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fargo007

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Everything posted by fargo007

  1. There's a pretty wide scope of intent here, and everyone's goals may be different. Can you fly with a twist stick? Of course. But if you are serious about helicopters, want as realistic of an experience as possible, and expect to perform to a certain standard, you are going to want pedals.
  2. How does this work with VR in terms of making the map appear in the headset? If that's possible that is. Thanks!
  3. Anyone know how their depth can be controlled via the scripting engine? Such as being able to have it either surface or submerge when called for.
  4. I know but that pretty much doesn't work at all in multiplayer, and if done in a large enough area, will crash the server.
  5. They're definitely in the nascent stage now, but still they are really cool and a nice new expansion for DCS.
  6. Our OH guys are going to love this. Tested it out and it's just beautiful. Very well done.
  7. You need to add a shape_name and it will work! Nice find brother. You can learn what it should be by adding one of the objects elsewhere in the miz then unpacking the miz and opening the mission file in an editor. local _crate = { ["category"] = "Heliports", ["shape_name"] = "invisiblefarp", ["type"] = "Invisible FARP", -- ["unitId"] = _unitId, ["y"] = _point.z, ["x"] = _point.x, ["name"] = _name, ["canCargo"] = false, ["heading"] = 0, }
  8. Reproducer: Script code: env.info("DEBUG: SCRIPT BEGINS /FARGO") --molniyas = nil molniyas = SET_GROUP:New():FilterPrefixes("molniya"):FilterActive():FilterStart() molniyas:ForEachGroup(function(SpawnGroup) env.info("DEBUG: ship filter has ran!" ) env.info("DEBUG: group alive: " .. SpawnGroup:GetName()) end ) tanks = SET_GROUP:New():FilterPrefixes("tank"):FilterActive():FilterStart() tanks:ForEachGroup(function(SpawnGroup) env.info("DEBUG: tank filter has ran!" ) env.info("DEBUG: group alive: " .. SpawnGroup:GetName()) end ) Triggers: 1. Ships activated at :30, :40, :50 seconds. 2. Tanks activated at :35, :40, :45 seconds. Observe: Filter does not dynamically update for either. Action: 1. Use radio menu to reload/re-run the script after the units are activated. 2. entries will appear in the log that include the injected statements. 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: SCRIPT BEGINS /FARGO 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: ship filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: molniya-2 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: ship filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: molniya 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: ship filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: molniya-1 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: tank filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: tank-2 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: tank filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: tank-1 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: tank filter has ran! 2021-02-16 15:36:55.947 INFO SCRIPTING: DEBUG: group alive: tank-3 set_group_testing-1.miz
  9. Thanks, There's no error, it just doesn't add new items matching the filter to the set dynamically. But it DOES add them if they exist at the time the SET_GROUP is declared. The name and type of object are fine, as when it's run identically a second time they are added to the set. If that was the issue they would not join the set once it's run a second (and further) time. This is a situation where previously running code showed expected behavior and now doesn't - as of a couple DCS updates ago. I'll pull a reproducer together tomorrow.
  10. Has anyone noticed that SET_GROUP classes with :FIlterStart() are no longer updating the set dynamically? Noticed this while troubleshooting with ARTY units. The issue is not the filter scope itself because when the SET_GROUP statement is re-run manually after the other objects are present, it does pick them up.
  11. We've got Syria right now in a condition that is pretty much pristine. I'm wondering if it's possible to have a really busted up version of it. Like scenery destruction, but with a very wide scope. Last I remember trying to do this with triggers it was problematic. I'm thinking like seasons are in the caucasus map.
  12. Thank you, this is enough of a lead for me to figure it out!
  13. Looking for a method to obtain the cargo status and mass of a static cargo object. Thanks for any direction.
  14. Guys, there are two open bug reports on slingloading with the Mi-8. 1 - Cargos over 5000kg are not visible. 2 - The weight effects of slingloads on the MI-8 are not working. e.g. It takes the same blade angle to lift 4000kg as it does 1000kg. Both already reported.
