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Everything posted by Speed
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Thanks for the report. We will try to replicate it. Edit: reported, thanks!
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Radio Patch for DCS v1.1.1.1 v1
Speed replied to Speed's topic in Utility/Program Mods for DCS World
Thanks, I'll check out the "Tanker is not properly located by the AWACs" issue. Unfortunately, it looks like the fix for client bullseye didn't make it into the release version of 1.2.0. Hopefully, next patch it will. I haven't checked the JTAC remarks issue yet. Anyway, I guess I'll make a radio patch for 1.2.0 once I get done with a few more things for Slmod. -
ED SIMS SCREENSHOT AND VIDEO THREAD!!!! (NO USER MODS OR COMMENT)
Speed replied to rekoal's topic in Screenshots and Videos
Demonstration of proper JTAC smoke-marking procedure. -
Combined Arms ridiculous air defense mission
Speed replied to Speed's topic in Screenshots and Videos
Ok, following PeterP's advice, this "mission" has now been made even more ridiculous and fun with the addition of the grand finale event... ;) P.S.: Save some ammo on the southern Gepards. air defense 10_day.miz -
Combined Arms ridiculous air defense mission
Speed replied to Speed's topic in Screenshots and Videos
You're right, the ending leaves much to be desired. Though "Godzilla" is not an available 3D object, you do give me an idea. -
I've been having a lot of fun playing this "mission" with folks online the last few days. Gotta hand it to German engineering. The Gepard ROCKS! fONeFUbYe7k I figure I'll just upload the "mission" already in case someone wants to try it themselves. Originally, it was at night, but I seem to get better frame rates in the day. air defense 7_day.miz
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There would be no problem- the F-35 carries a spare engine for this situation. Under the seat.
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Ok, this is already a known issue. It occurs when a client leaves the game.
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Really, is that all you got for us? You disappoint me! ;) You didn't mention the fact that F-35 flies too fast, has crappy endurance, could be taken down by a small child throwing rocks if it gets too low, has much less fire power, is very expensive... one guy who served in Iraq and Afghanistan told me it's also much easier and faster to get clearance to put GAU-8 rounds on a target than it is to get a 500 lb JDAM. Anyway, maybe you didn't make these points because you're tired of repeating them yourself :D Personally, I think that when the A-10s airframes start wearing out for good, they should just start producing all-new, updated and refined airframes, something like the did with the original F/A-18 Hornet and the new Super Hornet. The Super Hog? :) Either that, or whole new design for CAS. Replacing the A-10 with the F-35 is a joke.
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I have been experiencing this issue and am trying to find a process to replicate it. Any ideas?
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Currently not functional in multiplayer, unfortunately. :(
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I've only shot a Glock a few times and it was a long time ago, but I was also confused... how could you call it a "safety" if it's on the trigger? Doesn't that defeat the whole point of a safety? :huh: And what does it prevent? If the trigger is accidentally squeezed, the "safety" doesn't prevent the gun from going off. Anyway, I'm glad that they're going back to a 1911... the 9mm is such a weak round.
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You can't make patriots engage friendly aircraft, but last I checked, you could make friendly aircraft engage other friendly aircraft. If you force it through the game's Lua (triggers are Lua too) friendly AI aircraft will happily blow each other out of the sky. I did it using a different method, but it can also probably be done by creating a triggered action to attack an enemy air group in the mission editor, then unzipping the .miz file and editing the triggered action in the "mission" file so that the "attack group" triggered action targets a friendly aircraft group instead of an enemy aircraft group. Just re-zip up all the files afterwards, and change the .zip back to .miz. However, further saves of the mission in the mission editor might end up un-doing this work (or not), you'll have to test it out and tell us if you want to use this method. I wonder what happens if you tell an aircraft group to engage itself? :D
