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pacastro

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  • Flight Simulators
    DCS, FSX
  • Location
    Chile

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  1. Even though it’s not as current airfields may be in real life, having bigger platforms/parking slots for airplanes on small airfields (current and future pending to be added) could improve the usability of the map for different scenarios.
  2. Hi, I just updated my swapr script to 1.4 and now I'm having a problem. I'm getting replacement units displayed for both coalitions no matter which coalition owns the airfield, so it seems the capture logic isn't working. Attached a simple mission (in SP mode), with sawpr units for red and blue. A ground blue unit is inside airfield capture zone so airfield is Blue, but I'm getting swapr units for red and blue displayed anyways. The same thing is happening in more complex missions since I updated to 1.4. SWAPR_1_4_Server_Hook.lua SWAPR_v1_4.lua swapr_test(SWAPR_1_4).miz dcs.log
  3. Hi, just updated to 2.7.4.963 and guided weapons are not working. If I try to use laser guided rockets, or laser guided mavericks or IR guided maverick they aren't working for me now. Worked fine on previous version. When I select the weapon, they get selected, but the pylon selected display just goes off and you don't get displayed any of the options for the selected weapon... IR Mavs won't get the stby indicator of cooling down either. For laser Mavs, I can't get the laser search to start searching.
  4. There are a few airfields in the Chilean part of the area covered, the most important ones are the ones in the following cities: Punta Arenas (SCCI) Puerto Williams (SCGZ) Puerto Natales (SCNT) It would be really great to have them in this map, it would really increase the options for different scenarios especially for airfield number in the mainland part of it.
  5. I have limited lua knowledge, and I have no idea how to recursively do a for function to search through all the group names in your mission. "i' should be each "group name" in order to get the remaining function to work. Also I can't find airbase as an attribute to units or groups, so as I understand you would have to repeat the if function for each airfield ("Krymsk" in the following example), make sure all your group names in mission editor contain the airfield where you place the units, and then check if "i" (a group name) contains the name of the airfield (not sure if the string.find function works). for i ?????? local group = Group.getByName( i ) if string.find( group.getName, "Krymsk") then if AIRBASE:FindByName("Krymsk"):GetCoalitionName()~=group:GetCoalitionName() then trigger.action.setUserFlag( i, 100) else trigger.action.setUserFlag( i, 0) end end elseif string.find( group.getName, "another airfield") then if AIRBASE:FindByName("another airfield"):GetCoalitionName()~=group:GetCoalitionName() then trigger.action.setUserFlag( i, 100) else trigger.action.setUserFlag( i, 0) end end elseif (etc for remaining airfields) end
  6. Just to clear up how SimpleSlotBlock works, you set flags for each GROUP Name (not pilotname!). So if you have multiple slots for each group name... it's not a flag for each individual slot as you think, but it can be close.
  7. It would be really great to have symmetrical manual loadout for the rearm screen, so that for each pylon you select a weapon, the same weapon is automatically loaded on the symmetrical opposite pylon. This could be an option you can turn off on the rearm screen, and If at any time during the rearm selection you manually change one pylon to something not symmetrical, the automatic symmetrical loadout turns off and you can continue loading each pylon same as it works now.
  8. Si tienes acceso a una impresora 3D, este diseño es muy bueno y se imprime de una pasada. Lo complejo es conseguir los conectores. https://www.thingiverse.com/thing:2854294 Y aprovecha de imprimir este mod que le agrega un switch para la elevación del radar tipo F-18:
  9. Flight Engineer gets mentioned in this video (54:55 aprox.):
  10. Hi, there is a script that does exactly what you want, check the link:
  11. Hi, As the title states, in a MP mission I can't jump into and control ground vehicles while being a pilot of any type of aircraft, the only way is from a tactical commander/jtac slot. In the mission I have "Pilot can control vehicles" ticked, the ground unit has "Player can drive" also ticked and "Game Master only" unticked. Some versions ago, while piloting any type of aircraft you could go into f10 map, choose a ground unit and press the command unit button to jump into it and start controlling it, the aircraft would go AI and return to base (as long as the mission creator enabled the "pilot can control vehicles option). Now pressing the Command unit button does nothing if you are a pilot, it only works as tactical commander. In SP it works ok and you can jump to ground units from airplanes. Attached is a very simple test mission with 4 blue planes and 1 blue tank. test.miz
  12. 3D printed collective with AB412 head (huey head option available): Hall sensor for collective, regular pot for throttle. 2 arduinos in the head for controlling 2 mini sticks and 17 buttons (8 switches + 1 button) and 1 final arduino in the base (connected to head via 4 cable I2C) for the collective and throttle axis and final USB connection. http://hc625ma.org/single-engine-collective/
  13. They are supposed to sit there forever until that spot is used by a client, then the client spawns and takes control. What Swapr does is place planes in the spots (client slots) you define, in order to populate airfields with planes in the parking spots. They don't move. The AI setting lets the model "inherit" loadouts and settings like "hidden". If you want them to take off and perform tasks, you have to set them as AI with specific task in ME... but then they are no longer client spots. Or use MOOSE AI_Balancer module (https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/AI.AI_Balancer.html), I haven't used this module but it is supposed to use free client spots for AI that performs tasks (move), not sure if it works on single player though.
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