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Darcaem

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Everything posted by Darcaem

  1. +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
  2. 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"
  3. 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
  4. 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 ***
  5. 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
  6. 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.
  7. Ok, understood. Thank you all!
  8. 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?
  9. You might try to speak "mellon" and enter... (sorry, couldn't resist)
  10. Just here to thank you for your effort and encourage you to persist. All of you, campaign creators, make DCS alive
  11. 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
  12. 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
  13. +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
  14. 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"
  15. 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
  16. 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
  17. I do think the goat is the key asset here Jokes aside, I fully agree. And why not unarmed "background" assets? As Dropship Pilot said, we already have airshow crowd (or is that asset part of a mod and not part of DCS?)
  18. "The load is swinging forward and aft. Ten" -> the load is "oscillating" (I don't know if that is the correct word) in the direction of flight, 10 feet "The load is swinging side to side. Ten" -> same, but perpendicular
  19. Fixed with the latest patch!
  20. Lo mejor es que hagas una copia de seguridad de la carpeta ./Juegos guardados/DCS y borres todos los mods. Luego ve añadiéndolos de nuevo a poco hasta que encuentres cuál es el que te está causando el problema. Cuando no aparecen los modelos en el juego normalmente es por conflictos con los mods que les impiden cargar (o al menos es lo que siempre me ha pasado a mi). Cuando tengo problemas como los que describes con mods lo que hago es una suerte de "búsqueda dicotómica", elimino la mitad de todos los mods, si sigue el error, elimino la mitad de los que quedaban, si no, es que el causante del problema estaba entre los eliminados... y repetir Te confirmo que tanto el L61 como las fragatas y el L52 funcionan correctamente con la última versión de DCS. De los paquetes de Civilian Assets Pack tengo instalado el Civilian Assets Pack - Navy v2.1 y también funciona correctamente. En el log salen muchos errores relacionados con mods, pero como "en condiciones normales" también aparecen muchas entradas en el log marcadas como "ERROR" de mods, a priori no sabría decir cuál es el problema solo con el log.
  21. Fixed with the last update! ------------------------------------------------------------------------------------------------------------------------------- Hi! This is a duplicate of this thread I'm still having the same issue, mirrors value is resetted each time I change my profile. All other settings are fixed and now are stored correctly. I'm duplicating it because nobody answerd since I posted there and since that thread is marked as fixed I assume it is no longer monitored Thanks! EDIT: copy my original post Do you still have the issue with mirrors or is it only me? I've check again just in case. I use profiles "Custom 3" for VR and "Custom 2" for pancake. Mirros get always disabled after changing profile. I was playing VR in Custom 3, I have manually check mirrors on settings, exit DCS and start he launcher again, click "Save" on Custom 3. When starting DCS mirros are on. After I change to Custom 2 mirrors are unchecked. I check it and then save Custom 2. Again after switching to Custom 3, mirrors are disabled. Custom2.lua Custom3.lua
  22. Great to hear about VRAM usage and aircraft and ground AI improvments!! Let's hope performance can be as good as it was on 2.9.5!! Thanks!
  23. I think that is directly related to CH47F textures and vram usage. Correct me if I'm wrong, but I believe we are facing two different problems that are intertwined: newer modules with huge unoptimized texture file sizes (while at the same time older modules have smaller textures, so if you decrease texture settings newer cockpits look fine but older ones are unreadable), and some changes in ground unit pathfinding and/or detection having a much greater impact (so DCS is now able to handle way fewer units than before) EDIT: have you tried this? it has improved my performance with zero visual quality lost
  24. Not that this is actually important (I don't need a reminder on the launcher to buy modules, I do it anyway willingly jejejeje) but this issue still happens (bump)
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