

daemon1808
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With the changes in the fligh model the "old aircraft-like" TRIM is useless, but the new one click-to-trim is not working well It seems that, instead of anchor the current position of the pedals, what the trim button does is add or subtract a certain amount to the white "ghost" bar. That amount seems to be the delta of the current possition of the pedals from the center. At this point the Gazelle seems no-flyable if you don't have physical pedals and want to use TRIM options. Here is the behaviour (sorry for the quality, but I was in a hurry and have to do the test directly using VR) Edit: I had to make and upload my last video in a hurry. Here is much more clear what is happening with the trim after the changes in the Gazelle FM IN THE APACHE - Physical rudder: white line (ignore the green one, that is the SCAS) - Virtual rudder: red cross IN THE GAZELLE - Physical rudder: red Line - Virtual Rudder: white line Thanks in advance
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M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
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M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
For those interested in Hipster, here it is the Reame file that contains the instructions and how it works. There will not be more Hipster versions (except if a mayor bug is found, of course) so you can join the patreon (RIO tier), get Hipster and unsubscribe. Enjoy! Readme.txt -
M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
For those of you that like to play single player missions, I bring you another way to enjoy them more. HIPSTER has leave his duty in AREA18 and now want to be your RIO/WSO -
Radio transmision script not playing short audiofiles
daemon1808 replied to daemon1808's topic in Mission Editor Bugs
Did you mean post a comment in the pinned "Mission Editor Issues" thread? wilco! ^_^ -
Hi, It seems that the mission scripting have trouble playing sounds sometimes. Please, see this thread and the mission with an example script posted there. Thanks
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Radio transmision script not playing short audiofiles
daemon1808 replied to daemon1808's topic in Mission Editor Bugs
Yes, the sound api is very anoying ^_^ No, I don't think it will work because it is random. Sometimes the sound is played, sometimes no... but it doesn't follow a pattern. I'm afraid that I will have to use the function outsound instead of radiotransmission in my scripts -
Radio transmision script not playing short audiofiles
daemon1808 replied to daemon1808's topic in Mission Editor Bugs
Hi, that is what I did to prove my point (just check the mission attached): I'm using a script with a llop and a timer. The sound duration is 2.5 seconds and the loop iteration is 10 seconds the sounds some times is played, sometimes not.... completely random. -
Radio transmision script not playing short audiofiles
daemon1808 replied to daemon1808's topic in Mission Editor Bugs
Hi I have tried enlarging the lengh of the sound, but no joy. More even, I have found that the problem is not the lengh of the sound but, if you try to transmit several messages in the same radio freq, sometimes it is played ok, sometimes not. I have attached an example mission when it happens. A loop hapens every 10 seconds, and the sound is played sometimes, sometimes not (in 1 thread version and in MT version) This not happens if you use the trigger outsound. ED could you check this, please? testsound.miz -
Hi, Not exactly what you request, but quite similar, it's available only in the pay version of M.E.P mod.
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Radio transmision script not playing short audiofiles
daemon1808 replied to daemon1808's topic in Mission Editor Bugs
For me its a problem, because I'm trying to make complex messages joining 3 or 4 short audios dinamically (tipically one word) I will try it, but I think it will not work and there will be a lot of silences between words. Thanks for the help anyway -
Radio transmision script not playing short audiofiles
daemon1808 replied to daemon1808's topic in Mission Editor Bugs
No, no... my problem is not that. I'm aware that, If you try to play 2 sounds at the same time using "trigger.action.outsound", the last of them will interrupt the other (only 1 thread for playing sound seems to be used). And I'm using scripting engine, not the triggers for the ME. But, in my case i'm not using "trigger.action.outsound" command for playing 2 sounds at a time. I'm using trigger.action.radioTransmission to play only one file. The case is that using trigger.action.radioTransmission, the first 1 or 2 seconds of the sound are skyped. What is worse, if the sound duration is about 1 second, the sound is not played at all (let's say the sound is "hello!": you will only hear "lou" or nothing at all). That's not happening using trigger.action.outsound. In this case you will hear "hello!" without any syllable skyped. So imagine that you want to say "enfield", a second later: "one", and another second later "three" using 3 commands trigger.action.radioTransmission, and scheduling them secuentially using timer.scheduleFunction. You will hear "..field .. ..ree" in total. Same scenario using instead 3 trigger.action.outsound will give you a perfect and clear "Enfield one three". -
Hi, When you use mission scripting engine scripts to play a radio transmission, the first one or two seconds are not played. This cause that sound files that have a duration of 1 second are barely played or not played at all. Something like this in a trigger "DO SCRIPT" (where p = blablabla.getPlayer():getPoint()) trigger.action.radioTransmission('sounds/whatever1segfile.ogg', p, 0, false, 124000000, 100) edit: it seems that it has nothing to do with the lenght of the sound, but the times the function is called in a row. When you try to call it several times, it works or not randomly. I have attached an example mission when it happens. A loop happens every 10 seconds, and the sound is played sometimes, sometimes not (in 1 thread version and in MT version) This not happens if you use the trigger outsound. ED could you check this, please? testsound.miz