  15. https://github.com/jkhoel/dcs-mission-intel Found that, but it doesn't seem to be maintained and has no documentation.
  16. Issue #1: Cargo objects over 5000kg will not appear in the dynamically generated cargo list in the radio menu. Reproduction: Place a cargo object of 6000kg (iso container or Uh-1H cargo) on the map and observe that it doesn't appear as a cargo object in the dynamic menu. Reproducible in single player. ----------------------- Issue #2: Cargo weights of the iso container large object do not seem to be correctly modeled. Reproduction: Place a 5000kg iso container and lift it with an Mi-8. Observe the blade angle required. Observed in MP. Example: This is the power requirement to lift a 1500kg ammo container for comparison. You can see they are virtually identical while they should not be:
  17. A big thank you to all at ED who worked to add this functionality to DCS. It seems to work great and is truly a transformation-level improvement. There are five of us in this picture. Very great work gentlemen, DCS is a whole new thing now in many different ways for helicopter folks.
  18. Hi guys, Maybe I'm overthinking this... The goal is to have an "IED" object explode when a blue ground unit is within a given distance of 10-15m. I have a number of red IED objects, named IED-(n) These will be dynamically spawned, and will have unpredictable names. They are collected into a SET_GROUP. I've tried creating zones & triggers in the ME for the explosion, and using ZONE_RADIUS:SetVec2(vec2), and while that DOES relocate the zone (verified with bounding), the ME triggers don't recognize the change. Also tried using detection (from the IED) which appears to be an unreliable dead end road. Is there another high level approach here that you see possibly working? It's already a very large and very busy & frame-rate-taxing mission, so I'd like to avoid creating a 1 second scheduler for each of these devices. Thank you!
  19. You want an awacs to spawn, take off, do awacs stuff and land somewhere else? You don't need scripting for this at all. The AWACS plane can fly for hours and hours. If you stacked three of them up like this you'd easily cover a full 24 hours of running time.
  20. First, CTLD is truly an awesome feat, and Ciribob deserves solid respect for producing it and making it become what it is. We use it as an absolute staple of our operations in every single mission. I don't think you understand what I'm suggesting. Your knowledge quotient of MOOSE would be limited to loading MOOSE at mission start. The same way you do now with MIST. The rest would be navigating the radio menu. Have you looked at the code? As well as it works, it's 100% devoid of any documentation. I don't mean end-user instructions here, but the sort of documentation that a developer would require to understand it. Without this, it's very difficult to unwind how it works when you need to extend it or fix issues. The entire purpose of suggesting a rewrite it is to give it MORE support, more features and an actual development cycle with real documentation that anyone can pick up and begin to contribute with. It could work the same way externally. Consider that: 1 - The SRS project (also critical software for MP DCS) has its own discord. It's sometimes updated multiple times in a single day. 2 - The MOOSE project has its own discord. With dozens of contributors & subprojects. This is where the momentum is. 3 - CTLD & CSAR, as critical as they are to so many, just don't. 4 - ED could very easily break all of this with one very small API change. 5 - When's the last time you saw a new feature in CTLD? Users who took lots of time to unravel it all have contributed code fixes and enhancements to CTLD/CSAR that have been sitting there for almost a full year. Please know that I'm writing this from a position of great admiration for the creator, the product, and the transformational effect it offers a RW experience in DCS. We all love this software and want to see it flourish. I'm doubtful that the present path its on is the one that offers it the most longevity.
  21. How does it work and what does the image look like?
  22. We've discussed navigation, but what about the targeting system for the Ataka's? Any idea what the camera will look like or how it will work?
  23. You'll probably need some mods for this, but as far as DCS itself I'd put some static Hueys with 'nam skins, a Cobra or two, plain green tents... and I would use some music (CCR, e.g.) to set the tone. Or some of the old recordings from AFVN radio. In the absence of having the right stuff for it, my approach would be to keep it spartan. It will look like 'nam until they see an anachronism.
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