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Darcaem

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Everything posted by Darcaem

  1. Link to the original thread: When the supercarrier is present on a mission, a pink marker appears on 52º28'04''S 59º10'29''W (where there is no carrer nor any other unit). It seems to appear always on this position no mather where the supercarrier is, or which aircraft you spawn into. Attached test mission with a supercarrier and a Harrier spawning on FOB San Carlos. If you F2 and scroll back high enough you can see the marker right after the start of the mission, it is ~60nm south of FOB San Carlos test1.miz
  2. Ok, so it is a bug then. I'll copy this thread as a bug report. Thanks for the workaround!
  3. Isn't this a bug? I did not fly on SA for a long time until today and now I also see these marker, mine is about 60 miles south of FOB San Carlos (screenshot 1). I've check my mission (is an unfinished custom mission I was building, the marker didn't appear before, but most likely I never tested it after the supercarrier update) and there is nothing on that area. No carrier, other ships nor any unit (screenshot 3) I checked and the market always appears, no mather what client I chose. I first saw it when starting on a Harrier, so I though maybe it was that. So I have exited and launch a new mission but this time I spawn on a client Hercules (mod) and it also appears on the same location (screenshot 2). I was using several mods, Hercules, A4C, etc.; so I have just removed all mods and created a new mission and test it. The unit creating the problema is in fact the official carrier, the marker appears again when there is a supercarrier on the mission (screenshots 4 and 5). I'm also attaching the test mission only with a Harrier and a supercarrier (with mods removed), where the marker appears. Also, maybe it is totally a coincidence, but it does seem to appear on the position where the compass rose is originally. If you move the compass the marker does not move. It is also not linked to red, blue nor neutral bullseye, nor the actual location of the supercarrier, I tested it. test1.miz
  4. While I do agree that more tree variations would be welcome, and 100% support you wish, maybe MSFS2024 is not the best title to set as the benchmark... I mean, it does "look" great but... Sorry, jokes aside, specially in Kola map sometimes trees look too similar. On the other maps I don't really notice it that much.
  5. So I am just testing an export lua file to build the structure that needs to be stored on the %localappdata%\SayIntentionsAI\simAPI_input.json file. I do not know how to get these values (so far): "WHEEL RPM:0" "WHEEL RPM:1" Variable: "WHEEL RPM:1" (INT) Required: Yes [Required. Used to tell if the aircraft is in motion while on the ground.] Description: Current speed (in revolutions per minute) of any other wheel. (This can be the same as WHEEL RPM:0 if you want). also, the frequency currently selected on the radios (this should be easy, I'm 99% sure frequencies can be exported, but I don't know yet how ) I'm looking in this wiki: https://wiki.hoggitworld.com/view/DCS_Export_Script The other values I think I can write them. Any ideas? EDIT: can we calculate the wheel rpm value maybe? I mean... knowing ground speed and the wheels radius of a certain aircraft we could get rpms but... ([personal comment] what a weird way of using this value XD wouldn't it be easier to just use ground speed instead??? why on Earth do they need wheel rpm??) ------ Also, although this is kind of a "tomorrow problem", I do not understand the simAPI_output.jsonl file. In SI documentation it seems the values written in this file would be the ones I need to pass to DCS... but... what for? Is this some kind of autopilot that automatically changes my radio frequencies and squawk codes? If that is the case, right know I have no idea how I could do these, but this must be doable with DCS-BIOS (since you can change your radios with a phisical external device)
  6. OMG! It does sound great! I've just saw the video and barely read the documentation page index titles... I've never actually used SI on "that other sim", so I am a bit green about how it actually works, but I will definitively test it with DCS as soon as I have some time. We can export our own telemetry from DCS, but how would SI know, for example, if a certain runway is being used for another aircraft??? (EDIT: nevermind, I just read they say "Traffic Injection and Traffic Awareness" is not suported) Will report here eventually if I do manage to do something useful EDIT2: null so... I was going to register for the trial and just read this... (see screenshot) XD is it considered terrorism or bomb threat to announce you are inbound from the south for a strafing run, or "bombs away" over the radio?
