Darcaem
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Everything posted by Darcaem
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If you are talking about putting the aircraft on mission editor, you have to set the aircraft as "client", otherwise it would be AI controlled by default :) Edit: oh sorry, I get what you want, to drive to the aircraft and then jump into it. What I have done sometimes is to put a static aircraft on the spot where you want your aircraft to be. Then you can destroy the static and spawn the "controllable" aircraft
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This might be a stupid question, but, assuming I have one M.2 with w10 and an empty SSD, both 1TB, how would you recommend install DCS, Steam and WMR (Hp g2)? 1.- DCS on the main drive, m.2, and the rest on the SSD 2.- Everything on the m.2 3.- Join both disks on a raid (they have different performance so I guess this is no good option Iirc, all DCS install with the modules I own needed about 400-500GB total disk space, so the disk wouldn't reach the limit where efficiency decreases even if I install everything together Thanks for any input! Enviado desde mi POCOPHONE F1 mediante Tapatalk
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On the DCS options menu, under specials - DCS SRS there is an option to disable SRS UI. It doesn't seem to affect performance at all for me, lonelly single player Would be nice to have a workaround to avoid the requiriment of SRS, but I guess the whole point of the T-45 is to play it on multiplayer anyway PS: finally I can say thanks after trying it out properly!
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Yes I do Once installed SRS and copied the lua file from T-45 it did work and let me spawn on the front seat
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Still unable to control the T-45, path "C:\Users\alfon\Saved Games\DCS.openbeta\Mods\aircraft\VNAO_T45", no commercial antivirus, exception added to windows defender and the dll file is there on bin folder. I was thinking what else could I be missing and I though, I do not have SRS. Do I need it?
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High Digit SAMs - A community asset pack for DCS World
Darcaem replied to Auranis's topic in DCS Modding
Do they work with the code based PB mode for the harm in the hornet? And if so, which codes do they have? I have use them with skynet's iads on custom missions previously, but haven't try them with that new harm mode yet. Also, thanks for the awesome work! Enviado desde mi POCOPHONE F1 mediante Tapatalk -
It is on the same path as the other mods. ALthough now that I see it, my mods folder has no capital letter... whilst yours is "Mods". AFAIK this should not be case sensitive (I mean, all other mods do work :P), but there is no harm in trying. Also if the problem was a wrong path, I shouldn't be able to see the module installed, flight the instant actions and actually see the AI controlled T-45, should I? EDIT: nah... I changed mods folder name to Mods, but nothing changed, as expected XD
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Thanks for the input. It must be something related, but not this exactly, sadly, still the same I already had the whole dcs.openbeta beta folder under an exception PS: after waiting so long, a little bit is no problem... eventually I shall get it working
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I'm still unable to contol it, when I spawn either on the instant action mission or in a custom clean ME made one with a T-45 set as player, it is AI controlled. I tried deleting every other aircraft mod, the tech mods also, the folder is excluded on the antivirus and the VNAOT45FM.dll is there on the bin folder. I also downloaded again the zip, in case it wasn't downloaded or unzipped properly. Any suggestion or anything I might be missing?
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I do see the T-45. I have the instant action mission and can place it on ME as player, but cannot control it. It is AI controlled once I spawn on any slot. I have just placed the folder on DCS.openbeta\mods\aircraft, not using any mod manager and I used this link to download it https://ufile.io/aoi5uv40. Might be conflictitng with other mod? I'm gonna try... EDIT: nop, after removing all other mods it is still not controllable
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I've been struggling all weekend trying out everything I read on the forum with no luck until this morning I decided to uninstall completely and then install it again from scratch. All performance issues are gone, visuals with new cloud and lightning are awesome and might be just placebo effect but I do feel it runs smoother than before in my medium range rig (i7900, 32GB, 2060 with G2). Now I can even taxi from Incirlik with only very little "acceptable" stuttering I did a full clean and repair before with no luck, and I have no idea why fully uninstalling would make any difference as in theory repair-clean would be the same. But I did have an error while installing DCS from the Beta installer. It installed the updater exe on the bin folder, and when the actual game started to download I got an error telling me that it did not have permission. So I run the updater myself from cmd to install the game. Just a silly theoru, but maybe when the game updated automatically from 2.5.6 to 2.7 something similar happened and some files could not be deleted/updated/installed, and that caused the problems?
