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SNAFU

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Everything posted by SNAFU

  1. Outstanding!
  2. Ground handling of the MiG got a little tricky now, but didn´t face any walls so far it for me it seems right. Wheels seem to sink a little, but since they are made for soft grounds...
  3. Interesting subject, which could add a lot to the immersion and realism. I would not limit this to a certain time. AFAIK even in Desert Storm F-15 CAPs considered every contact, which operated outside briefed corridors or altitudes as hostile. I read that stragglers from returning strike packages were afraid to fall out of their time-window or briefed corridor not only because of midair collisions, but because they might be considered as hostile. I guess that is still valid for today for most scenarios.
  4. Might be related to a bug, which exists in the current DCS version and a script function. Check this topic: http://forums.eagle.ru/showthread.php?t=137906 But without further information regarding your problem, it will be hard to help you, I am afraid.
  5. Great! Don´t get swallowed ... :thumbup:
  6. I can confirm both. You need generateTask() for CAPs and GCI. If you have 3 planes in one group, this will be treated as one plane. If you have 3 groups - each should be intercepted individually, as long as the maximum number of intercepts ongoing (see header parameters setting) allow this. Mabe this helps?
  7. Thats the scourge of puplic online air combat sims for spare time PC gamers. Be it Aces High, Red Baron, Il2, CloD, BoS, FC1 to 3 or DCS. You either have more or less populated server with quick action available - leading to air quake. Or you have an empty server, going for realistic settings and missions. Your choice. ;)
  8. @KewlerMouh: I too don´t know what is happening with the coalitions. Maybe the getGroupData() function gets lost there with getCoalition()? Never experienced this and I use this principle in many scripts. @Doom: I experienced that Georgian EWR types do not function properly, if the EWR is the first unit in the group. They do work, if they are second in the group. (At least this was a bug a few patches ago, don´t know if this is present.) Maybe you try this. Maybe this is a problem with other nations too?
  9. Und die "Glühbirne, Ersatz"... ;) Aber Notrationen für 1Pfennig... Ohje, die hätte ich auch liegen lassen.
  10. Uh, that`s a show stopper. Hope this will be fixed soon.
  11. Yesterday I uploaded a version with reworked rivets. Will upload an additional skin without the numbers and paler underside colors when I find the time.
  12. Hut ab vor eurer Leistung! Ich hoffe du hälst durch, Lino! Hast du eigentlich vor das ganze zu pflegen oder ist es erstmal als Momentaufnahme der aktuellen Patches gedacht? Wäre ja ein Mammutprojekt, das nach jedem Patch neuzumachen...
  13. Ups, corrected.
  14. Yes, you are right, it`s actually not a BIS in RL. :music_whistling: I just liked the camo and thought I give it a try. I already reworked the rivets, but forgot to upload the new version. I will update the files, when I get a chance and can also upload a version without numbers. When I find the time I can also make a version with less colors on the lower side.
  15. I would eat my hat, if it would be a decent simulation of an F-14... and it would make all other parties really look bad, if this small team would be really able to pull this off in such a short time, where all others struggled for years... No, we will not fly a DCS F-14 in the next 4 years is what I say. Anyhow, I am really enjoying the MiG-21Bis and still have a few years left of mastering all the MiG has to offer. So I appreciate anything LNS has to offer, as long as it fits into the MiGs footsteps... ;)
  16. In an earlier version and also in the my AFAC script I had the same issue and I think it was related to the function controller.resetTask(). At some point, when the task of an AI was resetted and a new one was generated, the AI just continued straight on to a random point at the border of the map. With the AFAC script was the only way I could reproduce this bug. With this CAP script, I couldn´t really reproduce the bug. For the "Debug" Function, I recomment to disable all the calls of the function (press CTRL-H in Notepad and replace all "Debug" with "--Debug") once you are fine with the results. Calling this function so often, as it is done in the script, really decreases the overall performance - at least for me... ;)
  17. Sorry Stonehouse, I had no time to test or look into this, but I am trust judgement... ;) I updated first post of this thread. Since you´ve come a long way from where I`ve started you might consider opening a new thread to better manage the files and the description. My description in the first post, might be misleading after so many changes and improvements. So I would just link this to your new thread?
  18. White/Grey skin oriented on the Romanian camo scheme for their MiG-21Bis. I was so free to use a few interesting parts of wormeaten`s Yoguslavian Air Force skin for my template, so thanks for that wormeaten. Here a few impressions attached. This is my second try in skinning for DCS, so while it is far from perfect, I found it is good enough to venture out of the door, wearing it and since I enjoy it, there might by some other MiG-21Bis fan enjoying it, so here it is... :pilotfly: Just copy the folder to DCS World/CoreMods/aircraft/MiG-21BIS/Liveries/MiG-21Bis Here link to the real MiG-21Bis of the Romanian Air Force, which I used for inspiration: http://img.planespotters.net/photo/401000/original/6203-Romanian-Air-Force-Mikoyan-Gurevich-Mig-21_PlanespottersNet_401213.jpg http://cdn1.airplane-pictures.net/images/uploaded-images/2014/12/28/502527.jpg http://cdn1.airplane-pictures.net/images/uploaded-images/2014/10/27/476734.jpg PS 15 Jan. 2015: I am currently reworking the rivets of the skin and will upload a new version in the download section soon.