  7. Mmm yeah, I've been lazy and haven't try it yet. I will set it up this weekend and continue , since I need to complete this campaign before starting your newle released one ¬¬ jejejej Thanks for the suggestion (and your work)!
  8. Just a guess but, could this mean time passed since the actual mission origin? If mission starts on time 0, you save on time 100, then next mission runs for 20, an "absolute time more == 120" would trigger at this timestamp??? I do hope is this, because I was wishing for that exact trigger jejeje Enviado desde mi SM-A346B mediante Tapatalk
  9. +1 to adding coordinates to F10 radio menu. In my mind this is like simulating "i've writen them down on my kneeboard", since I cannot do that on VR easily, so it does not break inmersion Love your campaigns (specialy raven one(s)). My only "complain" so far with this one is having to go to messages history because I'm slow with the UFC and have no memory XD
  10. Probably just a server change, and DNS needs to update to the new address. Usually this will happen automatically, but sometimes it could take some time, that's why you would want to flush your DNS cache, to force your DNS to "discover the new address of DCS"
  11. Probably to enable accessing the game in offline mode if for some reasson you are unable to log in. I agree, not the best ux, but has its logic Enviado desde mi SM-A346B mediante Tapatalk
  12. Maybe he refers to the loading screen from WMR. I fly with a G2 and when DCS is loading sometimes it shows a black screen with moving foatng lights. I guess it defaults to that WMR when it cannot show the game's render image. In other words, completely normal on the loading screen. I do agree DCS' user interface is not the better UI in the world, but frankly, as long as I can fly smoothly enough, I do not give a ***
  13. Darcaem

    Iraq Assets

    Also, it would be nice to add liveries for aircrafts and helicopters in current and previous Iraqui Air Force's assets. I've found some on user files, but missing for example current F16
  14. As a workaround, what I do is to set the a first waypoint on ME to "force" the unit to be oriented on the desired direction, and then delete it, the unit keeps that direction. So for example if I want a Huey to face north, I place a waypoint at 0º and then delete it.
  15. Ok, understood. Thank you all!
  16. Maybe this is more kind of a general question, but given the variety of each aircraft's sensors, and I mostly fly the hornet I though better asking it specifically here. I've been wondering this for some time. In some of my missions I like to have some civil traffic, neutral airliners or GA. Thing is, if I set them as neutral, they are not shown as friendlies on radar or SA page (which is correct). If I set them as blue, they appear as friendlies and I can use SA page for example to see details about them. But I was wondering, how does this happen in real life? Do they appear differently on the SA page in real life, as they would be using civilian squawk codes and transponder? Or the pilot would just be previously aware of civilian presence due to their flight plans being filed, or maybe some ground controller would notify?
  17. You might try to speak "mellon" and enter... (sorry, couldn't resist)
  18. Just here to thank you for your effort and encourage you to persist. All of you, campaign creators, make DCS alive
  19. You could use MOOSE to spawn a group and then create a CAS or strike mission. 1.- You need to add moose script on start 2.- On ME you need to create the AI aircraft with the loadout you want and set it as late activation (you don't need to add waypoints, the mission is created by moose) 3.- How do you want to trigger the spawn? You could trigger it when the client enters a zone, or whatever you want, just call the spawn method SPAWN_AI = SPAWN -- https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Core.Spawn.html :New("name of the late activation group") :OnSpawnGroup(function(SpawnGroup) local zoneCAS = ZONE_RADIUS:New( "Zone marker", -- internal name of the zone {x = details.targetPos.x, y = details.targetPos.z}, -- Vec2: the center of the zone, you could use the target's coordinates radius, -- I believe it is in meters, but not 100% sure false ) local fg = FLIGHTGROUP:New(SpawnGroup) local mission=AUFTRAG:NewCAS( -- https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Auftrag.html##(AUFTRAG).NewCAS