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TOViper

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Posts posted by TOViper

  1. Any chance we could get some of the functions of this plane able to be saved in the "Prepare Mission" function? Even QNE settings would be a step in the right direction, although I'd love to be able to set commands in the nav computer too. I cant seem to get anything to save, even hud position or slave switch. :(

    Appreciate all you guys do.

    TJ

     

     

    Sorry for asking a maybe stupid question ... but ... what is a "prepare mission" function?

  2. Nice video!

     

    Question: Did you (somebody out there) sink the Kuznetsov with Rb-15 or Rb-04?

    And if so, how many of the had been needed?

     

    Thanks for any advice, I need this info for a new multi-player mission I am currently designing. :megalol:

  3. You must click "ADD -> Perform command -> Start" to the TRIGGERED ACTIONS menu for the AI. It's the tab next to loadout. You can only use AI TASK PUSH for actions in the TRIGGERED ACTIONS category.

     

     

    Finally I got this sorted out ... thanks for you inputs!

     

     

    It took quite a while what the hack is meant by "TRIGGERED ACTIONS" category. It is the tab with the symbol I don't know how to describe it ... :music_whistling:, which was a REAL stumbling block!!

  4. Thanks for the updated manual.

     

    A question - will there be more emergency procedures listed? For example - I've had couple times a hydraulic system failure - and despite the systems are mentioned in the manual, there's no procedures what to do when a failure occurs.

     

     

    Solution:

    Ask the 3 questions a pilot should ask in such situations:

     

     

    1.) Why me?

    2.) Why today?

    3.) Do I get paid for that shit?

     

     

    After these questions don't forget to order a coffee and/or a "Tschockli" (for Swiss guys ...) :D

     

     

    Sorry ... I miss them too, ...

  5. Here's the passage translated from SFI Del 1 AJS 37

    This text is exactly the same as the text in the AJS37 manual RC1 p 189 by HB.

    So I tested in the cockpit. And in fact, as far as I can tell, it worked. You just need to follow the proper procedure (above).

    The key is to RTFM...

     

    Look at the image.

    I'm obviously on the ground, and B3 is shown on the waypoint indicator window. The gauges show 101 degrees and 34 km.

    And that's approximately correct for the leg B2 -- B3. From my position, the heading is more like 40 degrees.

     

    So after all that, I switched back to LS, did a TV-fix and that was it.

     

     

    Thanks for the great post!

     

    I think most of us (including me) didn't recognize this procedure in full detail, always trusting the correct programming of the data card ("yea babe, it will work anyway because its a freaking fantastic computer game ...").

    Advancing myself in the Viggen during the last 2 years, and considering a manual input of a flight plan (or bigger parts thereof) when using the "ATTACK" mark on the map during a multiplayer session would require me to change some waypoint coordinates prior the attack waypoint ("M"). This is for using advantage of landscape details for coverage and so on.

    Applying this procedure in full detail will make much more sense in terms of good reference, than having a reference to the LS where I am currently standing.

     

    Great stuff guys, really great stuff!!

     

    And by the way, ... RC1(2) should be read (and understood) much more ... generally speaking ... :P

    If the honoring system of this forum would be online, I spent you a coffee ...

  6. Stand by for some stupid-hard lua scripting advice... according to most people, you need a college PHD to understand this, so maybe on second thought, don't bother ;)

     

    What you want to do, set a flag at a certain waypoint, involves the incredibly difficult step of adding a whopping 1 lines of lua code, of this ridiculously over-complicated form:

    trigger.setUserFlag(<flag number>, true)

     

    You have to make an extremely tough and time consuming change of making <flag number> the number of the flag you want to set. Like 1. Or 100. Or 10000.

     

    Next in the huge long list of things you have to do to make this work is to make a waypoint action, at the waypoint you want it to happen at, of type COMMAND-> RUN SCRIPT. Overflow your memory by copying and pasting this endless script in the text window of the RUN SCRIPT command with the <flag number> set to the value of the flag you want to set, like:

     

    trigger.setUserFlag(1, true)

     

    One could also do another mind-blowingly-difficult-to-comprehend task, of clearing a flag, for example flag 1, at a certain waypoint by making a waypoint action of type COMMAND-> RUN SCRIPT with the following script:

     

    trigger.setUserFlag(1, false)

     

    If you are able to figure this out and get it in your mission, then you need to get back to publishing your Unified Fields Theory so that everyone else can benefit from your incredibly vast intellect.

     

    :D

     

    very nice :P

    and btw: thanks for this post, I laughed my pants off!

