

GTFreeFlyer
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Everything posted by GTFreeFlyer
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Looking for some more BuDs (BUsy DadS) to fly and chat with?
GTFreeFlyer replied to GTFreeFlyer's topic in Multiplayer
PM’s sent. -
I had pitot heat on from the very beginning and after 20-30 minutes of flying my airspeed dropped to zero and stayed there. Another that I was flying with was also complaining about something weird happening with his airspeed indicator. Something is up for sure. We are both experienced pilots and understand the pitot-static system.
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P-47's added to the Warbirds version. Running today.
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Thanks Grimes, it worked perfectly. Now I'm trying to compare locations of two scenery objects, but I'm not sure this is possible. There is no VEC3 or any other information attached to the object other than its ID number. I see that when building the list of found objects, the return is... {{id_ = 1234567}, {id_ = 2345456}, {id_ = 92847476}, ...} No way to find the coordinates of a scenery object if all you have is its ID number, correct?
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So, after banging my head for hours, the solution always comes IMMEDIATELY after you ask about it in the forums. I got it working. The UNIT for the object is {id_ = 987654321}. So, set myUnit = {id_ = 987654321} and... You can get its point with myPoint = Object.getPoint(myUnit) AND You can also destroy (remove it, without rubble) from the map with Object.destroy(myUnit) I just tested both now, and they work. Enjoy, :)
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So I'm trying to do a similar thing, but it won't work. So I don't mind creating an explosion at a specific location to make it happen. However, what I have is a table full of object ID's from scenery objects (houses, bridges, etc). This table is generated by my script as the mission moves along. At a later time I'd like to make these objects explode. Again, all I have is their object ID number. I can't seem to find a function where I can get info about a scenery object based on its ID number alone. Ideally I'd love to do something like 987654321:destroy(), or 987654321:getPoint() so that I can use the point in trigger.action.explosion. Any idea how I can pull information about an scenery object based on its ID alone? Much TIA! -GT-
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You are all welcome. No excuses now for messing up the pattern! :P
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Awesome. Looking forward to it. I wonder if the game will allow you to mute only you own radio transmission while keeping the others enabled when you select the Disable Player Voice option
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Please make it such that AI aircraft are spawned in prior to client aircraft when the mission starts. The AI always spawn behind or further aft, get started up, then taxi right up to you and sit there. Tonight I had my tanker stop directly in front of my Hornet's nose, practically touching it. There was no way to move. If they get priority spawning, then at least they'll be closer to the catapults and get out of the way unrestricted... hopefully. If you want to try and recreate this, we were on the Lincoln. There is an AI S3-B set to takeoff from ramp. When the mission started, a client Tomcat spawned in first, then a client Hornet just to the left of the Tomcat. The S3-B spawned to the left of the Hornet, then started up and taxied in front of the Hornet and stopped right there waiting for a clear path. There was no way to move the Hornet, and I tried holding one brake, high gain steering, and using one engine for best turn performance. No joy. Even better, if possible let them use the other 4 acres of the deck to taxi around me when no one is on final approach.
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I love the Disable Player Voice option, but today I realized it disables all player voices too. When flying multiplayer with some buddies tonight we were using the AI comms for the Supercarrier. When they use the F10 menu to make a call, their transmission is muted by ViaCom. Is there a way to fix this, or are all player voices grouped together as one thing by DCS?
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Just got the new license for the Supercarrier. Case 1 worked well, except after landing ground crew would not reset with a "request launch" or "launch" voice command. VoiceAttack log shows "Unrecognized: 'request launch'", so I know it can hear me. I tried the voice command on the intercom and also on the Tower frequency. No joy. Selecting "Request Launch" from the F10 menu instantly put the crew into action. Also "Salut" doesn't appear to work, but not too big a deal since I use the keybind to my joystick. I also tried Case III. Really great! It was so nice to call inbound, established, commencing, platform, ball, etc and have everything work! No need for the keyboard anymore... well, except to request launch. Thanks!
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I'm not quite sure how to have a human Tower and LSO in a multiplayer group. Currently we must listen in on the AI freq. and make calls so that we are in sequence and the script works appropriately. Otherwise it seems we have trouble connecting back up to the cats after landing. Perhaps if someone is manning the airboss or LSO stations, they can manually enter these other pilots into the queue? Perhaps by clicking on them in the F10 map and having certain options available? Perhaps by interacting directly with the equipment on the ship? I love the immersion of the AI ATC calls, and yes it is the most realistic ATC ever created in sim and I enjoy using it immensely, but it would be nice to have the option to not interact with it if you have a buddy guiding you in. Thanks for the amazing work. Cheers.
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Yes! VR users such as myself do not want to interact with the comm menu.
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I originally thought this would have been great with the Stennis, but I must say it is great the way it is now, especially if you are playing with a few buddies. Without the ability to have ground crew push you back into your EXACT spot after landing, how are you going to prevent a portion of someone else's plane from being in the spawn location of another? Guess what happens when your next buddy comes to spawn in. Boom! I realize there are two sides to the story, but my vote is to let the game script decide the spawn location so that you know you'll end up in a free-and-clear spot when you join the game.
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Hi all, sorry to make you redownload, but I found them to be very blinding at night time in the VR goggles. They are now night-friendly :) https://www.digitalcombatsimulator.com/en/files/3309800/
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I'll add to this.... I took an existing mission, changed the Stennis to the Lincoln, and all my planes were air start once I hopped into the mission (even though they were set to Takeoff from Ramp). I changed them to Turning Point and then back to Takeoff from Ramp to try to relink them to the carrier, but they still started in the air. I then tried placing a completely brand new plane on the deck of the Lincoln, takeoff from ramp, then when I started up the mission.... Air start! Bug! Everyone keep in mind we are the testers who chose beta, not end-users. EDIT: You have to download the Supercarrier with the module manager first! Doh.
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Just more info to supplement your knowlege. No one ever asks about the holdback bar, lol. I've been involved with the holdback bar industry. Think about all that tension in the HBB suddenly being released, yet the HBB just plops down instead of firing off the aft end of the deck. The HBB's contain complex mechanisms inside of them. Each one is tuned for a specific type aircraft, to release at a certain load. The catapult simply pulls and pulls until the holdback bar decides when to release. The HBB contains its own damper system which allows it to just plop down after release. I was amazed at the mechanical complexity of what is inside a holdback bar when I first saw it. Cheers
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I grabbed the essentials out of the manual and put them in kneeboard format. Enjoy. https://www.digitalcombatsimulator.com/en/files/3309800/
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[Official] SimShaker for Aviators
GTFreeFlyer replied to f4l0's topic in PC Hardware and Related Software
Will do. Thanks. I always get confused by the two and think of them as the same thing in my head. Thanks. -
[Official] SimShaker for Aviators
GTFreeFlyer replied to f4l0's topic in PC Hardware and Related Software
I’m having issues getting most events to send audio out to my transducer. Everything worked fine up until 1-2 weeks ago. Now, I can only feel runway bumps, maybe 1 or 2 more things. Everything else does not work such as guns, stall, engine rumble, etc. It's the same for all my modules, not just one specific one. What happened?