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jross194

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Everything posted by jross194

  1. @Grimes, et. al. Timely topic here... I can't get this to work either: where _doStop = true/false local controller = _object:getController() if controller then local command = { id = 'StopRoute', params = {value = _doStop } } controller:setCommand( command ) end 1) My group's route is following a path on the road (not x-country, though I've not tested this now that I mention it...). 2) There is a Task (FAC_ENGAGE_GROUP) assigned to the Blue group. 3) They are actually engaged - firing at each other. I assume the either of the last two (or both) are the issue. I'm trying to keep them from basically "jousting" when both Red and Blue groups are opposite direction (for instance) on a road. Seems that in the AI's mind there's only one form of combat: Melee mode! Courageous bunch they are! My basic workaround is to make both go stupid (controller AI off) until the player's flight can come to the rescue; gets within a certain "bubble" (range). A Troops In Contact thing. Basically, since it seems I can't rely on any form of tactics from the AI, I want to draw out the combat longer. Other thoughts I've had, are - Make them all "Novice" - Periodically set them to WEAPONS_HOLD, say every 60 seconds they have a smoke break. But this might cause the FAC to stop the exchange with the player providing CAS?
  2. Any luck with this? I can't, as of today (Oct 25, 2021) get this to work in LUA. Works via ME fine. I've had to get it all working via setting a flag in LUA, associated with the condition field in the ME. Rather not have to do it this way. Thanks.
  3. FWIW, and this has been an issue for me for, well, years now.. Hornet and KC-130 are what I use in my missions most of the time and the AI will refuel, for me, under these conditions, though some are still fuzzy... Complex Radio mode Never tried it with more than 1 wingman (the issues make me not want to even go there). When I call the tanker "Approaching for refuel" doesn't seem to matter - doesn't cause me any issues. To speed the process; I tuck him in close formation as he makes what I'll call non-efficient approaches to the tanker, though it seems to be slightly better lately? So I "fly" him close to a spot behind the tanker. Then "Go to tanker" on him. Internal fuel < some_value. External tanks seem to be ignored as mentioned above. Note lately I've seen the Viper AI nuzzle up underneath the boom; boom moves to a point about a foot above the receptacle - then stops and nothing happens. This was before we'd burned fuel down below external levels. In the Hornet I've gotten the "unable" in this condition though... I wrote a script to tell me what his fuel level is (all flight members) so I can track it and even set/change an independent "Bingo" call. Throw a "Rejoin" when you think he's gotten enough and he'll unplug and rejoin. For when you're in a hurry. I can check his state with the previously mentioned script. Hopefully this will get touched when they do other AI stuff. The endless and HIGHLY annoying multiple calls from #2 about ground target contacts - anywhere on the map it seems - still drives me crazy (so I change freq). May be a "Late Activation" thing? That's how my missions are but now I'll have to test this.
  4. Yes, it there as of today 9/91/21. My mission(s) are setup such that ground targets activate on a trigger. As soon as they activate it's non-stop "Contact XXX for YYY", 100+ miles in this case (a truck on the ground - he's go good eyes). I re-wrote such that they don't activate until I'm within 40 miles but same. Maybe it's related to Late Activation? Been this way for some time and is a real issue for us single player players. Does it every time. F-18 flight FWIW, in Syria.
  5. Hey @joey45! Nice job on the mod. Myself and @Chipwich are trying to bring this vessel to life (DCS 2.7xxx, latest version as of right now) in a series of missions. When I try to create the following, for MP (all Clients): - 1 Group with 4 client AV8's - flight of 4. - Takeoff from parking, hot Only 2 show up in the ME - the other 2 just disappear from the ME. In the lobby you can still select 1 - 4. With "Takeoff from Runway" all but the first client (and I believe 2nd) seem to work, but when selecting slots 3/4 you get dropped through the deck. Just curious but, do they need to be single-aircraft groups? Thanks for the good work.
