

moespeeds
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Everything posted by moespeeds
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I'm not opposed to buying a 2080ti but it only seems to be a small improvement over the 1080ti in DCS. I'd rather just shelf this thing or sell it if the tech isn't there to properly run it. I can wait.
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What are you guys using to measure FPS in DCS? I tried a Steam App that I paid for (forgot the name, FPS maybe?) and it just kept crashing so I ditched it.
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Hey guys, I just got my Pimax 5k yesterday. Every time I open DCS, the Oculus Home screen opens up. The rift/sensors are not connected to my computer in any way. How can I stop this?
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What are you doing about MSAA? Without it I get shimmering lines all over the place. Also, I'm assuming you are running on "Normal" FOV? I've also got a 1080ti, i7 7700, 32 G ram. I got my 5k yesterday, I'll keep you posted here on what I come up with.
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Not sure where the disconnect is here. You can heat up mavs on the ground, no need to do anything other than bring stores up on the left MPCD, then hit the IRMV OSB button up top. You'll briefly see the fuzing info on the ODU. Leave the stores page up and do not switch weapons and 3 min later you'll be ready. No need to switch HUD modes and can be done on the ground. To Fire: 1. Designate a target via TPOD or DMT 2. Uncage Mav 3. SS FWD until you see IRMV in the left MPCD 4. SS Down to designate 5. Pickle 6. Profit Seems like a lot of steps, but second nature once you do it enough. Took me some practice but now I barely think about it. The biggest mistake is not selecting IRMV mode with SS.
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My custom made AV8B Nozzle/STO lever & VR Cockpit
moespeeds replied to moespeeds's topic in Home Cockpits
Hmm, not really sure what you mean? It's a Leo Bodnar Joystick board, 2x 10k pots, and the rest was custom made. -
One day we'll get the ability to park a vehicle on the side of the road, and you can land and refuel off it. I don't know why this is so hard to implement, the whole FARP tile thing sucks.
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I'm building a sort of open map for PG, where guys can log in, pick targets, and run missions in a map that's "Alive". I'm really having trouble with the AI CAP. Here's what I want to do: Coastal airfields will have a single flight patrolling along the coast. On the tarmac, another flight or 2 will sit "AI off" and start if the airborne CAP are attacked or killed. This gives the Blue forces a chance to ambush the CAP and bomb subsequent flights on the tarmac. I would like the CAP aircraft to chase any Blue AC that come into their zone, but break off and return to their WPs if the Blue forces leave the zone, or the AI CAP flies out of the zone. I have tried this with multiple combinations of triggers. "ROE weapons HOLD", "Restrict A2A", "Reaction to threat", etc to no avail. I can get the CAP to stay inside their zone, but once engaged they will chase the Blue AC across the map. I'd rather not get into scripting if at all possible. If there is no other option, can someone point me to a tutorial specific to this scenario? I'm willing to learn, but do not know where to start, or if it's even possible.
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Finally finished my Nozzle/STO lever. Pots track both levers in-game, and the STO detents even correspond to the proper positions. There is a pull-though stop at 82 degrees. Video: I also built the left side of the cockpit
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No Race-Track pattern for tankers in Preform Task.
moespeeds replied to Hotdognz's topic in User Created Missions General
Lol and for 6 months I've been making missions with tankers orbiting, thinking they had removed the racetrack option.... Duh. -
Randomizing unit spawns, am I doing this right?
moespeeds replied to moespeeds's topic in Mission Editor
Another question, if I use the random flag command to set Flag 6 to a value, whatever it may be, does that also turn flag 6 "on" or "true"? Also, thanks guys very much for your help on this. -
Randomizing unit spawns, am I doing this right?
moespeeds replied to moespeeds's topic in Mission Editor
Remember, this isn't about me, or what I want to learn, it's about what people I don't even know yet are willing to learn. Like I said, we decided to stay away from scripting as much as possible on this next iteration because of the mess we were left the last time someone used moose. We want to make sure that going forward, anyone can work on this. Having said that, we tested something today that was dead simple and worked quite well: 3 zones, one being a common zone that sees alot of friendly a/c traffic, such as an airport. I used a FARP on this test mission. The other 2 were small zones, 1500 ft each, offset from popular target areas. I set a bunch of flag triggered events, 10 that I classified as "Easy" and 3 "Hard". Easy events were things like wake up an AI of an SA8 or SA9 off the beaten path, or starting AI a/c sitting on the tarmac. I set a condition for the Easy events that if friendly units occupied 2 zones at once, a random flag would be generated in the Easy range. If friendly units occupied all 3 zones at once, it would generate a random flag that activated one of the hard events, such as activating an SA6, MIG 29s, or triggering an enemy bomber strike on the FARP. I used a flag to force 120 sec between triggered events. I could further tune the randomizing by increasing the range beyond the available number of events, for instance set the range from 1-50 with only 10 being valid events. I could also adjust the size and location of the trigger zones. In testing this worked great and did exactly what we needed. Events occurred randomly, and the more planes we brought into the mission, the more chances of something being triggered. So I guess I probably worded the question wrong, maybe I should have asked for ways to randomize without using scripts. We are going to use moose to control the carrier and tankers, I don't see any other way to effectively do that. -
Randomizing unit spawns, am I doing this right?
