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Speedywrx

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Everything posted by Speedywrx

  1. It seems some keybindings were reassigned. I had to go back and change a few things after the update. ** Before updating, save your keybindings ** not sure if it would still work or not, but worth a shot.
  2. Great! Maybe this will help me understand scripting a bit more - I really appreciate your advice and help, Wrench.
  3. Ahh! With your "ALL OF GROUP OUT OF ZONE" suggestion, I also found the condition "GROUP ALIVE LESS THAN" for a percentage of the group. So it's probably not as pretty as MIST scripting, but I did this: CONTINUOUS ACTION (Check red units, ON DESTROY) // ALL OF GROUP OUT OF ZONE(Red vehicles, Red vehicle zone) // MESSAGE TO ALL (Blue wins!, 10, false) ONCE (Blue points 5, NO EVENT) // GROUP ALIVE LESS THAN (Red vehicles, 85) // MESSAGE TO ALL (Blue score: 5, 10, false) ONCE (Blue points 10, NO EVENT) // GROUP ALIVE LESS THAN (Red vehicles, 68) // MESSAGE TO ALL (Blue score: 10, 10, false) ONCE (Blue points 15, NO EVENT) // GROUP ALIVE LESS THAN (Red vehicles, 51) // MESSAGE TO ALL (Blue score: 15, 10, false) ...and so on until 30 points Edit: I just tested this out and it appears to work well. I can also destroy other vehicles nearby that are not part of the group and it does not affect the score (unlike my first attempt in the first post). I think for what I'm trying to do, this is a simple approach that works - I'm not creating a big fancy mission - just something quick and fun for a few friends. Thanks for the help and ideas, Wrench!
  4. On the other hand, if I wanted to keep it simple, your suggestion of using a trigger zone and "ALL OF GROUP OUT OF ZONE" works very well. I just can't display the score as they start dying - only the end result after they're all dead and it sends "Blue wins!"
  5. Awesome! I'm familiar with MIST in the sense that I have the necessary files and able to utilize already scripted material (not creating my own content yet). I have loaded MIST by: MISSION START "MIST" // // DO SCRIPT FILE (mist_4_3_74.lua) Then with your script, created a new trigger: CONTINUOUS ACTION (Check units, ON DESTROY) // // DO SCRIPT(*your script above*) However at the first red vehicle destroy, a pop up box comes up stating: [string "deadunits = 0...']:21: unexpected symbol near ',' I'm still trying to figure out how to debug that.
  6. I'm trying to create a multiplayer mission for a few friends. The premise is I'll have 30 vehicles on each side (blue and red). The objective is simple - destroy all 30 vehicles and you win. I'll have an A-10C spawn every 10 minutes that will go attack the other side's vehicles. Players can choose a variety of aircraft: A2A to escort their A-10C and shoot down the enemy A-10C (and other players); or A2G to push in and assist taking out the 30 vehicles. The problem is score keeping. I originally had 2 flags set (blue and red). For example: CONTINUOUS ACTION(Blue increment, ON DESTROY) // UNIT DEAD(Red vehicles) // FLAG INCREASE(1,1) paired with these other triggers: ONCE(Blue 5, NO EVENT) // UNIT DEAD(Red vehicles), FLAG EQUALS(1,5) // MESSAGE TO ALL(Blue team score: 5, 10, false) ONCE(Blue 10, NO EVENT) // UNIT DEAD(Red vehicles), FLAG EQUALS(1,10) // MESSAGE TO ALL(Blue team score: 10, 10, false) ONCE(Blue 15, NO EVENT) // UNIT DEAD(Red vehicles), FLAG EQUALS(1,15) // MESSAGE TO ALL(Blue team score: 15, 10, false) ... and so on until 30 points. It seems to act fine in the beginning, but if another vehicle that is not part of the "red vehicle" group nearby is hit, it will count that as well. At the end it will announce "30 kills" but there will still be 1 "red vehicle" left. What am I doing wrong? Is there a better, but simple, way of doing this?
  7. Concerning today's patch (15 Aug): Whenever I select a weapon it seems to default the radar to "ACM" mode and I'm unable to change the range of the radar until I de-select ACM with the button or hit the undesignate button on the HOTAS. Is this normal/intended?
  8. Under Controls, go to Axis Assign and look for: Camera Horizontal View Camera Vertical View Camera Zoom View Click your mouse column and assign MOUSE_X, MOUSE_Y, MOUSE_Z respectively.
  9. Is the Steam version update delayed from the standalone version? I'm trying to play with my friend, but he's on Steam and I have the standalone. I received the update this morning to 19157, but he's still on the last version and can't update.
