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Darcaem

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Everything posted by Darcaem

  1. Have you tried ejecting? You would have to "aim" in order to not land too far away from the tarmac, but then you can move around controlling the pilot with pitch and rudder controls Enviado desde mi POCOPHONE F1 mediante Tapatalk
  2. Yes, links seem to be broken. PS: OMG!! Typhoon!! :pilotfly::joystick:
  3. It is not. But content creators do need to know critical changes in order to update their own mods. Remember what happened last time when some core functionalities of MOOSE were broken, preventing the SPAWN methods to work properly, and thus most mission didn't work either. It would be nice maybe to have two different changelogs. One for "the main public", as it is right now, and a more detailed one for developers that need to update their mods and missions properly.
  4. AFAIK you need DD MM SS and DD MM SS.SS Please correct me otherwise :) Enviado desde mi POCOPHONE F1 mediante Tapatalk
  5. Hi I use to play a customized version of Surrexen's Snowfox mission with AI aircafts spawned on the ramp. Since yesterday's 2.5.6 update (might be a coincidence, I haven't played since last weekend) when any aircraft spawns on the ground it inmediatelly explodes. This is what I'm doing via F10 menu call: BLUECAP1[value] = SPAWN :New( "RT BLUE CAP "..RouteNumber ) :InitLimit( 2, 2 ) :InitRandomizeTemplate( { "SQ BLUE CAP F-15C" } ) :OnSpawnGroup( function( SpawnGroup ) RTBLUECAPGROUPNAME = SpawnGroup.GroupName RTBLUECAPGROUPID = Group.getByName(RTBLUECAPGROUPNAME):getID() end ) :SpawnAtAirbase(AIRBASE:FindByName(AIRBASE.PersianGulf.Al_Minhad_AB), SPAWN.Takeoff.Hot ) I updated Moose file loaded on the mission to the last version 2.5.0 pre-release, with same result. Has something changed and this is not the right usage of SpawnAtAirbase anymore? Thanks Complete function:
  6. I'm writing without knowledge, but to me it seems that you might have overridden some game files. Have you tried to repair your local DCS installation? Edit: I mean repair, not completely uninstall and reinstall
  7. 1.- It is (AFAIK) as long as you only play them yourself 2.- I'm not sure. Depends on how the mission is scripted I guess 3.- I believe one is meant to be played as standalone missions and the others as part or the campaign 4.- You cannot save them in ME, campaign missions are protected. You can only fly them through ME Enviado desde mi POCOPHONE F1 mediante Tapatalk
  8. Thanks for the answers :thumbup:
  9. Yeah, I do unterstand the chemistry involved on tracer ammo. My question is why some are rendered in game in green and others in red, if any of the explanations given on that post are correct, and in that case, which one. Or if maybe there is no other explanation than just that different units use different colors :P
  10. What does the green or red color of tracers fired at me mean? For some reason I always assumed this was some kind of help, green tracers won't likely hit you but red ones could. I was googling how to disable them and I found out this old post https://forums.eagle.ru/showthread.php?t=132505 So now I am confused, what does tracer colors actually means? Type of ammo as stated in that post? Coalition as also stated in that post? Thanks!
  11. There is only one version, F-18C lot 20 Enviado desde mi POCOPHONE F1 mediante Tapatalk
  12. +1 againts CA. I started with FC3, learning the basics, and after 4 months or so the Harrier came out and was my first full fidelity. I'm glad of doing that because I might have been overwhelmed. Unless you are 100% about CA, I would recommend buying the FA18 instead or any other as suggested before :) Edit: I do own CA and is a good addition to have, but not a priority for me definitely Enviado desde mi POCOPHONE F1 mediante Tapatalk
  13. Oh! Thanks! I tend to overcomplicate easy things :P
  14. Might it be wind and/or turbulences? I've also noticed that but assumed it was realistic. Would be nice to confirm wether this is a bug or not Enviado desde mi POCOPHONE F1 mediante Tapatalk
  15. Hi I have a CAP set using the Moose class AI_A2A_Dispatcher. Following the guide I first use SetSquadronCap and then SetSquadronCapInterval to activate the CAP. As far as I unterstand, what I am doing is to have always a CAP flight. When the CAP is destroyed or RTB, another one is launcher after some time more than LowInterval and less than HighInterval. What I would like to simulate is the total number of available aircrafts a certain airfield has. Meaning, I would like to count how many groups/aircrafts are spawned (idially also knowing what type of aircraft has spawned, since I had three different types on the squadron), and when reach a certain value, stop the dispatcher object, simulating there are no more available CAPs. I've been looking and these two methods look promissing https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/AI.AI_A2A_Dispatcher.html##(AI_A2A_DISPATCHER).OnAfterCAP https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/AI.AI_A2A_Dispatcher.html##(AI_A2A_DISPATCHER).OnBeforeCAP But since they don't have documentation, I cannot figure out how they work of if they even do what I would like. In my mind, those handlers are called when a new CAP is spawned, or "started" at some point, and when the CAP is destroyed or RTB. Is that right? And then, to stop the dispatcher completely and not spawn any more aircrafts, I have no idea what to do Thanks for any advice!
