, AIM-260, etc made of guesswork which I don't find particularly interesting. My favorite channel is Redkite (when he does DCS) and Bogey Dope
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Error in lua script, but I can't find the bug
d0ppler replied to d0ppler's topic in Scripting Tips, Tricks & Issues
Thank you! All your comments make very much sense! I just needed to edit a tiny error: trigger.action.outText("You have been spotted by " .. enemy .. ". Method : " .. det, 10) to trigger.action.outText("You have been spotted by " .. enemy:getName() .. ". Method : " .. det, 10) -
I have a repetitive script running to check whether the player has been detected by any enemy unit. Either by radar, visual, optic, etc. This works fine until an enemy unit gets killed. Then I get this error: Here's my script: local function ScanZone(category, coalition, zoneName) local foundUnits = {} if trigger.misc.getZone(zoneName) ~= nil then local searchZone = trigger.misc.getZone(zoneName) -- new sphere searchVolume from searchZone local searchVolume = { ["id"] = world.VolumeType.SPHERE, ["params"] = { ["point"] = searchZone.point, ["radius"] = searchZone.radius, } } -- search the volume for an object category world.searchObjects(category, searchVolume, function(obj) if obj ~= nil and obj:getLife() > 0 and obj:isActive() and obj:getCoalition()== coalition then foundUnits[#foundUnits + 1] = obj end end) end if #foundUnits > 0 then return foundUnits end return nil end local function isPlayerDetected(enemy) if Unit.getController(Unit.getByName(enemy)) then local con = Unit.getController(Unit.getByName(enemy)) local target if Unit.getByName("Player") then target = Unit.getByName("Player") else target = Unit.getByName("PlayerTest") end local m = {} for det, enum in pairs(Controller.Detection) do if con:isTargetDetected(target, enum) == true then trigger.action.outText("You have been spotted by " .. enemy .. ". Method : " .. det, 10) return true end end end return false end local enemyZone = ScanZone(Object.Category.UNIT, coalition.side.RED, "themap") -- simple check to print the found units or no found units if enemyZone ~= nil then for _, object in pairs(enemyZone) do if object:getName() then if isPlayerDetected(object:getName()) == true then trigger.action.setUserFlag("6", true) end end end end Can anybody point me in the right direction?
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Formation trainer - show off your score!
d0ppler replied to d0ppler's topic in Screenshots and Videos
Thank you, and nice flying! -
Ahh... Thank you! So it's a kind of a mixture between user error and software bug. I've never killed myself so far when I was testing from mid air, but in real life I suppose you would do a high drag bomb run when flying so low. Again, thanks!
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This happens so many times when I start cold, or hot from runway/ramp. Sometimes it works. If I test from midair just before bomb attack it always works. Master Arm is on, GBU's are powered ON, everything as far as I know is within parameters with the CCRP symbology Please look at this track file. Is it a bug, or is it something I miss? Sorry for the long track, but I can't recreate this if I spawn midair in front of the target. EDIT : And yes, I'm pushing the weapon release button. At the end of the parameter range on this track, I even held the button down several seconds. Viper_GBU-31_wont_release.trk
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DCS World 2023 Screenshots and Video Thread
d0ppler replied to walker450's topic in Screenshots and Videos
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Restore standard templates for the mission editor?
d0ppler replied to d0ppler's topic in Mission Editor Tutorials
Thanks! -
Land & stop aircraft before ESC menu available
d0ppler replied to skywalker22's topic in DCS Core Wish List
Or play single player campaigns where you actually need to taxi back to the correct parking spot in order to get the mission complete and proceed to the next.. You won't get immersion on most of the public servers. They are more instant action. It's fun, but not realistic, if that's what you're looking for. -
I can't hear radio transmissions from AI planes
d0ppler replied to d0ppler's topic in Mission Editor
I give up. I created a small test mission where the same kind of unit does the exact same thing, then it plays a sound over that frequency. I have absolutely no idea why it doesn't work on my "main" mission. -
I can't hear radio transmissions from AI planes
d0ppler replied to d0ppler's topic in Mission Editor
We are both on blue -
I'm 100% sure that I monitor the right channel in my Viper (UHF 243), but I can't hear the audio sound file. Which I know works when I play it off manually in the editor. What am I missing?
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Keeping the bear at bay - (Campaign for the Viper)
d0ppler replied to d0ppler's topic in Missions and Campaigns
It's made in the Open Beta version. -
Keeping the bear at bay - (Campaign for the Viper)
d0ppler replied to d0ppler's topic in Missions and Campaigns
Are you using the version I’m using? This is excacly why I hate mods, but due to DCS civil plane limitations and my campaign needs civil planes, I needed to use this. I would try to download and install the CAM I’m referring to -
That way, I can get his findings on my HSD through L16
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I agree 100%. That's why I created my own Viper campaign. https://www.digitalcombatsimulator.com/en/files/3328036 The argument that the Hornet had a head start doesn't work anymore. The Viper has been functional the last two years, still no Viper Campaign. I've lost track of how many Hornet campaigns that has been released the last two years. Besides, DCS liberation tends to favor Hornet/Tomcat, unless you have a monster PC, because all their dynamic campaigns are either small and naval based, or huge land based, where you could use a Viper.
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https://www.digitalcombatsimulator.com/en/files/3328036/ Bug reports and feedback are always welcome!