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OK: Herby, I may have found something that will cause problems, but I still cannot reproduce your issue. Are you having this issue with an aircraft that is not the A-10C? The problem is that in patch 1.1.1.1, the type names of the humanable aircraft supported by Slmod were "a-10a", "A-10C", "ka-50", "mig-29", "mig-29c", "su-25", "su-25T", "su-27", "su-33", "L-39_ZA", , "F-15C", and "P-51D". However, DCS: World has changed the type names in the export environment to "A-10A", "A-10C", "Ka-50", "MiG-29A", "MiG-29S", "Su-25", "Su-25T", "Su-27", "Su-33", "L-39ZA", "F-15C", and "P-51D". The ones in bold have changed, and some Slmod functions may fail on them when they are used for humanable aircraft as a result. This protential problem slipped through testing because I haven't found a single case yet of it actually causing a problem. However, the potential exists. (In case your curious, L-39 is in there because back in February or March when I added the FC2 aircraft, I also added the L-39 because I noticed that several scripts referenced it as potentially human flyable. I knew that the Virtual Patriots flew it, maybe this was for their benefit?) To fix the problem, you can correct the aircraft type names on line 456 of ./Scripts/net/Slmodv6_0/SlmodUnits.lua, by changing line 456 of SlmodUnits.lua from this: if ((v.objtype == 'A-10C') or (v.objtype == 'ka-50') or (v.objtype == "mig-29") or (v.objtype == "su-25") or (v.objtype == "su-27") or (v.objtype == "a-10a") or (v.objtype == "L-39_ZA") or (v.objtype == "mig-29c") or (v.objtype == "su-25T") or (v.objtype == "su-33") or (v.objtype == "F-15C") or (v.objtype == "P-51D")) then -- do a check here to hopefully minimize processing time TO THIS: if ((v.objtype == 'A-10C') or (v.objtype == 'Ka-50') or (v.objtype == "MiG-29A") or (v.objtype == "Su-25") or (v.objtype == "Su-27") or (v.objtype == "A-10A") or (v.objtype == "L-39ZA") or (v.objtype == "MiG-29S") or (v.objtype == "Su-25T") or (v.objtype == "Su-33") or (v.objtype == "F-15C") or (v.objtype == "P-51D")) then -- do a check here to hopefully minimize processing time If I can replicate a problem caused by this, I will upload a quick fix for the problem as Slmod v6_1 shortly.
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No, if it does, that is a bug, or perhaps you are using it in some way I never anticipated. I cannot reproduce this issue. I will upload a test mission for you to demonstrate. All the units_ejected function should require is the unit name as named in the mission editor, and that's the way it works when I test it. After joining the aircraft, are you waiting less than 5-6 seconds before ejecting? That might cause an issue like what you describe. It should apply to zero functions. Could you upload the mission and describe the steps I need to follow to reproduce the issue? Anyway, see the attached mission file for an example mission- join the aircraft, wait 5-6 seconds, then eject. The message "Unit ejected" should show up on the top of the screen. It even shows up when I don't wait 5-6 seconds before ejecting, so even when I deliberately try to sabotage the function I can't make it fail. Perhaps your real issue is with msg_LL? If you are trying to output the coordinates of a unit that has already ejected... that is an unknown situation I never tested. I only rarely tested Slmod functions on pilot-less manned aircraft. That said, pilot-less manned aircraft ought to be treated in Lua the exact same before and after ejection. I wouldn't expect there to be a problem, unless the aircraft that was ejected out of breaks apart or slams into the ground before the msg_LL function has a chance to take effect. units ejected test.miz
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It has come to my attention (thanks Spiderpig) that I left the "export_world_objs" variable set to true in the SlmodConfig.lua file. This will output a file to Saved Games/DCS/Logs/. Unless you are using this feature, it should be turned off. I have uploaded new files to the forums that have this setting disabled. If you already have Slmodv6 installed, there is no need to re-install; in C:\Program Files\Eagle Dynamics\DCS World\Scripts\net\Slmodv6_0\SlmodConfig.lua, simply change line 4 from export_world_objs = true to this: export_world_objs = false Sorry bout this... I was using it for testing and forgot to turn it off.
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Even for a native English speaker, the GUI manual isn't worded very clearly on Lua conditions. The problem is, your stop condition does not return a value; it creates a global function. Lua Conditions start/stop conditions are pretty simple. This is the most simple condition: return var When you want the Lua condition to become true, in another script, such as a "DO SCRIPT" trigger action, run this: var = true That creates the global variable named "var", and sets its value equal to true. Inside the Lua condition, the "return var" script suddenly starts returning true instead of nil, and the condition evaluates as true. Remember that in Lua, both nil and false evaluate to logical false. Of course, your variable doesn't have to be named "var", I just use "var" for sake of example. If you have any further questions about this, please PM me. Don't be afraid to make topics in the Mission Builder's Corner either.
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Nope, sorry.
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You could try placing an aircraft static object on the ground, then using explosion in zone to kill it. However, the fire will only burn for a few mins.
