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Kappa-131st

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Everything posted by Kappa-131st

  1. The PVI no longer seems to indicate the wind https://pasteboard.co/YmKmoXus7YHV.png https://pasteboard.co/hBKXB2LKGrBN.png null PVI-wind.miz
  2. The mission abris-refpoint.miz To reproduce : 1- Create a mission with a KA-50 (BS1 or BS3) 2- Go to "PREPARE MISSION" 3- IN ABRIS, go to "PLAN" / "SELECT" / "ADD INF" 4- Move the cursor and add point type "refpoint" and name it (Ex : "P1") save an go to the abris map (NAV) https://pasteboard.co/V1nnu7UFWLDq.png At this moment, you can see your refpoint correctly name "P1" https://pasteboard.co/bTCAoWdJbRA6.png 5- Quit the "prepare" mission to return to the editor, save, and launch the mission (FLY mission) 6- Go to the ABRIS MAP (NAV) https://pasteboard.co/W9qpwZL77oEs.png You will see : All point type "refpoint" have "refpoint" in the label. => When the data of a refpoint is save in the mission, the label “refpoint” is added to the callsign of the point. Work normaly for other point except "refpoint".
  3. To complete my previous post : https://pasteboard.co/uS4xKpWVy69J.png I was strike by a SA-6 missile through the forest. I have see the missile at the position of the grey star (Sorry, I have no video or mission to post...), but the missile definitivly ignore the forest physical model. (I was in a KA-50)
  4. An SA-6 managed to pull me through a thick forest. I literally saw the missile cross 20m of forest passing between tree trunks... This bug absolutely must be corrected, a helicopter can no longer take shelter behind a forest facing a SAM on the Syria map, it there is always a significant risk that the forest will be transparent for the missiles: Not only is the helicopter visible through the forest by the radars, but also the missiles pass through the trees as if they had no physical models! !
  5. @currenthill : is it possible to make a KA-27 that could deploy sonar or sonobuoys ? null
  6. Ok, no problem, I give you that for tomorow But you can easly reproduce this issue. Just place a KA-50 3 in any map, launch "prepare mission" and create a ref point with the abris. Then save the miz and launch it. Screenshot 1 : In "prepare mission" Screenshot 2 : In "launch mission"
  7. This is not what Migow report : It's not a petrovich bug, or a bug with Mi-24 : The ground unit can shoot without line of sight : It's like some threes doesn't block the line of sight or weapons.
  8. There is a problem with the display of messages when in F10 view: Indeed, if the messages do not exceed one line, they are hidden by the blue bar of the F10 menu (This one-pixel bar that we observe is the "bottom" of a displayed text message, which is hidden by the menu) If you play a role like "GAMEMASTER", you are in F10 map all the time and you miss all short messages ! Can we display the messages a notch lower so as not to hide them in the F10 view? Thanks !
  9. No. TOS-1 have a really short range for real. 6000 meter max. So Currenthill's TOS-1 range is accurate.
  10. Thanks for your work Currenthill ! I love the kornet and the Burratino ! For the TOS1-A, I think you must set a better dispersion. This is a sniper, all rockets fall at the same point, metric precision. The concept of the TOS1 is to make a very large aera of effect. I try to use DCS dispersion, but it seem it doesn't work.
  11. My personnal list for Santa Claus for 2025 : Core : - Dynamic campaign - Better optimisation with VULKAN and MT (Best usage of all CPU cores, particulary for VR users or for dedied server) - Network improvment in multiplayer for big squadron or Online Multiplayers Server - New diversified infantries with sniper (Anti personnal or anti material), ATGM (Javelin, Kornet...), mortars, all embarkables by transport. CF currenthill's work - Improved IA (pathfinding in city or forest, more natural behaviour, AIs which are not alway snipers, which has reconnaissance capabilities which take better account of the terrain, the elements, and which can also communicate with each other (example, if a group spots us, a 2nd group next to it should be in alert and aware of our global presence) - New modern units (Ex : Pantsir, etc...). And not only for Russia & USA (make European units, french, english, dutch, turkish, Israelian units). All map that have been release must have complete army (Sweedich and Finland with Kola Map for example) Make a partenaria with Currenthill ? - Weather improvemend (thunderstorm, variable dynamic wind (squalls, gusts of wind), wind that follows reliefs like mountain valleys) Modules : - I personnaly hope for naval helicopter gameplay with modules like KA-27 or MH-60R... With sonoboys, sonar and torpedo to make Submarine hunt) - And Cobra / Viper Helicopter !! - Mig-29 Map : - VietNam map - East Europe map - Balkan map - full map for Afghanistan and Irak. Other : Rethink the game's financing system to allow more evolution of the core. Currently, the game is entirely financed by modules and maps, and this is why the core of the game evolves very slowly. However, it represents the most important part of the game, the one on which players have the most requests. We need to find a financing method to make the core of the game evolve much more quickly.
