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dorianR666

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Everything posted by dorianR666

  1. click the Mission Planner button right before you enter the 3D world. then find your plane and change its loadout. thats the Mission Planner is for - to change settings of your plane.
  2. dcs doesnt implement this behaviour. youd have to use one of those fancy community-made scripts.
  3. mission triggers and such are covered in the game manual pdf. but to achieve what you want, ordinary triggers and tasks wouldnt be enough and youd need to use some lua scripting: https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation
  4. yeah, transmissions only appear for a client if they were started after he joined. its similar with couple more stuff, like the (A)FAC task. the "both pilot and rio" ive never heard of. thx for warning
  5. It doesnt work for AI either in my game so...
  6. Hello, is there any information on when the manual will be released?
  7. try the other format. notice none of the numbers go above 59...
  8. It is possible you see a different variant of this bug. I myself have seen yet another form, which looked similar but without azimuth/range/bar buttons. I was able to leave that state, and I havent seen it since.
  9. This video and miz might demonstrate it better. There is only one heli in the mission editor. When something kills it, it respawns again. clone2.miz
  10. it only appears so, because the hornet doesnt allow you to move your viewpoint as much forward as other planes. even in your screenshots, you can see how much closer your viewpoint is in jf-17, look at the top of the glasses. what you see in my third screenshot is the maximum forward position in hornet achievable with keyboard. nowhere near as close as in jf-17 (and others). FOV stayed the same. in your screenshot, you have decreased FOV but that is not the same as moving your head forward. notice how your screenshot is a subpart of mine, it only appears to be closer to HUD.
  11. Do you mean this? Ive made a thread about it some months ago. Anyway, if I remember correctly, the conclusion we reached in the, now apparently non-existent, thread is following: If you lock a target in STT, RWS/LTWS or TWS, and then switch to guns, your radar is FUBAR - once you leave the gun mode, youll see what you describe. At that point, there is nothing you can do, only respawn. So before you switch to guns, make sure you unselect the target - completely, ideally with RESET. This is 100% reproducible behaviour. Its been reported couple times before but it receives [CANNOT REPRODUCE] or is unseen and forgotten in depths of the forum, not a priority it seems.
  12. it starts aligned, IFA position chosen from aligned NAV position does NOT mean in-flight alignment but GPS-aided function. if you had it in NAV, it would accumulate drift, which would result precisely at what you experience. which is why i mentioned it. there is someone reporting a bug while having disabled GPS almost every day. found out that designation works correctly by checking with AG radar, its the diamond on HUD which is wrong. i also found out that the HUD diamond goes up and down as you change barometric altimeter's setting. so yes, the bug is confirmed.
  13. why dont you post what the certain hour is? we cant guess it.
  14. I dont know what you mean by "despawn". However you can clone groups, even after they died, which serves the same purpose as respawn. Here is a little simple script i wrote that you could use. It clones any group as it is specified in the mission editor, with all its attributes (loadout, flight plan, ...). Works for planes, helis, vehicles and ships. Here is how you use it. Create new mission trigger of type "Mission start" and add trigger action "Do script file", in which you select the attached Lua file. Then you can clone any group with trigger action "Do script" with following text in the window: local data = ddf_clone_find("Original group name", true) ddf_clone(data) The first line finds the group as it is specified in mission editor, the second line spawns it. You could modify the group's attributes (say, bort number) by modifying the "data" variable inbetween the two lines, but that would be a bit more advanced scripting. Replace "Original group name" with the name of the group you want to clone. The second argument tells the script whether to assign the clone a new unique name and ID. If you put "true" there, DCS will consider the clone group as unrelated to the original group. If you put "false" there, DCS will consider the clone group to actually be the original group, in regards to mission triggers. With "false", mission triggers referencing the original group will still react to the clone group. With "true", they will not. Avoid using the code with "false" if the original group is still alive (or still in late activation), it might have unintended consequences. Also, if the original group is late activated, the clone will spawn regardless, no need to worry about that. I attach an example miz and video demonstrating this script, where groups are being cloned every 2 seconds. In your mission, you could for example put a trigger that waits for a group to die, which would then call this code, to respawn the group. ddf_clone.lua clone.miz
  15. Works perfectly fine here. Check your settings, there are two audio output devices. One is for "world", another for "headphones" (over which the pilot hears RWR for example).
  16. Ensure the INS knob is in IFA position. Ensure you have actually designated the target with the TGP (TDC depress). It doesnt appear the FLIR page displays the diamond, which it would if you designated (and HUD would display the diamond with dot).
  17. the missions appear to be programmed to progress as soon as you execute the task. so if it tells you to press a button, and you press it, at that moment it jumps to the next message. just wait until it stops speaking to do the thing.
  18. The script is within the miz file, /l10n/DEFAULT/ddf_clone.lua. The group cloning portion is between lines 26 and 71. It simply searches the table of an existing group in env.mission, modifies its names and IDs and calls addGroup with it. The table is also printed on screen in the trackfile, so you can see the names and IDs are correctly assigned.
  19. I was writing a script that duplicates groups and found out that if you add a group using the addGroup Lua function, it breaks the debriefing screen in following ways: 1) The new group will have no country. In attached screenshot, the country should be USA but the field is empty. And yes, all the referenced countries are in coalitions. 2) The new unit will be named after its ID, not its name. In attached screenshot, the name should be "new unit", but instead it shows ID of 67. This ID of 67 is assigned by me and if you leave it unassigned, it will display an autogenerated ID (1000000 and higher). 3) The screen sometimes shows events from previous sessions before the mission start event. It appears memory is not properly cleaned up, which might be dangerous for stability of the game. I did actually have a DCS crash while writing my script, altough it might be unrelated. messed_up_debriefing2.trk x.miz
  20. Years later and this is broken again. Late activated E-3 will ignore ALL tasks/commands that are part of its initial waypoint. It ignores its AWACS enroute task, it ignores its Orbit task, it ignores its Invisible command. So for now, do NOT use late activated AWACS, its completely broken.
  21. yeah, this is known. trains are singleplayer only. always were.
  22. ive been seeing something similar as well. its not new at all. sometimes when i designate a waypoint, then designate with tgp, then press undesignate - the system all acts as if nothing is designated but hsi still shows designation. second press of undesignate fixes this. it seems to be harmless and only a graphical issue with hsi. however ive never seen it being completely stuck and ignoring the further presses of undesignate button as other posters say. might be another bug, might be related, i cant tell.
  23. +1 its been years ED, cmon. dont tell me its impossible to debug this when you can see it when it occurs. how long can the code, that measures average brightness in the rendered image for expossure effect, be? :joystick:
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