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GTFreeFlyer

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Everything posted by GTFreeFlyer

  1. You rock dude! And thanks for the other help the other day. I got it working :)
  2. Have you tried it out or did you just find it? Units and statics are different than map objects when trying to use the lua functions to find things. Just curious if you got it working with map objects.
  3. I’m not looking for a list of dead map objects in zone. I already know about that function. I’m looking to place a trigger zone over a town and get a table (list) of object ID’s of all existing buildings, bridges, etc. Any ideas? Thanks!
  4. I haven’t tried MP with this script yet. I have been using explosion power 1000 at the objects’ VEC3’s at mission start to set them to rubble.
  5. 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, :)
  6. 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-
  7. You are all welcome. No excuses now for messing up the pattern! :P
  8. 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
  9. 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.
  10. 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?
  11. 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!
  12. 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.
  13. Yes! VR users such as myself do not want to interact with the comm menu.
  14. 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.
  15. 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/
  16. 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.
  17. 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
  18. I grabbed the essentials out of the manual and put them in kneeboard format. Enjoy. https://www.digitalcombatsimulator.com/en/files/3309800/
  19. Will do. Thanks. I always get confused by the two and think of them as the same thing in my head. Thanks.
  20. 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?
  21. Today only! Korean War version is running. Sabres and MiG-15's only.
  22. I'm seeing it backwards in VR. When I lean in closer to it, everything zooms in the opposite direction. Bug is not "FIXED". Please rename the thread to remove "FIXED". Using the latest Beta as of today.
  23. See screenshot. Aircraft is in unaccelerated flight. The mag compass in the top-right reads a MAGNETIC heading of approx. 305 and the title bar at bottom of screen shows a TRUE heading of 317. The mag. variation in this particular part of the map is close to -4.8 degrees (tested and also verified with mist's getNorthCorrection) so something is amiss. Now, look at the compass gauge. It reads approx. 295. If I spin the adjustment knob, the needle rotates with the gauge. This gauge does not agree with the floating compass in the top-right. Bug, or am I reading something wrong?
  24. That sounds like the opposite of “hold”, lol.
  25. I flew this morning and tried to recreate it. No joy. It's working fine. However, I noticed that if I was moving all over the place and not being "stable" then I can see where you may have encountered this. The voice guidance repeats every 4 seconds. The script updates your position every 1 second. You can cover a lot of distance in 1 second if you are sliding all over the place. So, if you are too far to the right and are correcting to the left, you'll hear "come left". If you happen to be very close to your slot center point but still a little off to the right, and moving at a high rate to the left, and it just happens such that the "come left" voice guidance kicks in, well then it takes another 1 second until you hear the word "left" and by that time you might have already crossed over the center point. Just be slow and smooth with formation flying. There's no need to do anything in a hurry. I'm sure if you crawl slowly into your slot, keeping your relative speed to the Lead slow, you'll hear the correct voice guidance. I did change the voice guidance from every 4 seconds to 3 seconds this morning, just to give a little more information. Just remember, when you hear the "ding", you are in your slot's "bubble". The voice guidance will continue to help you get into the exact center, but you don't have to. As long as you are in the bubble, you are earning points. Once you hear the ding, memorize the sight-picture of your position relative to the lead and try to hold that. From there, you can SLOWLY creep into the exact center using the text and voice cues. I hope these tips help. Keep at it and you'll be nailing the formations every 10 seconds, and you'll also find that you'll suddenly be able to air-refuel without breaking a sweat. Looking forward to hearing how it goes. Cheers.
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