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Alerax

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Everything posted by Alerax

  1. Hi capthaltli- I'm not aware of the FSX vLSO. That's pretty awesome! Always open to improving the LSO AI Script. Feel free to message me and we can discuss how to add more immersion! Also- let me know how this script performs against the vLSO. Feedbacks are welcome!
  2. KlarSnow- Yes, the LSO AI Script can handle Carrier course changes. This means that 1) you can set whatever Carrier course you like and 2) if the Carrier changes direction during the mission, all the calls will still be valid. I actually haven't tried to use two Carriers before. I would imagine that you can do so, just by loading up two script files and in each file, change the Carrier name in both the LSO AI Script and Mission Editor (e.g., "Stennis_AI" to "Stennis_AI01" for one and "Stennis_AI02" for another). Try it and let me know. Good luck!
  3. Larkis - good point, will add to the explanation. For now, load the example mission and start your procedure. You'll have to ensure that you initiate the LSO AI Script by following the pattern (fly on the right side of the Carrier at 350 knts and under 1,000 ft) then do the overhead break, then the 180 turn to final. That's it!
  4. Sobe - Will consider doing a youtube, or a more detailed installation instruction. For the time being, I'd suggest you check out the sample mission file attached.
  5. Shadow.D. - Yes I can add the Final Bearing call out as well. However, I suggest you try the Case III procedure as well. To pick the Case III recovery, go to F10 -> Carrier Menu -> F2 -> F2. Once you break the Platform (5,000 ft radar), then the Carrier will call out final bearing which is runway offset heading. Note that Case III is still work in progress, so any feedbacks are welcome.
  6. Colmillo - Glad to hear that it works. Answers to your questions: 1. No need to. The script automatically selects Case I recovery at the start 2. LIG WOP = Long in the Groove, Wave-Off Pattern; WOP TCA = Wave-Off Pattern, Too Close Abeam Seeing that, I'll edit the code tonight to keep the WOP call outs the same (i.e., change LIG WOP to WOP LIG).
  7. Hi rephiled- I'd suggest looking at the example mission for the setup requirements.
  8. Hi Colmillo- Can you check if you have done the following: 1) initiate pattern by flying on the right side of the Carrier at 800-1000ft at 350 knts 2) then initiate the break and maintain 1.1-1.5NM abeam the Carrier 3) do not initiate final turn until you are slightly behind Carrier Let me know if it still doesn't work.
  9. Hi Evilfisher - yes, the broadcast is only on the Carrier Frequency. You can set the Carrier Frequency to whichever one you like in the Mission Editor and the LSO AI Script will broadcast on the selected frequency.
  10. Version Changelogs: v1.9.2 // 10.08.2018 - Tweaked LSO AI Grading logic to consider slamming on deck and trapping as Cut Pass. - Updated example mission with reduced static objects on board and place player's aircraft starting position 7.5NM behind Carrier at 2,000ft to enter pattern. v1.9.1 // 10.08.2018 - Released to Public.
  11. [Deleted] Please see updated post below: https://forums.eagle.ru/showthread.php?p=3674407#post3674407
  12. Hi- This seems like a simple thing to do, but I can't figure out for the life of me. How do you call the aircraft's onboard number using a script command? In other words, if I set an F/A-18C (group name = GroupTest, unit name = UnitTest) with a tail number of 401 in the Mission Editor, what is the command line to call this tail number back? I've seen an attribute called onboard_num in the add.group function, which makes sense as an input to create a group/unit, but I can't seem to reverse to call this information. Thanks
  13. Deezle- I've been searching around a lot, but couldn't find the answer to this. Where did you get the "3289" command from? Thanks!
  14. Thanks Vladinsky! Appreicate you checking. Hopefully Zeus reads this read and add the controls scheme in. I'm using the Elgato Stream Deck and really want to keybind everything so I don't have to use the mouse.
  15. Similiar to what Baldawg is looking. A keybind button press to increase/decrease the knobs (mostly has to do with brightness, but also include the com1/com2 volume, etc.).
  16. Vladinsky- One more question if you don't mind. I understand the command setting up button presses from your instructions below. However, how do you handle other types of switches? For instance, the brightness knob. It uses a different up/down command that seems to be specifically defined for that switch and I couldn't find its definitiona anywhere. Thoughts? Ex. {pressed = iCommandHUDBrightnessUp, up = iCommandHUDTest_up, name = _('HUD On - Brightness Increase'), category = _('HUD Control')},
  17. @Vladinsky - you are a god send. THANK YOU SOO MUCH!! Some modules don't have a full list of switches in their keybindings (wish everyone would standardize), but this really helps me set up my cockpit the way I want. +1
  18. Question... How did you find all these switch IDs? I've been trying to find ways to bind some of the switches that are only clickable and not present in the .lua files. Would love to learn how to do this and implement them to other modules that are missing keybindings as well. Thanks!
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