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Everything posted by Kappa-131st
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I think there is a terribles issues for the historical road (departmental, national). The roads in the "map" view are precise, but do not correspond at all to the roads in the map (found in "ALT" or "SAT" view). For example, if we want a convoy to take the Granville -> Avranche road, we are surprised to find that it is obliged to go far north (towards Lessai) to succeed in finding its route, passing through Saint Lô and Vire. It’s still quite a detour! Also, there is no road between Granville - Vire or St Lô - Avranche. It's rather poor! I am not saying that all roads must be modeled, but at a minimum, the departmental and national roads should be, and remain accurate!
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Hello! Does someone know if we can change the placement of the numerotation ?
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Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
Hi Currenthill! Are you planning to do some French units (like Caesar) ? I don't think the french pack will evolve, the last update was almost 2 years ago, and I no longer expect to see it evolve. I fear that it will end up becoming obsolete due to lack of maintenance, and moreover, the addition of a few units like the Mamba, the Caesar or the griffons, would be interesting -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
Currenthill make IA mods. Il you are awaiting for flyable KA-52 => go to the following topic. It is not ready. -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
Shouldn't the Katran version have the OES-52 optronic turret instead of GOES-451? -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
You deserve a new donation on your Ko-fi ^^ Thank you very much for your absolutely fabulous work! -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
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Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
Oh, you gona make me very happy ! -
After a try : Your function seem to be accurate !
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There is only one way to be sure : Testing. Put a trigger on a IA to show speed, and compare the speed return by the trigger and the speed display on DCS interface...
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Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
I see same issue... With guided munitions of the PCL ^^ (It happen sometime). I hope ED fix quickly all thoses bugs ^^ -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
Hmm. Doesn't work very well I try diverses angles of fire. First and second target (10 & 23 km) does not fire in any angles I test -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
I will perform more tests with angles! -
I love this campaign. Very good Job! I have only one complain : do not design mission that needed AI helicopter allies (not anought munition to play it solo). Because in 90% of my mission, the allies can't take off, and crash themself on the FARP/AIRPORT!!! It's particularly frustrating to find yourself short of ammo because our AI allies don't be able to take off without breaking their pales! I understand the benefit of playing with the datalink and giving targets to your allies, but in practice, it causes too many problems because the AI is clearly not up to par. At times, I asked them to do "winchester" in the hope that it would help them get their ass off the FARP... The last mission for example, requires a lot of ammos but unfortunately the allies crash on takeoff 2 times out of 3. Personally, I prefer to play in a squadron to have multiplayer, but in solo, the AI is not sufficiently developed and can spoil the pleasure of this campaign which is nevertheless really very very well done! Maybe we should start them in the air, that seems to work better... Are you having the same problem as me with the wings?
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Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
Ok, it's work well in your mission, but not in mine... On this test, the PCL won't fire on the two first target, 10 & 23 km. Maybe the relief. test_pcl.miz -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
I made a test "Fire at Point" weapon auto, - First test, at 21 km. It take position but it doesn't fire (cf screenshot1) - Same test at 25 km : Same result - Same test at : 28 km. It fire. So I suppose the minimum distance is somewhere between 25 & 28 km (10km for the 1.0.0 version). I think it is a lot. Edit : It start firering at about 27km and it stop at 40km Other thing : The maximum range we can see in the model Editor is 35 km (not 40) And the minimum is 10. So it is not accurate from the news parameters. -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
I'm sure (and I didn't change my artillery position in my mission, made with 1.0.0 PLC). I have make other tests : - It firering when I use maximum range - It won't firering at medium or short range (short range, but beyond yellow circle, so more than 10 km) -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
I'm sorry, but since the update of the PCL-181, i have some issues with the task "Fire at Point" (weapon auto). The artillery is deploying, the canon get aligned to the target, but the fire never start. This is the same mission I have made with PCL-181 SPG version 1.0.0, and it work well with the previous mod. The fact that the battery aligns but does not fire makes me wonder if there is not a problem with the weapon selection! (weapon flag). I will make complemantary tests! -
Agree, unrated post!
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It is known that it is sometimes difficult for missionmakers to understand why an AI does not behave as desired. In LUA, the "Controller" object contains functions for programming tasks, such as: setTask, resetTask, pushTask, popTask, hasTask But there is no getter functions to know the list of current tasks, or the information of the current task, and it seems that this is a key element to better understand the behavior of an AI and then adapt the tasks that are given to it. ordered. I propose to have some news LUA function in the controller object, like : New object : Task function Task.getID(Class self ) Return integer : the ID of the task function Task.getName(Class self ) Return String : the Name of the task function Task.isActive(Class self ) Return Boolean : True/false if task is active or not function Task.getNum(Class self ) Return integer : Numero of the task function Task.getDesc(Class self ) Returns table : task description table, containing the type of task (Ex: "Fire at point", "attack group", "FAC" etc...), as well as all the information about this task (for example, for "Fire at point", coordinates, radius, type of weapon configured, etc...) Example of the structure of Task Object : { taskID : xxxxx, taskName : "MyTask", taskNum : 1 active : true typeTask : { typeTask : "Fire At Point" radius : 10 weapon : <weaponTagid> altitude : 0 ..... } } And another Controller function : function Controller.getTasks(Class self ) Return a table of tasks With thoses few function, a programmer in LUA will have a much better understanding about task pile, the order of the task, and can make a true task management!
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Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
This is not on french pack. This is another mod -
Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
Hi currenthill! Question : Is it possible to make graphical effect (Static/Effect)? Atomic bomb, cluster, napalm, etc... -
Up! We must can choose type of explosion, normal, cluster, flak, and (soon), napalm ! And why not, Nuke! We must have various effects of explosion, in the ME, in lua scripting...
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Military Assets for DCS by Currenthill
Kappa-131st replied to currenthill's topic in Static/AI Mods for DCS World
I think the artillery is a great add for our mission, thanks a lot, I love it !!! There is another thing : If you try to fire at 90° left or right (for example, so out of the shooting cone), the artillery won't fire. There is a parameter to allow the artillerie to relocate herself to execute the order. The art move to have range or azimut of the target if it is not on the shooting parameters when order fire. It can be add to have better attitude. Another thing about range : Is it not 25 miles / 40 km for conventional shells and 45 Miles / 72 km for rockets assisted projectiles ? Is it possible to have more accurate range ? The actual range seem to be a little short comparing to the specs