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Sedlo

DLC Campaign Creators
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    2008
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Everything posted by Sedlo

  1. @oldmanflan, I feel your pain. I, too, can't get the Y mode to work reliably. If I use MOOSE and the tanker script, it will work just fine. I think it's been reported in the bugs section in the past, but I say make a bug report about it.
  2. Awesome, hope you enjoy the last few missions!
  3. hey, I’m glad you found it useful! cheers!
  4. Found this diagram online, illustrates the pattern. Thanks for flying the campaign, glad you're enjoying it!
  5. Ah, sorry, I get you now, and I see where I made an error in writing the previous post. Yes, you do use the EHSD to designate they waypoint 5, which will bring up CCRP symbology..... Do this passing waypoint 4 and then steer towards it at low level. After I have it designated and am enroute, I then put the DMT into LST mode... You don't technically need to do that, as you can just drop onto the waypoint. The laser will go on when you're six miles out, and the laser point is very close to the waypoint. The bombs will guide, but I always put the DMT into laser track mode just because it's habit.
  6. I think they come off the jet somewhere around 800ft or so? I didn't keep a track of it, but it's important to pull up as soon as you have the lock ( I think mine was somewhere around 5 miles out or so) I'm maybe 200ft agl on the ingress.
  7. I just re-flew the mission again... Make sure you've got everything set up prior to running in (bombs selected, configured, armed and in AUTO mode). The target will be designated when you're within 6 miles. As soon as you've got the laser locked in / designated, pull up and hold the pickle.
  8. Once you get a lock on the laser spot and it's designated, pull up into a steep climb while holding the pickle button.. Bombs should come off on their own and guide to target.
  9. hey CBStu! Which mission are you getting this on? Basically you have to fly overhead and down the runway and then make your left or right break, just like the carrier. if you’re not quite cantered on the runway, the trigger may not fire correctly. Also, there may be a bug in the mission introduced with a patch. let me know what mission you’re finding this in and I’ll have a look.
  10. Hey @CommandT! Nothing ready just quite yet. Still waiting on some things to line up re: Bold Cheetah.
  11. Thank you, Steve! I haven’t ran through the campaign in a couple of patches, I hope you enjoy it. Please let me know if you run into any issues. cheers! sedlo
  12. Wow, this is super useful to know! Thanks, Knock-Knock!
  13. The guy talking about it flies a Viper and says all US fighters.
  14. Understood. An IRL Hornet pilot I talked to said they use Degrees/Minutes/Decimal minutes, plus with the podcast interview saying basically the same thing, I think it might be worth a further look. :-)
  15. I'll start off by saying I have never dropped a JDAM in real life, let alone flown an aircraft capable of it. But from what I understand from one person who has, is that the programming of the weapon is in degrees, minutes/decimal minutes NOT minutes, seconds/decimal seconds. It's also a referenced a bit in this podcast: https://www.stitcher.com/podcast/afterburn-warbirdradiocom/e/78074378?autoplay=true at the 37:33 mark, where they talk about given targets in dd mm ss.ss and it was incompatible with their jet. It's Air Force, but the joint in JDAM would lend itself to inter-service use. Any chance this could be looked into a bit more? All of the radio traffic I've monitored in the last 20 years or so has target coordinates passed in degrees, minutes/decimal minutes.
  16. Hornet for sure, not sure if this will be incorporated into the Viper or not.
  17. Just going to re-up this, I think it's important to get right.
  18. That script referenced in the link I shared is exactly the solution (if you want to have a message triggered when an F-16 takes on a certain level of fuel). Quite viable. If you want to take your missions to the “next level”, you’re going to have to learn how to do it with the tools you have. The “daily typhoon” of questions can almost always be answered with a little searching, or asking outright. It’s up to you to take the advice offered or not.
  19. Put together a little video, might help:
  20. The answer you're looking for lies in the DCS scripting engine, and in various clues on the internet. Check out: https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation and don't be afraid to ask questions of the scripting gurus here, on Hoggit and other places. ED doesn't break down what cockpit triggers do what because it's not what they're about. They put out the product, give you a UI mission editor and that's pretty much all they need to do. They do leave the door open for you to run scripts, which is pretty cool. I think of it as an open invitation to mod the game. The folks linked to above have made a wiki with all the known scripting engine things that they can, and it's a very good resource. You might not find exactly what you're looking for, but you may find clues to get what you're after. An understanding of how lua works is an asset, for sure (something I don't fully have). And despite all the information you can find above, on the fourms, Discrod, etc.... you will still spend hours trying to make things work, only to find it doesn't. Or it does, you just have once character out of place in your script. Nature of the beast. Good luck!
  21. I've got a version of Eastern Friendship for the Viper... It's not put into campaign format, but you can play through missions 1-4 if you're interested. Have a look through here: https://www.digitalcombatsimulator.com/en/files/?set_filter=Y&arrFilter_pf[filetype]=&arrFilter_pf[gameversion]=&arrFilter_pf[filelang]=&arrFilter_pf[aircraft]=561&arrFilter_DATE_CREATE_1_DAYS_TO_BACK=&CREATED_BY=sedlo&sort_by_order=TIMESTAMP_X_DESC&set_filter=Filter
  22. There still may be a way to do what you want by script, but it’s beyond me. Sorry.
  23. OK, I guess in order to get that you can add your statics to the map and make some individual zones near them, like this: Then add explosions in each zone of different intensities. And then you might end up with something like this:
  24. @Veteran66, try this : local ExplodeThis = Unit.getByName('myUnit'):getPoint() trigger.action.explosion(ExplodeThis, 200) Just re-read your post.... You can adjust the explosion power to adjust amount of damage... What exactly are you trying to go for? The error you encounter seems to be you have not put the correct unitname into the script.
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