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In case anyone ever reads this, I found my error. Turns out that the event.pos object y compnent is the altitude, so the correct way of creating a POINT_VEC2 object from an event object is markerCoordinates = POINT_VEC2:New(event.pos.x, event.pos.z)
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If you just need to locate the player's location I believe you just need to find the GROUP object with GROUP:FindByName() for example and then you have a GetCoordinate method. https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Wrapper.Group.html##(GROUP).GetCoordinate I have done that to create a markers indicating the last known location of downed pilots, for CSAR missions. If you have problems, I can search the script I used. Nevertheless, I assume you have multiple clients and your problem resides in identifying what GROUP is the one you want, doesn't it?
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Hi I would like the ability to spawn AI flights with different basic missions as support, headed roughly to a certain area the player could choose. For that I was planning to use the AUFTRAG class from MOOSE. And as a first test to validate it and learn how to use it I thought on this method: 1.- Create a marker on the F10 map and get its coordinates markerCoordinates = {} local MarkHandler = {} function MarkHandler:onEvent(event) if event.id == 25 then markerCoordinates = POINT_VEC2:New(event.pos.x, event.pos.y) end end world.addEventHandler(MarkHandler) 2.- Choose via F10 menu what base, mission and aircraft I would like to spawn 3.- Spawn selected aircraft 4.- Create a zone using the ZONE_RADIUS:New() method, based on the marker's coordinates 5.- Create a mission (for now I've only tried CAP) and assign it to the flight function launchFlight(from, aircraft, number, task, zone) dofile("./syria/airbases/"..from.."/aircraft.lua") -- Check how many aircrafts are available local num = Aircraft[aircraft] if (num ~= nil and num >= number) then -- Remove static placeholders for i = 0, number-1, 1 do local value = num - i local static = STATIC:FindByName(from.." "..aircraft.." "..value) static:Destroy() end -- Update logistics Aircraft[aircraft] = num - number writeAircraft(from) -- Launch flight local airbase if (from == "RamatDavid") then airbase = AIRBASE:FindByName(AIRBASE.Syria.Ramat_David) elseif (from == "Incirlik") then airbase = AIRBASE:FindByName(AIRBASE.Syria.Incirlik) end SpawnArray[from][task][aircraft] :OnSpawnGroup( function( SpawnGroup ) local mission if (task == "CAP") then local zone = ZONE_RADIUS:New("ZonaTest", markerCoordinates, 100000) mission = AUFTRAG:NewCAP(zone) elseif (task == "SEAD") then end local fg=FLIGHTGROUP:New(Group.getByName(SpawnGroup.GroupName)) fg:AddMission(mission) end ) :SpawnAtAirbase(airbase, SPAWN.Takeoff.Hot ) else trigger.action.outText(aircraft.." not available on "..from,20) end end What happens is that the flight is correctly spawned, taxi and takeoff as usual, but it RTB inmediatelly after takeoff. If I use instead a zone directly defined on the mission editor, it works correctly and the flight goes to the CAP zone. So my guess is the zone assigned to the Auftrag's generated CAP is wrong, and my second guess is that the problem are the coordinates I'm using as secont parameter on the ZONE_RADIOUS:New() method What am I doing wrong? PD: I have been using and customizing to my liking Surrexen's awesome sandbox missions for a while. In those, he defines on ME a lot of different templates and routes, one for each area of the map. I'm trying to give (me) a litle more freedom, allowing to direct flights in real-time, not to predetermined locations, just to play around and see if it the AI can be more accuratelly directed on a sandbox scenario. PD2: I might end up discovering CA's ability to "control" flights is enough, and these weekends programming and testing random stuff have been a waste of time
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How to properly set brakes with rudder pedals?
