

Tiramisu
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Everything posted by Tiramisu
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TrackIR and Opentrack/Delanclip/PS Eye
Tiramisu replied to imacken's topic in PC Hardware and Related Software
In DCS (and in IL 2) I have problems using Delan Clip, while in Xplane 11 and ETS 2 I had no problems. The reason is that in fighter simulators like DCS I have to be able to look all the way up to keep track on my enemies. However, for some reason it is very hard in DCS and in IL 2 to look up or at least it does not work very intuitive for me. Does anyone have the same problems? It is kind of hard to describe for me. Maybe someone could share his tracking curve profile in FaceTrackNoIR with me. I am flying in the Hornet btw. if that makes any difference. Edit: The problem might be that you cannot move your head more than 90° up, so you have to look up and turn around your head at the same time to get the full view on what is going on above your head. I just wish that it was possible to look up for about 130° instead of just 90°. -
Very cool! I will try it then.
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I have also considered using VoiceAttack, but I think you can only trigger fixed buttons like F1-F12 with your voice instead of using contextual voice commands. I mean the problem is that the functionality of the F-buttons depend on the ATC menu you are currently in.
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I know what you are saying, because I have already tried that training mission for evading SAMs. In that mission I often got informations about the types of the SAM-sites and missiles were indicated by a line next to their symbol on the circular RWR-screen, which is a great help. However, some AA-missiles like the 54 are not detected by my RWR at any time.
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Wie andere Grafikkarten in DCS performen kann ich nicht sagen, aber zumindest weiß ich dass meine 1050 TI gerade noch so die höchste Grafikeinstellung mit 40-60 FPS schafft (nur die SSAA-Option habe ich ausgeschaltet). Kann sein, dass das Spiel manchmal bei ganz aufwendigen Rauch- oder Explosionsanimationen hakt, aber ansonsten arbeitet meine GraKa auch in größeren Missionen ganz ordentlich.
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Thx! All the time I thought it was my own fault. So at least it is good knowing that this is a bug, which will hopefully get fixed soon.
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I believe there is no general thread for this topic, so I would like to talk a little bit about what you think about the AI. In my missions the AI could perform pretty well, but it seems to have some weaknesses when fighting very close to the ground in rough terrains with hills or mountains. This is a weakness you can exploit, if you bait the AI on a very low altitude. I just had a mission, where two AI controlled F14s shot several missiles at me, but in the end they both crashed into the ground without me having to fire a single missile. The same thing happened later on for one SU-33 fighter with a high skill AI. I admit that in the end I crashed in the mountains too, because I lost concentration. However, I think that the AI should be able to compute their trajectory much easier than humans can. I hope the devs will fix this, so I can have some interesting and fair fights close to the ground. :joystick: Btw. you can find in the attachement the files of the replay in DCS and in Tacview, that show how the three AIs got themself killed in one mission. Edit: Oops, the replay in DCS was the wrong one, but the one in Tacview is correct. Selfdestruction.zip
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Unless it is not a scripted mission without random enemies, I do not know how to check whether I have F-14 enemies especially from such a long range like 10 or 15 nm. My radar just tells me whether it is an enemy airplane or not. At least I can use this simple method: Immediately evade, when you are seeing that a missile is launched from more than 10 nm away, because that is the range of those nasty missiles. The AI does not seem to launch them on closer range. However, my radar and my own eyes sometimes do not even notice if there are any bogies in bound, especiall when they are comming from the side or even from the back. Unfortunately I do not get any visual or sound warnings even when the missile is close. That is kind of strange, isn't it?
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However, your situational awareness needs to be very high to spot those devilish missiles. Usually I can only see them, when I have already spotted the enemy. It is a mistery to me why my hornet can automatically detect SAM-missiles, but no air-to-air 54 missiles. :(
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Does anybody know why my radar stops scanning sometimes? I did not change any settings. Now when I start to change my heading, then it starts scanning again for a while, but it makes no sense that the scan is able to stop itself without any good reason.
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Sorry for posting in an old thread, but did I get it right that you cannot evade the AIM-54C missiles in DCS? My F18 hornet does not give me any warning signals and no matter how hard I try to evade or how much chaff I throw, it always hits me. In Tacview I can cleary see the insane speed and maneuverability of this missile. Or am I doing something wrong? It gets frustrating to get killed by this missile every time even when I am not in range firing my own missiles. Edit: Ok, now I see that you have to go extremely close to the ground and dodge the missile in an 90° angle while spamming chaffs. Still this is only possible, if I can spot that missile with my own eyes almost immediately after its launch, which is not always very easy. So the AIM-54 of the F14 is an extremely overpowered missile. I wonder why my hornet does not have such a strong weapon.