zoneCAS, altitude, speed, zoneCAS:GetCoordinate(0), 90, 20, {"Helicopters", "Ground Units", "Light armed ships"} ) fg:AddMission(mission) end) function spawnAI() SPAWN_AI:SpawnAtParkingSpot(data["airbase"], data["spots"], SPAWN.Takeoff.Hot) -- Change this to your liking, you can spawn it on some specific coordinates on the air, on an airfield or in my case I choose the specific spot I want it to spawn https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Core.Spawn.html##(SPAWN).SpawnAtAirbase end When the spawnAI() method is called it will spawn a new instance of the late activation group you created on ME, and after it has spawn the onSpawnGroup function is called. In there, you can use moose to create a CAS mission sent to a specific area, you can customize the CAS zone. Or you could use the strike mission, also using the Auftrag class from moose. This is just a quick copy-paste from one on my libraries, but I hope is understandable enough for you to test it (moose documentation is good enough :P) EDIT: if you do want to create a smoke marker, moose also has built-in methods for it https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Core.Point.html##(COORDINATE).Smoke, you would need to create a COORDINATE, just with COODINATE:New(x,y,z), first
  20. I do something similar on my missions to simulate an "assault squad" being drop by a helo. But I do use MOOSE You need to have a late activation group (in my case named "BLUE ground infantry assault"), and with this code I spawn the troops, in my case with an F10 radio menu command, but you could use the "do script" command on your trigger to call the spawn method BLUE_GROUND_INFANTRY_ASSAULT = SPAWN:New("BLUE ground infantry assault") :InitLimit(100, 100) :OnSpawnGroup( function(SpawnGroup) /** DELETE this: in this example my spawned group is send to attack the enemy position closest to the drop zone local ag=ARMYGROUP:New(SpawnGroup.GroupName) ag:SwitchROE(ENUMS.ROE.OpenFire) ag:SwitchAlarmstate(2) local targetPos = findClosestGroundRed(SpawnGroup:GetCoord()):GetPositionVec3() local coordinate = COORDINATE:New(targetPos.x, targetPos.y, targetPos.z) ag:AddMission(AUFTRAG:NewCAPTUREZONE(OPSZONE:New(ZONE_RADIUS:New("Target", coordinate:GetVec2(), 50, true), coalition.side.RED), coalition.side.BLUE, 25, 0, "On Road")) FLAG_LOCK_MARKER = false */ end ) function spawnBlueGroundAssault(group) local coordinate = group:GetCoord() BLUE_GROUND_INFANTRY_ASSAULT:SpawnFromPointVec3(COORDINATE:New(coordinate.x + 10, coordinate.y, coordinate.z + 10)) -- experiment with this value, +10 works for me end you would need to call "spawnBlueGroundAssault(group)" on your script, where "group" is the group unit you want them to spawn close to. So if your truck's group is named "TRUCK" you would need to call spawnBlueGroundAssault(GROUP:FindByName("TRUCK")) If you haven't used MOOSE, you can download it here https://github.com/FlightControl-Master/MOOSE/releases/tag/2.9.9, you have to load it on ME with a MISSION START trigger > Do script file
  21. +1 I haven't seen them on 2D, but in VR the effect is odd and scary. Flying low level on a Chinook it tricked my brain into thinking I was flying straight down to the sea
  22. That's what I though... but it was worth the try to ask jejeje I was referring to this https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Set.html##(SET_CLIENT). In my head I wanted to get all client slots and the "initiate" whatever code I could write to enable the "tutorial"
  23. Did you post it on the Third party > Aerges > Mirage F1 forum? I've done a quick search and I don't see it. I'm sure there are plenty of fellow F1 simmers there that would love to read it (I've only done a quick checkout of the book, I'm at the office, and it looks quite quite interesting!) Enviado desde mi SM-A346B mediante Tapatalk
  24. Is it possible to trigger the "X: COCKPIT HIGHLIGHT ELEMENT" action through lua? I would like to create exactly the same we get on the startup tutorial missions, but I would like it to be through a script that I could simply add to any of my missions (using SET_CLIENT for example to detect which aircraft is used and launch the appropiated tutorial) without the need of copying all the triggers used on each ED's tutorial every time I want to add it to a mission. In summary, I would like to be able to copy startup tutorials easily on my sandbox missions
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