  16. So... yeah, that's exactly what the FAC - assign group command does... :music_whistling: Sorry, long day :) ------- Hi. I'm totally lost here, I've googled around a little bit and checked Moose's clases, but I do not know where to actually start looking :book: My goal is to have a Predator (for example) track a group of insurgent pickups. Ideally, the Predator would communicate to a client CAS aircraft its location. So I have two objectives: 1.- The main goal: How can I make an AI aircraft track, follow or "mantain visual contact" with a moving ground group? 2.- Secondary: How can that aircraft transmit its location? I would like to play around with the C101CC, so no DataLink. I was thinking of just making a LUA method via F10 menu to just get the drone's coordinates and my coordinates to calculate an approximate bearing and range, simulating a FAC giving me instructions. I think that is easy enough. Any better idea? And the idea is that initial location and route are random (more or less), so I wouldn't want to "fake" it setting a pre-planned route for the Predator with waypoints over the expected area (unless there is no better way). Thanks for any piece of advice! EDIT: actually, point 2 is absurd. I can use the AFAC task preciselly for that ^^ The only problem is, how can I make the AFAC AI aircraft to follow the moving ground group?
  17. They are different options. You have to select the invencible option on the logbook, not on settings. Setting's option is what you describe, the option on the logbook is what makes your profile be deleted or not when you "die".
  18. Thank you for all your responses. I didn't know that poping two chaffs at the same time was useful. And also, lazy me, I only configure 2 programs, I even didn't care to set the other default profiles in the lua files. I assume that you set your "default" two programes depending on the expected threat, and if some unexpected thread appears, you change programs... But, in the heat of the fight, are you able to change programs? I mean, when I'm evading SAM (and worse, in AA), I have plenty of work already, I do not think I would be able to also change the programs, but I haven't actually tried ever, it is just a couple of buttons.
  19. This must have been properly discussed somewhere, but all articles and tutorials I find teach you how to use them, not what settings are actually recommended. I use 1 chaff per second three times on program 1, and 1 flare per second three times on 5. I feel I'm been way too conservative, aren't I? Also, I wonder if flaring in pairs instead of only one flare at a time has better efect, being a twin engine? Thanks for any advice! Enviado desde mi POCOPHONE F1 mediante Tapatalk
  20. Not AI behavior, but, search YouTube for "dcs flying tank" or "dcs tank AA kill"... [emoji5] Enviado desde mi POCOPHONE F1 mediante Tapatalk
  21. +1 I loved all his books. After you complete the trilogy, the short one, "High desert reflections" (Iirc) is awesome too. Enviado desde mi POCOPHONE F1 mediante Tapatalk
  22. What I would try: 1.- Set the orbit on waypoint n 2.- Set waypoint n+1 near TGT and add an advanced waypoint action, attack group or whatever you need 3.- Put the RTB waypoint on the destination airfield as waypoint n+2 4.- Set a TRIGGERED ACTION (third tab on the aircraft's pannel, after payload) -> Perform command -> Switch waypoint to [waypoint n+1] for the F16 group that will be orbiting 5.- Set a Trigger ONCE -> UNIT DEAD (or DAMAGED) [sA6's name]-> AI TASK SET [the triggered action you just created] Also, if you are going to guarantee the flight's safety, you might put on its first waypoint an advanced waypoint action Set option -> Reaction to threat -> No reaction, and also Set option -> Restrict jettison -> on. I usually have troubles with AI don't wanting to get too close to defended areas :P
  23. Hi This might be a silly question, but I was wondering how DCS' units are handled regarding resources consumption. I am planning on creating a simplyfied version of the TTI missions for my own training with my mission preferences. For that I am planning on create a lot of planes, ships, ground and static units "appearing" based on random values and my own selections through F10 menu. Since I have a rather modest pc for vr, I was wondering if it would be better to use the "late activation" option and then activate them as needed via flags and lua, or to directly spawn them on spawn zones using moose. I was thinking that last option might be lighter, since perhaps memory wouldn't be allocated until they were actually spawned? But I have no idea at all how this is handled by DCS. Or maybe since lua is an interpreted language, it would actually be worse? :huh: Thanks for any input!
  24. Thank you all for your suggestions! I've noted all titles and authors to read next, and finally I started "Bogeys and bandits" :) Enviado desde mi 6055P mediante Tapatalk
  25. Yep. Thank you both, by the way! I am already checking those authors and titles you suggested ;) Enviado desde mi 6055P mediante Tapatalk
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