  19. Thank you for the skin. Looks great! :thumbup:
  20. Something fictional and my first steps in skinning in DCS...
  21. Sure, I have less FPS in the MiG than in the A-10C, but I have even less FPS in the TF-51. But IMO the MiG Cockpit is the best cockpit we have in DCS I happily take a little hit on the performance, which is more influenced by mission design and weather, than by the cockpit design. Since I do not believe that we see another supersonic fighter with this level of detail for the next 3-5 years, I will live in the MiG for quite a while and I think it is good choice to go for the demanding side, knowing that hard- and software will better the experience over the time and the cockpit will still not be dated in a few years. All maxed out, with very high visibility mod and other texture mods, I have a around 30FPS on a medium lively map. On an empty map I have 40-60FPS, so DCS unit AI hits the game performance to a high degree, not so much the graphic settings or cockpit model, since I only have 3-5 more FPS in an A-10C. So LN is going the right way, IMO. i7-2600 (no overclocking) SSD 8GB RAM 1333MHz 780Ti
  22. I guess you are right. Since I have no programming background, I had to find out the hard way, that the Debug() function significantly impacts the performance, at least I had the feeling. So at some point I even deleted them all, just to make sure. I have the script running with a mission having over 1200 AI units and the script causes some serious stuttering. Just removing the Debug() calls improved it somehow, still I had to reduce the frequency of calling the mainfunction to make it bearable. At the end I am now using a kind of bubble script, since DCS just cannot handle so many units.
  23. MIST has a quite useful function to show the content of tables. I would try to get a look into the results of the function blueairfields = {} blueairfields = coalition.getAirbases(2) local airbasetableprintout = mist.utils.tableShow(blueairfields) trigger.action.outText("This is how the table looks like: \n\n"..airbasetableprintout , 10) Then I would see how to retrieve the parameters.
  24. I guess this part of the script are causing your AI spawn issues. --names of red interceptorbases local redAFids = {} --XX8 local redAF = {} redAFids = coalition.getAirbases(1) --XX8 get list of red airbases for i = 1, #redAFids do redAF[i] = {name=redAFids[i]:getName()} --XX8 build name list end if #redAF < 1 then --XX8 check that at least one red base has been selected in editor env.warning("There are no red bases chosen, aborting.", false) end --names of blue interceptorbases local blueAFids = {} --XX8 local blueAF = {} blueAFids = coalition.getAirbases(2) --XX8 get list of blue airbases for i = 1, #blueAFids do blueAF[i] = {name=blueAFids[i]:getName()} --XX8 build name list end if #blueAF < 1 then --XX8 check that at least one blue base has been selected in editor env.warning("There are no blue bases chosen, aborting.", false) end While the idea is good, it is prone to error methinks. If there is one mistake in the function object:getName() or coalition:getAirbases() and there is a nil value in the table, the whole function of getting the airfields breaks. A kind of nil-value check implemented like for i = 1, #blueAFids do if blueAFids:getName() ~= nil then blueAF[#blueAF+1] = {name=blueAFids:getName()} end end or another way to reduce the risk might help, but I don´t know. I for myself, still use the hand-made input for the airfields, since it better suits my needs. You could outcomment this section and replace it with a handwritten table as for example in the modification of your file I attached below. Concerning the CAP behavior I used the "Debug" Function. Since all the Debug Lines got outcommented (they could have been deactivated by a change of an boolean value in the head line parameters) you could either roll back this change and uncomment the "Debug()" functions, but that is tricky and requires testing, or simply add a trigger-message to see what happens as I did in the attached example in line 609. trigger.action.outText(interceptorside.." detected following intruder: \n\n"..IntruderTable , 10) This should display what "intruders" are detected by the EWR.. If intruders are detected, then you can go to the next function and trigger out the table "intercept" in line 900 similar to show above and see, if the CAPs are assigned to intercept or not. And so on... Then check if your template CAP flights have the tasks of "CAP" ("intercept" should also work, but not so sure) since the task the AI can be scripted to do, depends on the general tasking, which is set. For example, you will not a get a P-51D which has the task "CAS" set in the ME, to do a waypoint task "CAP". Maybe that helps. If intruders are detected then you can go GCICAP20141017DoW1_modsnafu.lua
  25. Had this in the beginning after the update, than I reinstalled HDR and Extreme visibility mod and then it was gone.
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