Darcaem replied to Darcaem's topic in PC Hardware and Related Software
Thanks for the info and the suggestions! Enviado desde mi POCOPHONE F1 mediante Tapatalk -
Hi. I've been flying for a couple of years now, and I have learn using a T16000 and TWS hotas, so I'm now used to using the little paddles on the TWS as rudder axis, and either a button on a slider on the stick as brakes. Now I've just bought a Saitek rudder pedals and I feel like learning from 0 again (not that I was a specially good pilot either). My main problem is with the wheel brakes. I "brake" using my toes on the pedals, but each pedal has a unique axis, so I usually end up braking more with one wheel than the other, so, either dead or out of one side of the runway. On slow speeds or taking off I have no problems, but landing seems harder for me than just pressing a button or an analog slider for both brakes at the same time. If I apply full force to the brakes, it works... but for example with WWII planes that is not an option, I need to control how much force is applied to the brakes, and I need to apply the same force to both brakes. Is this normal? I mean, IRL are both brakes controller with different "axis", or is there any way to "fix" or "tie together" both brakes so that if you apply force on one pedal, the other one also reacts in the same manner. In DCS I've tried: 1.- Set brake left and right to left and right pedal 2.- Set left and right pedal to the same action, Wheel brakes (both) 3.- Only set left pedal to the action Wheel brakes (both) The third option is the one I'm using right now. But since now I do have a proper-ish rudder pedals, I would like to learn how to use them properly :P I'm assuming it is just me not been able to apply the same force with both legs at the same time, and that I will learn eventually? :megalol:
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I can too! :smartass: I feel pretty confortable refueling the F18, turbulences included. And the Harrier... well... let's say 75% confortable. I have never ever manage to refuel any aircraft using boom though
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Nop, AI can startup and taxi AFAIK... I mean, in my missions me and my AI wingman both start cold and dark without issues
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I don't really believe it has anything to do with that. Why would you implement it in such a way that limits so much the number of available objects? Also, why an array would be limited to only 32 items? It has no sense either in LUA or C. If there is such limitation, I believe it would be related with the memory available on the client's hardware size, as you said, rather than the programming itseld, and thus with the number of "items" on the map, rather than number of airfields. I mean, each different item that needs memory allocation (different trees, different buildings, anything esentialy that has to be modeled on the map and is unique). I guess you can implement as many airfields as you like, the choke point are items, so you can implement a ton of very simple airfields, or a limited number of very complex ones. Sorry, just mental wandering while doing a coffee break :music_whistling: My point is, I hope there is no such limitation for the number of airfields available per map, and those not modeled are just design choices. And on-topic again. Thanks for sharing the finding, I've reading about that military base on Wikipedia, good to know about it to include it on missoins :thumbup:
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It happens to me sometimes when I forget something in front of the Oculus' sensors. You have to maintain LOS ;) I usually reset sensor tracking in the Oculus' menu (under the guardian options IIRC) every time before launching DCS as my sensors might have been moved PS: do you play other sims and it does not happen with them? Because maybe it is your hotas stick what is blocking the visibility under certain circumstances?
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There a lot of "logical" explanations out there. What I truly wonder is, has nobody done a DCS mission out of this??? With that old UFO mod, and now with the new tpod features I tried, but I didn't manage to detect when the player locks the "boggie" with the tpod, to trigger a sound or message or something :music_whistling:
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LHD JUAN CARLOS I (L61) MOD
Darcaem replied to desdemicabina-simulation's topic in Utility/Program Mods for DCS World
Thanks, I didn't think of trying the Tarawa :) Enviado desde mi M89 mediante Tapatalk -
LHD JUAN CARLOS I (L61) MOD
Darcaem replied to desdemicabina-simulation's topic in Utility/Program Mods for DCS World
With the new patch Harriers spawn in the skyjump, either when set to spawn on the runway and on the ramp, right? (I mean, it isn't just me due to another mod, is it?) On position 1 I immediately fall of the side, in other it seems to spawn through the skyjump Thanks again for your work!! Enviado desde mi M89 mediante Tapatalk -
LHD JUAN CARLOS I (L61) MOD
Darcaem replied to desdemicabina-simulation's topic in Utility/Program Mods for DCS World
Thank you guys! We can finally launch our Harriers properly :smilewink: -
Hi I've spent a couple evenings googling and searching on DCS files and forum for a working life raft without success. I've only found the old Ranger79's mods and a red one which I believe is a re-texture of the same Ranger79's life raft unit. Are there any mod with something we might use to represent a downed pilot? Thanks for any comment!