  10. Use these keys to fix your default view: Move your camera inside the cockpit: "Num/ - RCtrl - RShift" Cockpit Camera Move Back "Num5 - RCtrl - RShift" Cockpit Camera Move Center "Num2 - RCtrl - RShift" Cockpit Camera Move Down "Num* - RCtrl - RShift" Cockpit Camera Move Forward "Num4 - RCtrl - RShift" Cockpit Camera Move Left "Num6 - RCtrl - RShift" Cockpit Camera Move Right "Num8 - RCtrl - RShift" Cockpit Camera Move Up "Num/" FOV- aka Zoom-in "Num*" FOV+ aka Zoom-out "NumEnter" Default FOV aka Zoom Then once you have a good view setting: "Num0 - RAlt" Save Cockpit Angle
  11. I get this with my Odyssey HMD too. With the headset off, just move it around to the extremes and it will, I guess, "calibrate." But when it does, for me, it resets to a backwards facing view every time, so I just hit my re-center key and all is well.
  12. Ah, I didn't realize you were talking about the Mirage.
  13. You're creating a point based off lines 4 and 6 and slewing the TGP there to be able to drop CCRP. But in the scenario I passed, you're above the weather and just staring at clouds - no joy. BOC 9-lines don't require the shooter to be tally. That's how you are able to employ LGBs on coordinates with proper coordination.
  14. Sure you can. Create a point from grids passed, snap pod to grids, CCRP release. Think of the case where you're above the weather and now you have a ground designator or other asset below the cloud deck. JTAC passes a BOC 9-line, you coord the attack plan with the designator and the LGB will pick up the eyeball's laser after going through the clouds.
  15. Really only need 4, 6 and restrictions for BOC. 6 and restrictions for BOT (for gaming purposes). As said above, have your system ready to punch in the grids as the JTAC is passing it. For the A-10C at least (can't speak to other DCS aircraft), the JTAC also sends a J28.2 in the MSG window containing the 9-line.
  16. Awesome - I'll give it a shot.
  17. Yea, that's what I have been doing. Like you said - it ain't pretty, but it works. :pilotfly:
  18. I appreciate the advice, Ziptie, but you are talking about switching laser codes for a single GBU which is a sim-ism here as you wouldn't be able to do that IRL without more modern fuzes (FMU-152) which I believe aren't modeled in the game. As Bagodonuts said - in DCS you can change the GBU code in-flight via the DSMS stores page, but this still doesn't let you select 2 GBUs on different PRFs. Sorry if I misunderstood your intent, but the LSS/LST code options don't have anything to do with bomb guidance and used when being talked-on to a target - it's the code the pod searches for from another asset. Unless you meant the "L" option on the config menu of the MFD. There's "L" and "LSS" displayed where "L" changes your laser code for weapon guidance and "LSS" is for tracking another asset's laser only. LSS and LST are terms both used for the same thing - Laser Spot Search or Laser Spot Tracker. I've seen it referred to as an LSST as well (Laser search and spot tracker). In game, the JTAC uses 1688 by default, so it makes sense to just leave the LSS on 1688 unless you're flying with a buddy where you can have him stare on a different code. I think Frederf's advice on profiles would work.
  19. hannibal - I found this: https://www.digitalcombatsimulator.com/en/files/267095/ However it seems old and not sure if it would still work in 2.5 or not. I haven't tried.
  20. Yes. No, I want a multiplayer wingman or usually in the game, the JTAC to buddy lase the second weapon. Yes. I'm not an A-10 dude, but where I'm from it's very common to ripple 2 to hit 2 DPIs simultaneously. Although nowadays GBU-38s, GBU-49s, or even GBU-54s make things a bit easier in that regard. Indeed that's the GBU-12 limitation that it's hard coded on the ground. My intent was to ask if there was a way to change that code prior to takeoff (or a sim-ism that you can just do in flight). Our 38s use the FMU-152 JPF with a DSU-33, but I'm unsure if a FMU-152 on a GBU-12 would be able to change the code in flight or not since our GBU-12s don't use that fuze...gotta go find the patch on Tuesday to ask! Yea, that's what I was afraid of and looks like you confirmed it. True, that would take a bit to weaponeer, releasing far enough apart while still ensuring you were still in the basket for both weapons. At that point it would be more pertinent to do a combined or sectored sequential attack and release 1 per aircraft. Heck... a combined simultaneous attack why not.. I'm not an A-10 driver, but on my MDS we specifically code GBU-12s (although rarer these days since we opt more for 38s/49s/54s...) to have different codes on them for the exact reason of a ripple 2 on 2 targets simultaneously. I'm sure we could talk about PK all day (F-Kill, M-kill, K-kill...) Thanks for the info. Happy flying. :beer:
  21. Hello, Is there a way to ripple 2xGBU-12s on different PRFs? Currently I've been releasing the first via CCRP and then selecting the other and immediately release CCIP and it works very well to hit two DPIs near simultaneously (a few second split), but was wondering if I'm missing something in the DSMS to release both at the same time... Thanks.
  22. https://forums.eagle.ru/showthread.php?t=201530
  23. I seem to prefer turning off DS and HDR on. DS colors look oversaturated to me.
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