  6. [EDIT] Ok, never figured it out. My sound driver(s) did something 'strange' a month or so ago (and that's when the issue came up) and It seems the issue is buried somewhere in there. So, I went back to a different (third) sound card and all is well again. I'll leave this here for posterity. Thanks again. ************************************************************* Thank you for the reply. Using a Bass Shaker. SS Sound Module has the correct sound card selected. The odd part is that, in my case, 2 sounds are heard - and felt, but only 2; the landing gear and flap travel are going out to both jacks - all others work normally. Reinstall SSA didn't help. In SS Sound Module | Select the dedicated Sound Card = Rear Speaker In Windows audio output = Top Speaker (headphones plugged in here) Flap Travel -> Rear Speaker and Top Speaker Landing Gear -> Rear Speaker and Top Speaker Every other effect (checked in SSA) -> Rear speaker Seems somewhere in the process it is sending output to both jacks, but only for these 2 effects, Landing Gear (felt and hear a loud bang) and Flap Travel (felt and hear a 'hum'). Very strange, at least to me. Thanks again.
  7. I have an odd one: Flaps Movement and Landing Gear Up/Down are playing in BOTH my headphones and effect channel -- These are the only 2 effects that do this. For instance, when I put the gear down (Hornet in this case) I get a loud "bang" in my headphones (kinda like the the startup effect "bang") and then when the gear have traveled completely I get the gear "feel" and the audio in my ears, both at the same time. Same with Flap Travel. No other effects do this -- they are felt and not heard (not played in my headphones), normally. I have two jacks, one for headphones and one for SSM/SSA. Have reset via: Service | Reset Settings Database and DCS Repair Export. I had modified the G-feel and Stall sound files but no others, and have since removed these mods in an effort to eliminate variables. Reinstall SSA? Is that the next step. It's very strange. SSA works overall really well. Love it. It has for a long while and a great addition. Thanks, JR
  8. To whomever did this mod, and/or made the last changes: Thanks! You've made 2.7 usable for me in VR, with my old 1080 GPU (that I can't replace anytime soon for a reasonable price). Really appreciate it.
  9. Same here. On the bright side: I got about 10 minutes of extra formation flying in, while waiting
  10. After playing a game I'm hungry. After running a simulation I'm sated.
  11. Do I want it? No. But, if you can do it I'm sure there are those that will use it.
  12. Ok, and while we're wishing... getCockpitParam() and it's mirror, setCockpitParam - the lua analog' to X:COCKPIT PARAM EQUAL TO and such. I'm getting it (single-player, player-to-AI communications that is more 'real') to work but, without going outside DCS, this part is ugly, and by necessity, restrictive. PS: If anyone's found a way to see what frequency the player's radio(s) are tuned to, via lua, I'm all ears. And thankful ahead of time. And yes to all the other stuff mentioned here.
  13. Agree on some things, like E-Warfare. I mean, they just need to invent something cuzz they're never going to get the real info. Sure, people will whine, but that's 'normal'. As for Air Refueling, sure an "Easy" option is fine with me. Personally however, I want it _more_ realistic (harder) - basket/hose physics; no 'gotcha' when you are only this " | |" close - I want it this "||" close. People are different. I find AR very easy (Very old CH fighter stick and VR), but carrier landings very hard. You may be just the opposite, finding carrier landings easy. I do NOT want carrier landings to be easier. Easy is boring, to me. Yeah I saw that too. Thought it was cool. The video I watched (didn't click your link yet) showed them using PointCtrl too. Made sense.
  14. Same here. Tried "Set Enroute Task" | "CAP" (in my case) too, assuming, maybe, they needed something else. No go. Waited about 10 minutes on each test. Nothing. So, the work around was starting the AI (Late Activation checked, then trigger | Group Activate) 3 seconds after player enters. The AI pops into view of course (the issue I wanted to solve) but in my case they are popping up behind me so the player may not notice if the Group Activate time is short enough. Would love to send a track but, well, the track system isn't working reliably for me.
