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SNAFU

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Everything posted by SNAFU

  1. Ist nicht der Versuch BFM oder SEM mittels YouTube zu vermitteln von Vorne zum Scheitern verurteilt? Dafür ist das Thema in der Theorie viel zu komplex, um das sinnvoll in Videos aufarbeiten zu wollen oder ihr habt wirklich extreme Ausdauer für so ein Projekt und ich würde dann 1,5 bis 2 Jahre vernaschlagen, wenn man das Nebenberuflich macht. Ich würde da euer Ziel vielleicht anders definieren und mehr in die Richtung gehen 1. das Interesse für die Theorie zu wecken, 2. Methoden diskutieren, wie man die Theorie durchgeht, woher man das Material kriegt. 3. Dieses dann etwas erläutern und diskutieren, wo die Schwächen in diesem Material liegen und wo die Stärken (z.B. USN "T-45 BFM" Manual von welchem Jahr ist am praktischsten oder "ACM" von Shaw - wo sind hier lücken, wo ist es zu alt für Fighter mit T/W>1 etc) 4. Was einem die Theorie bringt und was nicht 5. Wie man das Abschnittsweise in Praxisübungen aufbauen kann Dann können sich die Interessierten ohne lange Filter und Sucharbeit schrittweise an das Thema ranwagen und es von Grund auf verstehen. Denn wer sich tiefergehend mit dem Thema beschäftigen will, kommt an ausführlichem Studieren von Theorien und Situationen nicht vorbei. Hat man dann z.B. das USN BFM Manual 3 mal durchgearbeitet, hat man die ganzen Begriffe gelernt, die Problematik verstanden, die Standardeinteilungen in der Schublade und begreift warum das eine besser funktioniert als das andere. Das man dann noch kein Meister im BFM ist logisch, aber man hat das Werkzeug seine eigenen Fehler und vielleicht die der anderen besser zu erkennen, sie zu analysieren und daraus zu lernen, um dann mit sehr viel Übung und Arbeit (wenn man überhaupt dann die Zeit und Lust noch hat) Spaß an den Daten- und Gedankenspielen. Wenn man dann soweit ist und weiß was BFM/SEM und ACM umfaßt und es schaffst die Theorie in die Praxis umzusetzen, ist man wohl so tief in der Materie drin, daß man keine Lust mehr auf den üblichen MP-Online Ablauf in DCS hat (obwohl BFM gerade jetzt mit der eingeschränkten BVR Effiziens der Raketen wohl wieder hoch im Kurs sein müsste...).
  2. I see. Thanks for the clarification. I hoped only some aspects of the getGrou() function was bugged.
  3. For me I would like to know, how far the bug with getGroup() for MP reaches. F.e. is group:destroy() also causing crash if group is an MP client etc.? I wrote a script to control our squadron training and campaign template, which works in singleplayer but somewhere crashes (first the script, then the client and then the server, usually in this order) in MP and it is hard to isolate the cause in the 13.000 lines if I cannot figure out, what is related to the getGroup() bug what is related to other bugs, since they only happen in mulitplayer.
  4. .getPlayerName() and .getID() is not working for clients in MP as far as I experienced. It worked in 1.2.X but not anymore in 1.5.X I am afraid group:destroy() doesn´t work anymore too for clients in MP and it seems you have the same experience. Would be great to have a list which functions do not work under which circumstances, sinde the getGroup() bug seems to cause further issues in MP. There is a workaround function for the getID() issue further up in this thread or you find it in the CTLD script, but I am not aware of other workaround to getPlayerName() or :destroy().
  5. Sorry, I cannot help with that function. I just experienced unexpeted results with the "Controller.isTargetDetected" function. I currently have an issue with a script, which is supposed to revome a group with group:destroy() function. I am not quite sure, but I think a server crash is related to this. In singleplayer I have no issues with the script, but on a servermachine, it seems to cause a crash. The group in this case is a client in MP. Might this be related to the client-groups not being accessible, or should this function still work in MP? Here is the complete function I use to remove client groups, in case the join an A/C which type is currently not available... function removeAC(unitnametoremove) local currentaircraftunitname = unitnametoremove if Unit.getByName(currentaircraftunitname) == nil then return else local currentaircraftunit = Unit.getByName(currentaircraftunitname) if Unit.getGroup(currentaircraftunit) == nil then return else local currentplayergroup = Unit.getGroup(currentaircraftunit) currentplayergroup:destroy() end end end
  6. And where is the bug?
  7. Hi Ciribob, first thanks for all the work and time you put into this. I guess it is burried somewhere in the forum, but is there a way to make the CTLD script extract dynamically spawned (by script) infantry groups? I create an infantry group via a script and give it the name "extract1" for example, but I can not extract it via helicopter using CTDL F-10 options. (When I place a group in the ME and name it "extract1" it works fine.)