  7. The thing is that there is no procedure for Toss in the declassified manuals. Those parts aren't in it. My guess is that HB have written what made sense to them, but I may stand corrected. ....... .... ..... The image is attached

     

     

    Yep, I can follow you on this 100%.

    RagnarDa: Should we follow RC1 manual (which I guess so) ... ?

     

     

    BTW: the manual with which I learned flying back in 1991 ....

    Photo0367.thumb.jpg.4ed73dcf7dd6d9b6dca8513e650c6c90.jpg

     

     

    I simply love this manual ... despite RC1 is nice too :)

  8. Hi folks,

     

     

    I have the AFK lever set to a single keyboard button, which should toggle it on and off again.

     

    The button press works to toggle AFK mode on, but if I press the button again, the AFK lever does not return to the off position. I have to use mouse click to dsiable AFK mode.

    Is this the same for others?

    Am I missing a key binding here?

     

     

    2.5.3 or 2.5.4?

  9. Heo!

     

    Thanks for the link to the video!

     

    Honestly speaking, am loosing track at 04:02.

    Two issues for me to be cleared up:

     

    .) First @04:02:

    What is the speaker exactly saying starting from there? I just cant figure it out ... sorry :(

    .) Second @04:07:

    Why is the pilot showing a mouse movement from center to the position of the "1g labelling" on the the g-indicator when he is saying: "when the g's are stable again ... ".

    According to the manual the g's have to be stable around 4g until the bombs have released (RC1 page 314), which means that when the bombs are released by the computer, the g's still must be onset!

    The wrongly performed procedure can be seen in the very first scene of this movie at exactly 0:11, where the pilot obviously releases the stick after pulling the aircraft up to a certain flight path angle, and then releasing the bombs. Also at 5:50 I also can see that the pilot only has only 2g's onset.

     

    I am sorry, but I consider this wrong procedure. :noexpression:

  10. Hi TOViper

     

    That little script of yours looks almost like something I have been looking for for a LONG time. Would it be possible to modify it so that if a Red EWR detects a blue unit of a specific name inside a specific zone a flag is set to a certain value? Like "If RedEWR dectects BluePlayer inside RedZone -> Flag 99 is 1. Skickat från min D5503 via Tapatalk

    I use the "red" version in a multiplayer mission (I am currently creating) as well. You may use it for whatever you like as long as you quote the source with this very important info:

    https://www.youtube.com/watch?v=QuoKNZjr8_U:megalol:

     

    Bear in mind that if you use the getDetectedTargets() function, the list of units on the AWACS's screen doesn't contain information about WHO (which unit name) the target is.

    I haven't played around with determining WHO the intrudor into the zone is, I only care about that THERE IS a intruding unit. The rest of the "responsibility" goes to the AWACS, that orders a CAP (or not).

    In fact if the scripts detects an intrudor, I put the ROE of the CAPs (in this case the red CAPs) to "WEAPONS FREE" (before I set them to "RETURN FIRE"). The rest of the story (interception) is done by the units themselves.

    Further note that the "red" script here takes care of two trigger zones (the "blue" version only takes care about a single one). Intruding into one of the two red zones - no matter which one - returns "TRUE".

    BTW: The counter "InterestingTargets" is just for my own purpose, you don't really need it ;-)

     

     

     

    [size=2]AWACS_RUS_Unit = Unit.getByName('Pilot_1_RUS_50_AI')
    if AWACS_RUS_Unit ~= nil then
       AWACS_RUS_Ctrl = AWACS_RUS_Unit:getGroup():getController()
       local Targets = AWACS_RUS_Ctrl:getDetectedTargets(VISUAL, RADAR, RWR)
       if #Targets > 0 then
           local InterestingTargets = 0
           for n = 1, #Targets do
               if Targets[n].object:isExist() == true and Targets[n].object:inAir() == true and Targets[n].object:getCoalition() == 2 then
                   InterestingTargets = InterestingTargets + 1
                   local TargetPosition = Targets[n].object:getPosition()
                   local RedZone1Info = trigger.misc.getZone('Red_Land1')
                   local RedZone2Info = trigger.misc.getZone('Red_Land2')
                   local DistanceToRedZone1 = math.sqrt(math.pow(TargetPosition.p.x - RedZone1Info.point.x, 2) + math.pow(TargetPosition.p.y - RedZone1Info.point.y, 2))
                   local DistanceToRedZone2 = math.sqrt(math.pow(TargetPosition.p.x - RedZone2Info.point.x, 2) + math.pow(TargetPosition.p.y - RedZone2Info.point.y, 2))
                   if DistanceToRedZone1 <= RedZone1Info.radius or DistanceToRedZone2 <= RedZone2Info.radius then
                       return true
                   end
               end
           end
       end
    end[/size]
    
    

    Happy to help, and I really hope you find your way ...:joystick:

  11. Did you "referenced" while standing on the runway?

    (Taxi on the runway to take off. Before take off, stand still and align perfectly with the runway. Push the "reference" button.) Viggen's navigation system also does not like any wild maneuvers, so did you fly gently before the attack run?