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Tutorial: Introduction to Lua scripting
Tiramisu replied to Yurgon's topic in Scripting Tips, Tricks & Issues
No problem! Your documentation was already clear enough for me. -
Tutorial: Introduction to Lua scripting
Tiramisu replied to Yurgon's topic in Scripting Tips, Tricks & Issues
Ok, that kind of impresses me. I guess I should ask my further questions in the MOOSE threads then. :D Edit: So I have tried your code and it works well. Something I noticed is that I had to load my own Lua file in the "Do Script"-trigger-option again each time I edited it with Notepad++. That seems like a small issue in the mission editor, which does not load changed Lua files automatically. Other than that MOOSE worked perfectly for me. So thx! Btw. I wonder if it is possible to set the settings of the DDIs, weapons, flairs and the radar of the player's airplane before the mission start. It would be nice for training missions, that are frequently repeated. For example in bombing training missions I do not want to set the counter measures and bomb settings myself every time I start that mission. -
Tutorial: Introduction to Lua scripting
Tiramisu replied to Yurgon's topic in Scripting Tips, Tricks & Issues
If I got it right, then MOOSE only allows you to randomly spawn groups in certain airports or in predefined trigger zones. I.e. you have to set those circular zones manually, so your airplanes can spawn randomly in those static areas. I know you can achieve a lot using this method, but in complex missions setting all those static zones and naming them would become somehow cumbersome. Instead I would prefer to compute the random spawn locations and the random waypoints dynamically depending on the current situation. That would also allow me to prorgam the AI behaviour a little bit and create more strategic depth in the missions. A very simple example for a dynamic spawning behaviour is spawning an enemy unit around an airplane on a random heading between 90° and 140° on a random distance between 20nm and 30nm. If I wanted to imitate such a spawning behaviour using only the MOOSE in predefined trigger zones, then it would be very hard. Also if MOOSE is only using uniform probability distributions, then I could not use custom distributions like the Gaussian one. So it would be really nice, if I could design missions using almost only Lua codes. It would be much more versatile. Still I will give MOOSE a try and maybe I will change my mind. Cheers! :) -
It would be great, if we could fly close formations with the AI like those guys in this video:
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Tutorial: Introduction to Lua scripting
Tiramisu replied to Yurgon's topic in Scripting Tips, Tricks & Issues
Ok, I will try MOOSE. It seems to be very helpful for most of my purposes, although it would be even better, if I was able to control all the details of the random spawns myself. Anyway, thanks for your help, guys! -
Tutorial: Introduction to Lua scripting
Tiramisu replied to Yurgon's topic in Scripting Tips, Tricks & Issues
Now I have tried to follow your suggestion by using the methods Group.getByName and getUnit. With these methods it seems like I could get the data structure of the payload. So first I created an airplane group called "Premade Group" with the tools of the mission editor and I gave it a proper payload with some missiles like the R-27. Then I used this Lua code to print the payload table in the log: Based on the resulting payload information for the SU-33 I have created this group: However, in the simulation I do not see any outer weapons on the spawned SU-33. So the payload is apparently empty. There are no error messages and the airplane itself spawned, but surely there must be something missing. I hope someone can find a solution for my problems. :( -
Tutorial: Introduction to Lua scripting
Tiramisu replied to Yurgon's topic in Scripting Tips, Tricks & Issues
I am new to DCS Lua scripting and I wonder how to properly set up an aircraft group in Lua. It is very easy to define a group in the mission editor, but I do not know how to express a group in a Lua code properly. I have already seen an example for defining a ground group, but now I want to define an aircraft group with certain waypoint, loadouts etc. So e.g. when I want to define the loadout then I do not know what to write after the equals-sign: ["payload"] =Currently I could only make the following code work for a simple aircraft spawn, but it still does not have all the important informations the aircraft would need: It would be great if we could simply export an existing group from the mission editor as a Lua code. Then it would be much more easier for me to learn the Lua expressions. Btw. I am trying to use this Lua script to spawn a group at a random location within a certain area. I know that you can also simulate random spawns in the mission editor using triggers and flags, but that method is simply to ponderous for complex mission designs. -
I am another new player with a few general questions about DCS: Is there a possibility to switch between existing player profiles? I know that you can delete your current profile and thus get back to an older profile, but maybe there is a better way than deleting profiles. Is there a better way to increase the haze than just decreasing the visibility range in the graphics options? I have set the visibility range as low as possible, but I have read that you can get even better results using the weather options in the mission editor. However, I was not able to get satisfying results, because it looked unrealistic when I added some fog or dust. I have noticed some bugs in the campaign editor. E.g. the order of the missions is sometimes wrong or your custom campaign can end too soon, even if there are still some missions left. Are the devs going to fix these bugs? Or is it possible to create a workaround? Regarding Tacview: Can we display static objects in Tacview? Currently I can only see non-static objects like airplanes but no static objects like oil derricks, which I have placed in the mission editor for a bombing mission. I know that DCS is mainly a flight simulator, but does it also simulate damages on your airplane if you do not land on a proper runway? E.g. if you land on some unpaved desert field or on a bombed runway. I hope at least one of my questions gets answered here. Especially question number 2. :D