  12. Hi @BIGNEWY, No return from ED's team about adding the lua function "Unit.setLife" to have the equivalant of the function in the trigger editor ? One example of the necessities of having this function : I created a script so that helicopters are more effective in carrying out anti-ship missions, in order to allow helicopters to be able to engage medium ships such as Ropucha, La Combattante or Molnya. The goal of my script is to increase ship damage reasonably and proportionally to the missile used. The script will bring additional damage to the ship depending on the explosive mass of the missile hitting it. So, a Kamov's KH-25ML will do much more damage than a Vikhr, for example. This script is based with a coefficient to adjust the damage you want : The higher the coefficient is, the stronger the additional explosion will be The script ShipDamageCoeff=4 --coeff : explosion damage multiplier local eventhitArmedShip = {} function eventhitArmedShip:onEvent(event) if event.id ~= 2 then return false end-- if event not a hit : exit if event.target == nil then return false end --If target is not exist (yet destroy) : exit if not event.target:hasAttribute("Heavy armed ships") then return false end--if target is not heavy ship : exit if not event.weapon then return false end-- if no weapon (ex: crash) : exit if event.weapon:getDesc()["missileCategory"] == nil then return false end-- if not a missile : exit if event.initiator:getPlayerName()== nil then return false end --if initiator is not a player : exit if type(event.weapon:getDesc()["warhead"]["explosiveMass"]) == 'number' then --If the missile have data for explosiveMass trigger.action.explosion(event.target:getPoint(),math.ceil(ShipDamageCoeff*event.weapon:getDesc()["warhead"]["explosiveMass"])) end end world.addEventHandler(eventhitArmedShip) --ShipDamageCoeff= volumeExplosion / explosiveMass --ShipDamageCoeff 4 : 4 * 46.2 (Kh25ML volume) = 278 expl --explosiveMass --FBA-500 -> 428 --SCUD -> 395 --GBU-38 -> 72 --Kh25ML -> 46.2 --AGM-65D Maverick -> 15.6 --AGM-65H Maverick -> 39 --AGM 114 Hellfire -> 5.67 --Vikhr -> 4 --HOT2 -> 4.1 --ATAKA -> 7.4 --CLASS PV --Type 071 Amphibous 7300 --Kuznetsov 7000 --Kirov 6500 --Slava 5200 --Udaloï 3500 --Type 52C Destroyer 3200 --Ticonderoga 2700 --Type 52B Destroyer 2700 --Type 54A frigate 2500 --Admiral Gorshkov 2200 --Neustrashimy 2180 --Sovremenny 2100 --Arleigh Burke 2100 --Olivier Hazard Perry 2100 --Admiral Grigorovich 2000 --Ropucha 2000 --Krivak II 1800 --Steregushchy 1800 --Grisha 1600 --Patrol Ship 1500 --Karakourt 1200 --La Combattante Ila 750 --Molnya 700 I have make grids for evaluate the degat with KH-25L on many ships (Ropucha, Kuznetsov) to choice wich coefficient I want to use to propose reasonable damage : For example with a Ropucha Class (Explosion : Volume explosion, PV = HP hitpoint, "PV restant" mean "remaining Hitpoint") : So a volume 200 explosion destroys 1/4 of a Ropucha's life. If I want a Ropucha sank with 3-4 KH-25ML, I must use a ratio that make one explosion of KH-25Ml make 200 explosion. This is all the complexity that we have to take into account to be able to create a script to manage the damage without this very useful function that we all hope to have one day!! Unfortunately, despite all my tests and calculations, I encountered a problem with my script: Explosion damage on ships is not IDENTICAL in singleplayer and multiplayer! So, my entire damage grid tested in solo is no longer calibrated for multiplayer (it causes too much damage in multiplayer, and the boats sink too quickly with too little ammunition. Having a function that would allow you to do a setter on the damage would make it possible to avoid encountering this type of problem where explosions do not cause the same volume of damage between SINGLEPLAYER and MULTIPLAYER. This script is just an example. I have many other scripts in mind where this function could be used effectively So please ED, this function EXIST in the trigger editor, so technicaly she is already coded, we just want the equivalent on LUA.
  13. Any news about HQ-7 that can't engage air target ? (IR ATGM)
  14. I have posted a bug for the new ship "Atlantic Convoyer" by RAZBAM in the 3th party's topic. But they are no answer, so I post this bug here with a link to the other topic I have created.
  15. Here a test mission. Spawn after the mission start to reproduce. test.miz
  16. I have make many test with many helicopter : When we spawn on an helicopter parked at the new Atlantic convoyor at the start of the mission, there is no problem. But if you try to spawn on an helicopter after the launch of the mission (after the end of pause), there is two case : The helicopter doesn't spawn, and a message is display "Your flight is delayed" The helicopter spawn at the right of the Helipad ont the border of the ship and fall in the water This often arrive in multiplayer, on a dedicate server... We can reproduce with all helicopter : MI-8 : KA-50 : Mi-24, Apache, all helicopter fall in the sea if you haven't spawn at the top start of the mission, making the Atlantic Convoyor praticly unusable. Can you fix it ? Thanks !
  17. We have : trigger.action.outTextForUnit(number unitId , string text , number displayTime , boolean clearview) trigger.action.outSoundForUnit(number unitId , string soundfile ) But we don't have : missionCommands.addSubMenuForUnit(number unitId , string name , table path) missionCommands.addCommandForUnit(number unitId , string name , table/nil path , function functionToRun , any anyArguement) missionCommands.removeItemForUnit(number unitId , table/nil path ) trigger.action.addOtherCommandForUnit(number unitId , string name , string userFlagName , string userFlagValue ) trigger.action.removeOtherCommandForUnit(number unitId , string name ) Thoses functions are very important when we play in multiplayer, for making individual radio button. Ex : - For a missionmaker to manage the mission in flight - For script like CTLD to give Transport Helicopter the capacity to embark / Disembark trooper without beeing forced to make one helicopter per group Individual radiobutton will be much appreciated for all the community, especialy squadrons. That game more freedom for missionmakers. Can you add thoses function please (lua and triggers interface) ? Thank you!
  18. Russian infantry.... I'm so glad, I'm waiting for those for so long time!
  19. It's cool that you work in cooperation with ED. Did you plan one day to have native ED integration for your pack (like ED did with Massun pack) ?
  20. Did you planed to make Nona-SVK (BTR based mortar) ? Russia's pack have a lack of wheeled artillery ^^
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