  15. [EDIT - Seems to be resolve, see bottom of page] Ok, with the Import F10 thing, some questions... 1) Do I need to have "Import F10" Menu Items on/checked _always_, when running a mission that contains sub-menu items corresponding to entries in the keyword list? I assumed so but when I forget to turn it off my list gets REALLY big. VAICOM imported them and I can see them in the Editor list. Example: with "Other" | Say Fuel State" 2) So, I can see in the Edit list box the above command, prepended with "Action": "Action Say Fuel State". Thereby requiring me to say "Action Say Fuel State". Not just "Fuel State". Correct? Note the version of the manual says so but only under the Multiplayer section - is this a multiplayer only feature? When I see all this, and say "Action Say Fuel State" I get nothing. Did the training and it spit back 91-95% every time, confidence-wise (no more or less confidence that on things that work normally). I did the "Finish" thing (it ain't pretty but I get what's happening here - hopefully this can be streamlined some day). I've done the "Finish" thing when adding extensions (AIRIO and such), so I know how to do it. Also, and perhaps this is a VA thing - after the Ctrl-A, delete, Ctrl-V bit, then "OK", the "Apply" button is NOT active. As if I'm pasting the exact same thing (the parsing is spitting back, "hey, no change here, move along"...) I did a full keyword Reset, which actually enabled the "Apply" button afterwards. Back to square one. It all looks fine but no responses when saying "Action Say Fuel State" or "Say Fuel State" (or any other F10 sub-menu Item I've added), nested or not... 3) I also have 'nested' menus: Other | Say Fuel State Other | Radio | Go Ruby 1 <-- code words pertaining to the mission, handled via normal mission editor trigger logic, ie; they just set flags Other | Radio | Go Ruby 2 VA log shows these being updated (a line comes up for each at some interval), something like this: ... F10 entry Action Fuel State Check: action index updated to value 1 F10 entry Action Mother: action index updated to value 2 F10 entry Action RUBY 1: action index updated to value 3 F10 entry Action RUBY 2: action index updated to value 4 F10 entry Action RUBY 3: action index updated to value 5 F10 entry Action RUBY 4: action index updated to value 6 ... Is this an additional issue - the 'nesting' of menu items? The ability to 'jump' straight to an item is what I guessed the whole Import F10 thing was about and would come in REAL handy in the campaign I'm building. Saying "Options | Take..." does get old and requires the menu's to be displayed of course. Thank you ahead of time [EDIT - For anyone visiting from the future, and spending hours on this themselves - seems to be fixed by DIS-abling VSPX. IOW, use the original/default processing. All my Sub-menus now exist in VA after a Copy/Del/Paste operation. Carry on.]
  16. I literally just wrote a set of routines using this yesterday. Don't know how long it's been in there.. DId take an hour of searching though, but in the end I have this: "Other" ParentMenu Child1 Child2 ... Adds a menu to F10, then sub-menus (children) below that: https://wiki.hoggitworld.com/view/DCS_func_addCommand
  17. Yup. Makes it actually usable in VR. Til the new clouds come out, maybe.
  18. Has anyone found a parameter (I assume in a lua file, somewhere) that defines the ‘window’ where the basket ‘grabs’ the probe? Seems it is automatic at a point about where the tip of the probe == radius of the basket. I ask because, well, it’s starting to bug me - I want to be required to stick the thing thing into the thing, not have it reach out and grab…my thing (disconcerting almost). I’m sure the logic will always ‘grab’ it but I want to shrink this value. Googling hasn’t been much help. Grepping the lua files all I find, for each acft, is this entry: air_refuel_receptacle_pos = {6.731, 0.825, 0.492}, I can’t find an option for “Hard/Easy Refueling” in the UI either - I see it mentioned every now and then. Perhaps it’s more people requesting an “Easy” mode?
  19. "Can the rotary knobs on the base be used for NVG gain?" Should. I use them to change channels on the radios (Hornet and such). I use a rotary for NVG gain on another controller (Derek Spears Designs button box)
  20. Welcome to 2020. But seriously, it's probably more about expectations; "I didn't expect this to be so much _work_". Or similar. Never having been a heavier-than-air vehicle operator I too found it a bit tedious, at first. Now I just do it. Is part of the fun as I approach it. Just another skill to learn. This is simply an environment with certain conditions that need to be met. And just happens to resemble a kick-azz fighting machine. Oh, with cool noises.
  21. Yes! My VR generic interface dream come true - have you been reading my mind? AND A GEAR handle! Oh happy day. Hook is a bonus.
  22. Yeah, I have a hard time in VR seeing them. Can just pick out a smeared, dimly contrasting greenish smudge on each side. May sound odd but I find Probe AR much easier than boom AR Maybe this is why? Dunno.
  23. Not sure if it's the official/published method but, after some quick experimentation I came up with this: hold the course select lever for a second or two; when "CSEL" pops up type in the desired course; click Enter.
  24. Stretch, yur like, psychotic :) - our group was just chewing this over this very morning. I'm going to give it a test today. Thanks ahead of time.
  25. Well, I for one, appreciate your work IMMENSELY! After VR, this is the most important external add-on I can think of. Thank you.
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