     

     

    IMHO these two are really important, yes.

     

    I would start look after these, they sound most promising to me.

  12. *shudder*

    Thanks by the way, I used some strategies of your fantastic script!

     

    My little script used as "LUA PREDICATE" in a trigger checks if:

     

    • a flying aircraft
    • of a certain coalition
    • is within a certain zone
    • and detected by AWACS

    It returns true if any is detected.

    This gives AWACS the opportunity to set CAPs to "WEAPONS FREE" e.g.

     

     

     

     

    [size=1]AWACS_USA_Unit = Unit.getByName('Pilot_1_USA_Magic_AI')
    if AWACS_USA_Unit ~= nil then
       AWACS_USA_Ctrl = AWACS_USA_Unit:getGroup():getController()
       local Targets = AWACS_USA_Ctrl:getDetectedTargets(VISUAL, RADAR, RWR)
       if #Targets > 0 then
           local InterestingTargets = 0
           for n = 1, #Targets do
               if Targets[n].object:isExist() == true and Targets[n].object:inAir() == true and Targets[n].object:getCoalition() == 1 then
                   InterestingTargets = InterestingTargets + 1
                   local TargetPosition = Targets[n].object:getPosition()
                   local BlueZoneInfo = trigger.misc.getZone('Blue_Land')
                   local DistanceToBlueZone = math.sqrt(math.pow(TargetPosition.p.x - BlueZoneInfo.point.x, 2) + math.pow(TargetPosition.p.y - BlueZoneInfo.point.y, 2))
                   if DistanceToBlueZone <= BlueZoneInfo.radius then
                       return true
                   end
               end
           end
       end
    end[/size]
    

  13. Did u Switch you mastermode out of BER mode?

     

     

    affirmative, I was in NAV mode, thus the radar was in search mode, not in standby mode.

     

    The question, if I am right now, is obsolete, since I did a simple programming mistake in my lua scripts in determining the E3's list of "targets" (using function getDetectedTargets() ).

    After reparing the code I got the complete list of targets, including my Viggen.

  14. Hello HB!

     

    I have made a mission flying the Viggen under Russia, and the E-3A under USA.

    It seems not possible to be detected by the E-3A ... could it be?

    I am not carrying something special, clean configuration.

     

    Thanks for any hints!

  15. Uncontrolled - aircraft will appear at mission start, on the ramp, cold and dark with no pilot. Upon recieving the command to start either through triggered actions & AI TASK PUSH (or theoretically, per MadDog, by setting a delayed start time for WP0) the aircraft's pilot will spawn in and it will start up and perform its programmed tasking. I have no personal experience with MadDog's method, as I mentioned.

     

    Late activation - aircraft will not appear in the mission until a GROUP ACTIVATE trigger is used, at which point the aircraft will spawn in and immediately begin performing its programmed tasking

     

    By delaying the start time at WP0, WITHOUT checking either late activation or uncontrolled, the unit will not appear in the mission until the start time, at which point it will be spawned in and immediately perform its programmed tasking.

     

    Hope that clears things up a bit.

     

    Thanks for clearing this up! :thumbup:

     

    One nasty problem occurs on my machine:

    If I use the AI TASK PUSH in a triggered action, I simply cannot select something in the box "AI ACTION" below. If I click on it, a light blue line appears without being able to enter something. :helpsmilie:

    ai_task_push_fails.thumb.png.0b4cd8da82dc2a7730de7a595d89bd37.png

  16. As in the title. When I was setting up Voice Attack I noticed that the ship killer Viggen doe not have a binding for Flight - Attack Ships. How come?

     

    Not to sound entitled, I would like to humbly request that feature :)

     

    Thanks for bringing a long time wish to paper .... +1 thumbup.gif

     

    Would be great to have "Flight: engage ships" and also "Wingmen: Attack ships".

    This is due to the fact that I sometimes experience situations, where I find it necessary to have 3 and 4 protecting 1 and 2 against other aircraft in the vicinity, thus this command would makes sense.

     

    But I would be happy with the Flight ... thing ... in order to not be too immodest ... :D

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