  8. ... and cursing the Mission Editor...
  9. Welcome to DCS. Unfortunately SEAD and Wild Weaseling is not really reflected in the Vanilla DCS. You can put in some AI Hornets or Tornados, which fire their HARMs and destroy radar systems or you jump into a Su-25T and do it your self from the other side, but thats currently it. If you want to have a better SEAD experience, which means going over the SAM side and drop a bomb on it, after you forced the radar off with some Slapshots, preying that the HARM goes roughly in the right direction and scares off the radar crew enough to pull the plug, you have to tweak you mission with some well made user scripts. Here you have to look in the forum for keywords: -IADS Script by Grimes (script for simulating IADS systems, makes the SEAD a little more realistically) -Guardians of the Caucasus from MBot (this is a dynamic campaign script, which includes a scirpt which switches off the radars sides as soon as Magnum is called, so it is not directly Wild Weaseling, but simulates the issue to some degree) At the end of the day, your SEAD experience depends largely on the community made missions and scripts. But with the right mission package (mission+IADS+some modded version of MBots force radar off script) it can be much fun to try to get over an SA-10 side.
  10. Unsere RL-Profis im Geschwader verdonnern uns Amateure immer zu regelmäßigem Platzrunden üben und schön nach Parametern zu fliegen. :helpsmilie: Zugegeben ist das eine Kunst für sich, aber auch eine Übungs- und Konzentrationssache. Besonders wenn dann 12 Flugzeuge am Platz sind, starten, landen und in der Platzrunde sind, wird das ganze recht anspruchsvoll. :joystick: Kann nur empfehlen das mal zu beleuchten. :thumbup:
  11. Great Work! :thumbup: When you are at it, maybe you can also do the LANCER scheme? I tried myself on it with 1.2 (here) but I will not do it again for 1.5.3, but maybe you find some time...
  12. Huh, thanks for the info. Maybe I excel a way around that... or find find something else, at the moment it is to late for me to think about it... :book:
  13. I hope the hread startet doesn´t mind if I continue this.... Would anybody be so kind and give me a hint, how to save a lua table in a way that the order remains the same? I have the following table in a lua script file defined: local sqdrequip = { [1] = {actype = 'A-10C' , actypecosts = 18800000 , srtcosts = 5000 , instock = 20 , limit = 20 }, [2] = {actype = 'UH-1H' , actypecosts = 4700000 , srtcosts = 1462 , instock = 20 , limit = 20 }, [3] = {actype = 'Ka-50' , actypecosts = 16000000 , srtcosts = 3500 , instock = 20 , limit = 20 }, [4] = {actype = 'MiG-21Bis', actypecosts = 2300000 , srtcosts = 4500 , instock = 20 , limit = 20 }, [5] = {actype = 'L-39C' , actypecosts = 300000 , srtcosts = 1000 , instock = 20 , limit = 20 }, [6] = {actype = 'L-39ZA' ,actypecosts = 800000 , srtcosts = 1500 , instock = 20 , limit = 20 }, [7] = {actype = 'M-2000C' ,actypecosts = 23000000 , srtcosts = 7000 , instock = 20 , limit = 20 }, [8] = {actype = 'Mi-8MT' ,actypecosts = 8275000 , srtcosts = 2820 , instock = 20 , limit = 20 }, [9] = {actype = 'F-15C' , actypecosts = 29900000 , srtcosts = 17000 , instock = 20 , limit = 20 }, [10] = {actype = 'Su-27' , actypecosts = 27000000 , srtcosts = 7000 , instock = 20 , limit = 20 }, [11] = {actype = 'MiG-29S' ,actypecosts = 29000000 , srtcosts = 8000 , instock = 20 , limit = 20 }, [12] = {actype = 'MiG-29A' ,actypecosts = 11000000 , srtcosts = 5500 , instock = 20 , limit = 20 }, } Basically I use this code to save a given table to a lua-file: ACsavefile = "vJaboG32AC.lua" vJaBoG32vJaBoG32ACtable = {} vJaBoG32vJaBoG32ACtable = {sqdrequip} local actualserializedvJaBoG32ACtable = mist.utils.serialize('actualACituation', vJaBoG32vJaBoG32ACtable) local exportData = "local " ..actualserializedvJaBoG32ACtable .. "\nreturn actualACituation" exportFile = io.open(ACsavefile, "w") exportFile:write(exportData) exportFile:close() When I open this lua-file, the oder is mixed up, as following example: { [7] = { ["actypecosts"] = 23000000, ["hrscosts"] = 7000, ["limit"] = 20, ["actype"] = "M-2000C", ["instock"] = 20, }, -- end of [7] [1] = { ... }, -- end of [1] [2] = { ... }, -- end of [2] [4] = { ... }, -- end of [4] [8] = { ... }, -- end of [8] [9] = { ... }, -- end of [9] [5] = { ... }, -- end of [5] [10] = { ... }, -- end of [10] [3] = { ... }, -- end of [3] [6] = { ... }, -- end of [6] [12] = { ... }, -- end of [12] [11] = { ... }, -- end of [11] }, -- end of ["AC"] I am pretty sure there is a simple function which sorts the table in a way like local table = { [1] = ... [2] = ... [3] = ... [n-1]= ... [n] = .. } I just do not find the right solution for this little problem. :joystick:
  14. I had the great chance to see him in Germany a few years ago. A charming and humurous chap. After 2hrs lecture he even stayed another hour to answer our questions. Farewell and godspeed
  15. Is it possible to get more details concerning this fix for more testing? Todays tests showed following bugs were still present: -gear up/down syncronization between front and rear seat -flap and speed brake position not syncronized Air resistance seems to be really low for the L-39C and it is hard to speed speed in the air and on the ground.