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I have posted a mission for Slmod v6 that utilizes the slmod.weapons_impacting_in_moving_zones function to allow a Ka-50 to act as an Airborne Forward Air Controller (AFAC) by marking targets with smoke rockets and having AI aircraft attack the marked targets. The mission began as a proof of concept mission, but I developed it a bit more so that it was a suitable combat mission. See it here: http://forums.eagle.ru/showthread.php?t=92348
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Both versions of this mission, the Single Player Multi Player (SPMP) and MP coop 2, must be hosted on a server running DCS: World 1.2.0 and Slmod version 6.0 or higher. This mission demonstrates how Slmod v6 allows a new mission type for the Ka-50 to be simulated effectively: Airborne Forward Air Controller (AFAC). In this mission, you will use smoke rockets to mark the location of enemy forces. Once the location of an enemy target group is marked, a flight of Su-25s will roll in and attack the target you marked. This mission began as a proof of concept, but I developed it a bit more so that it was also a flyable combat mission. Two varieties of the mission are provided: Single Player Multi Player (SPMP): this is, effectively, a single player mission, but you must host it in multiplayer and play by yourself (just password-protect or host it on LAN). Other than that, there is only one other significant difference between this and a single player mission: the results will not count on your logbook, of course. Multiplayer coop 2: two-player multiplayer mission. NOTE#1: You MUST use the Slmod Parallel Options System (POS) chat commands to tell the Su-25s when they should ramp start and take off. It is highly recommended that you re-bind chat message to all to the "tab" key in all aircraft. In some (all?) aircraft, it is, by default, right control-m. NOTE #2: You are free to modify and redistribute this mission as you see fit. If you add more Ka-50s, the scripts for detecting smoke rockets impacting in moving zones will still work; however, adding A-10s would require you to change the scripts to look for the type of smoke rockets that A-10s can carry. If you wish to make this modification, read the Slmod v6 guide, and if you have any more questions, you can PM me. Briefing: SITUATION: Caucasus Emirate militants, using captured Russian army vehicles, have taken control of Vladikavkaz. All we have in the region is a handful of outdated Ka-50s and Su-25s. To clear out the militants, we will have the Ka-50s eliminate any air defenses, then serve as Airborne Forward Air Controllers (AFAC) for Su-25s by marking targets for them with smoke rockets. TASK: Note: This mission requires Slmod version 6.0 or higher. Chat commands: "-sol" - shows the options list. You must use the option list to signal the Su-25s to take off! In this mission you will be operating with flight 101, a four-ship Su-25 flight operating out of Mozdok, frequency and modulation 124 MHz AM. Proceed to Vladikavkaz. Utilize the standoff range of your Vikhrs to clear out air defenses. When ready, signal the Su-25s to take off using the Slmod options list (the chat message "-sol" will display the current available options on the options list). After 15-20 minutes, the Su-25s should arrive on station north of Vladikavkaz, and go into an orbit. Once you have gotten the notification that the Su-25s are on station, you may begin marking enemy targets with smoke rockets. When a target is marked, the Su-25s will engage it. Ka-50 AFAC COOP 2 v1.miz Ka-50 AFAC SPMP v1.miz
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I had this issue the other day, but strangely, restarting the computer fixed it for me. It looks as if you've obviously tried that, though. It could be your settings got messed up somehow. As a quick and dirty test, try renaming the folder C:\Users\<Your Account Name>\Saved Games\DCS to something (anything) else. This should force DCS to reset all your settings. If this fixes the problem, then delete the new C:\Users\<Your Account Name>\Saved Games\DCS folder that DCS just created, and restore the old folder to its original name. That should restore all your settings. Now, try deleting the file "network.cfg" in C:\Users\<Your Account Name>\Saved Games\DCS\Config. Hopefully, the problem is in there.
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I apologize if someone has already posted this as a mod, but I did several forum searches and could only find Smokey's mod. Thanks Smokey for showing us where the files for the reticles are! :) So, anyway, this is a tiny mod to the aim assist reticle (the thing that computes the firing solution) that makes it A LOT easier to "put the thing on the thing" for targets at longer ranges: To install, open up C:\Program Files\Eagle Dynamics\DCS World\Mods\tech\CombinedArms\Cockpit\Resources. Rename "arcade.tga" to something else like "arcade_original.tga". Now download and unzip the arcade.zip file included at the bottom of this post (sorry that I had to make it a .zip, but the forum will not accept files with a .tga extension). Place the new "arcade.tga" file in C:\Program Files\Eagle Dynamics\DCS World\Mods\tech\CombinedArms\Cockpit\Resources. By the way, if you want to make your own reticle mods, it's very easy: simply open the .tga files in C:\Program Files\Eagle Dynamics\DCS World\Mods\tech\CombinedArms\Cockpit\Resources and edit them with Paint.net (that is what I used, at least... Paint.net is a free paint program that is far more capable than MS paint). arcade.zip
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No, you'll need 10 different triggers and trigger actions for that. Utilizing the "Clone" trigger feature, creating the necessary trigger logic should take less time than it took to make these two last posts :) Understand that I do not intend Slmod to replace trigger logic- it's just supposed to supply new actions and conditions that can be used in trigger logic.
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Not really, sometimes, you want to ping the terrain or a building.