moespeeds replied to moespeeds's topic in Mission Editor
I didn't take screenshots because I was lazy. So the solution can not be scripted, because I'm lazy (20%) and because this is an experiment to implement some randomization into a fun map for our squad (80%). Our last builder put a ton of scripts in there, then peaced out without leaving us a manual or roadmap, so we are designing a new one and purposefully avoiding scripting so going forward any noob can work on it. Fargo you were right, the current iteration created a loop, and the DCS engine tags a unit as dead and continually checks it as dead, so within the first few min of the mission, all the triggers would fire. So I made the 15 extra conditions as one time events at random 1%. It still ends up firing all the triggers in pretty short order, but was much better. So my question, does the DCS "Random" function even work as advertised? -
Randomizing unit spawns, am I doing this right?
moespeeds replied to moespeeds's topic in Mission Editor
I tried this, and I'll test it in a little bit. I'm trying to minimize the number of triggers involved, I'll test this a little later. I guess my question will be, will it continue to check for a random, every time a unit on that list is destroyed? -
I'm currently at work but of course I'm thinking about DCS, and considering how I can randomize some unit spawns in my mission. So I want to create 10 random spawns, triggered by the destruction of various units to further randomize it. Switched condition>unit x dead OR unit y dead OR unit z dead>flag 1 through 10 on Switched condition>time since flag 1 OR time since flag 2 OR etc through flag 10>flag 1 through 10 off Switched condition>random 5 AND flag 1 on>spawn unit Switched condition>random 1 AND flag 2 on>spawn unit Etc through flag 10 So every time one of the units in that list dies, it runs a random chance of any of those 10 units spawning. Each unit would have a different chance, for instance the sa6 would have a 1% chance while the l39s would have a 20% chance. Am I thinking about this correctly? Or would all ten units spawn every time one of those flags and randoms are met?
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Trigger an event using a cockpit switch - Cockpit Argument in range?
moespeeds replied to moespeeds's topic in Mission Editor
Ahhhh, so it's X cockpit argument in range. So I'm assuming each aircraft has unigue argument numbers? In other words, in the harrier IR cool (switch 420) will trigger the action, but there's no danger of an F18 putting it's gear down and triggering the same action? -
Trigger an event using a cockpit switch - Cockpit Argument in range?
moespeeds replied to moespeeds's topic in Mission Editor
So in testing, I can't seem to get this to work. The switch seems to default at 0, because if I include 0 in my range it trigger. No matter how else I set my limits, it will not trigger. I tried this with the refueling probe, and same result. I then set a continuous action to send a message so I could test switch positions, and no matter what I do, or how I set it up, nothing works unless I include zero in my range. It's as if the switches default to 0, and no matter how you move them, they continue to sit at 0. Is this just another thing in DCS that's broken? -
Any update on this? I'm trying to figure out how to trigger an action when the IR cool switch is flipped in the AV8 cockpit. I understand the premise, but how do I know what range to set for this 2 position switch?
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Hey guys, I'd like to trigger an event when the IR cool switch is turned on in the AV8. In doing some research, I looked in the clickabledata.lua and found this switch to be #420. So how do I set this condition? Here is the line: elements["PTN_420"] = default_2_position_tumb(_("Ground IR Cool Switch"), devices.SMC, smc_commands.Switch_IR_COOL, 420) Unit's argument in range is the condition I want? It asks for a unit, an argument (420?), and a min/max. TIA!
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[Official] SimShaker for Aviators
moespeeds replied to f4l0's topic in PC Hardware and Related Software
It seems that a re-install will fix the A4 Skyhawk. I haven't done it yet, but several of my squad mates are running it no problem. -
Does Radio Transmission trigger not work in Multiplayer?
moespeeds replied to ScopeDope's topic in Mission Editor
I can't seem to get this to work reliably either. Some groups hear it, some don't, some of the time. -
What you can do is "pop smoke" using a switched action, so it keeps popping on a flag based timer, based on how long the smoke burns for. Then when you want it to stop, shut off the flag and it will go out after it burns out.
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Something you might try is to use illum bombs, set them to zero altitude, and a switched condition where they continually keep coming back on. Might give you a good lighting effect.
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Hey all, I built a 3 mission series for the Harrier on NTTR. These are larger missions built for 2-8 aircraft, and include roles for F18s as CAP. Tell me what you think! https://www.digitalcombatsimulator.com/en/files/3301809/ https://www.digitalcombatsimulator.com/en/files/3301865/ https://www.digitalcombatsimulator.com/en/files/3302293/ If you are looking for a decent AV8 squadron, check us out! We maintain our own server and fly pretty much daily. Our members run the spectrum from super serious to casual.