  16. Where is the issue with "hot start" clients? I know the Ka-50 is an example given for balancing, but if it is the goal to achieve realisitc procedures and to simulate systems, there should be the simulated basis for the simulation mode. And in my opinion, there should be at least the option to have Ka-50 INS alignment simulated (but this might not be possible due to classified data, since I could not find anything official concerning the alignement time for the Ka-50 INS, when I looked that up a few years ago). You can still change the setting to game mode or just set the client to hot start, so I don´t understand the problem and there should be no lowering of the simulation approach, just because some cannot find a way to change mission or game settings.
  17. SNAFU

    Radar Slew

    They do not work. Only TDC is slewable so far.
  18. Thanks Stonehouse, That is similar to the idea I had. I wanted to place all units in a mission and use script to write all "unittypes" into another file. But if that has already been done. I will see how far I get. :)
  19. Hey Grimes, Is in 2.0 A the MIST function mist.dynAddStatic working? I use the following table: (parameters are defined in other tables) missionwreckagedatatable[#missionwreckagedatatable + 1]= { country = "RUSSIA", category = tableofwreckage[tableofwreckageindex].category, x = actualwreckageunitpos.x, y = actualwreckageunitpos.z, type = tableofwreckage[tableofwreckageindex].type_, dead = true, } mist.dynAddStatic(actualwreckagedata) But it does not spawn in dead static, but intact ones. Is that part of the alpha or am I doing something wrong? Intention is to place dead units.
  20. Thank you. :)
  21. Is there somewhere a complete list of all unittype names of the scripting environment? Or is there a list of weapon names of the scripting environment? I am asking, because I want to make a kind of point list for every type of unit and weapon, so I can use it in a campaign to evaluate the whole cost/effect ratio.
  22. The complete Baltic Sea theatre and a MARINE IDS scaring the S**t out of some poor, unexpecting mariners, is something I would more agree to. :lol: "Hah, this time the other way around." :P
  23. Habs gerade hier gefunde: http://www.mig-21-online.de/
  24. Dein Chief. :P Beim Refuel geht springt deine Anzeige ja auch am Ende in einem Sprung auf den richtigen Wert und läuft nicht kontinuierlich mit. Ich schaue am Wochenende zu Hause nochmal nach, erinnere es aber so, daß es keine propotrionale Füllstandsmessung gab.
  25. Da ist schon richtig so. Die Treibstoffanzeige arbeitet mittels der Durchflußmessung, so weit ich weiß. Du drehst mit dem Rad die Startmenge ein und dann rechnet die Anzeige runter, anhand der Durchflußmenge zum Triebwerk und Zeit. Eine Füllstandsmessung haben die Tanks weder in im Rumpf noch an den Zusatztanks, nur Alarm-Schalter die die Alarme aktivieren. (Aber wie die funktionieren, ob Level oder Druck muß ich nochmal nachlesen.) Beim Start solltest du die Stoppuhr aktivieren und deine Zeit im Nachbrenner dir merken, dann kannst du rückrechnen, wie viel du in etwa verbraucht hast. Wennn du Tanks abwirst, mußt du manuell die Anzeige korrigieren, oder wenn die Alarmanzeigen der Schalter angehen. Also, Not a bug. It`s a feature. :)
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