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Hi Sebastiank, I have tried myself and it is working with the current open beta, without problems and not need to change the scripts. At least the "Random daily mission" loads without errors, and the scripts seems to be working. Maybe, once inside the mission, some errors can happen or have some weird behaviour because the v2.1 is not maintained anymore... but you can try it yourself. Be sure to follow the following steps to the letter (see the attached files also): 1. Once downloaded the campaign from the ED user files section, unzip the content inside the blablabla/#youruser#/SAVEDGAMES/blablabla campaign folder. 2. Find the "missionScripting.lua" file in the DCS main installation folder 3. Make a backup, just in case, and comment the "sanitizeModule('io')" and "sanitizeModule('lfs')" (put -- before this lines, as -- is the comment symbol in lua language). This is mandatory because DCS blocks some of the functions v2.1 use to store the progress and the way AREA v2.1 loads the main scripts. 4. Open the missions using directly the Mission Editor, forget the "campaign" main menu option. The random daily missions are ST1_Noche.miz, ST1_tarde_desp.miz and ST1_tarde_nubes.miz (I'm not sure if the history missions still work). You can see below the needed modules for the mission, in the same window you use to load a mission in the Mission Editor (do not forget to scroll down, because some of them are hiden) 6. Once the mission is opened in the Mission editor, launch it using the green arrow icon 7. Choose the Briefing room in the "choice of role" window, and follow the rest of the instructions given in the Dummy Pilot videos (Please subscribe ^_^. I am not very prolific, but all my past, current and future mods for DCS are announced and the tutorials are published in the channel) Hope this helps. Anyway, maybe.... IIN THE FUUUUTURE... (HIP Youtube channel registered mark ^_^) I will publish an "upgraded" version of the v3.0 in the Patreon. Fly save! Step1.bmp Step2.bmp Step3.bmp Step4.bmp Step5.bmp Step6.bmp
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M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
Thanks cdrkrotchetyusn! I don't use VAICOM voice attack, but another similar and "more simple" program, that converts voice commands to key presses. It work like a charm both for typing marks in F10 map and using commands in F10 radio menu. i.e: "DO STRIKE" voice command is configured as --> "shift+D ; pause 0.2 sec; shift+O ; pause 0.2 sec; _ ; pause 0.2 sec; shift+S ; pause 0.2 sec; shift+T ; pause 0.2 sec; shift+R; pause 0.2 sec; shift+I ; pause 0.2 sec; shift+K ; pause 0.2 sec; shift+E". etcetera This way I can open F10 map with another voice command ("OPEN MAP" --> "F10"), create the label clicking on the map, and filling the label text just using the voice command. All without having to use the keyboard at all (a live saver in VR). And the same for ordering packages directly using F10 radio commands (using voice commands configured as sequences of keyboard F1, F2,... F12 keypresses) Super-inmersive and very quick to request support without having to loose situational awareness typing long text commands or long F1-F12 keys sequences ^_^ -
M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
Hi Skebengwa, Yes, it is possible. When you use the F10 option for "ESCORT" you can choose between AH-64D, Mi-8, UH-1 amd KA-50 and different payloads. But, regarding the SCOUT, it is only the Gazelle. -
...that a lot of the issues in VR (related to people having issues with HIADSS symbology positioning, vision-obscuring monocle, etc) seems to be related to where the player's "virtual" head is placed in relation with the monocle, HIADSS symbology and pilot helmet. And that position depends on the VR headset. I have acquired a new VR headset recently (Pico Neo 3) that will replace my old Lenovo Explorer, and I have found that what I see is completely different from one to the other. Using the LE I had problems with HIADSS symbology (it's too high, so the upper part is blurry and I have to tilt my head to center it on the targets, as you can see in the thread below), but the pilot helmet and balaclava do not impede my vision. Using the PN3 the HIADSS symbology HIADSS symbology is vertical centered (not blurry and I don't have to tilt my head to center it on the targets), but I can see a centimeter of the borders of the helmet (loosing peripheral vision), the monocle is away from my "virtual face" and the HIADSS symbology seems bigger than the monocle itself. What is more anoying, when I activate the balaclava in Apache's options, I can see the balaclava a couple of centimeters away from my "virtual face" reducing drastically my field of view. As screenshots in VR are useless, below you have a simple diagram of what I see with both VR headsets (with and without balaclava) My "analisys" of the problem is that using the LE my "virtual head" is placed nearer to the monocle and a bit low. And in the PN3 my "virtual head" is farther from the monocle and centered in the vertical axis. So, in the LE, the helmed does not impede my vision, the monocle seems "bigger" and the HIADSS symbology is above my eyes. And in the NP3 the helmed impede my vision, the monocle seems "smaller" and the HIADSS symbology is centered. I understand that developing an option in the menu to change the position of the "virtual head" of the player could be tricky but, should it be possible to have a lua file to offset this possition? This way players can tweak the offset x, y and z (in relation with the helmet/HIADDS) by themselves depending on the VR headset. I have tried to change values in the apache's views.lua but, although the virtual head position is change, the helmet/monocle position moves with the head. Same happens with the keybindings that allows the player to reposition himself in the cokpit (the helmet/monocle moves too) @BIGNEWYfinally it is not a problem of some of us placing the VR headset wrong. Could you tell this to the development team please? At last I understand those people that complained about the monocle impeding the vision. Now, I have to remove the HIADSS (and the rest of the helmet) in the apache's options because is "so small" that the borders are placed just where I need a clear line of sight, plus the helmet killing my peripheral vision (where with the Lenovo explorer the monocle is big enough to do not impede my vision with its borders, and the helmet is not seen) nullnull
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George - New interaction with "Lost target" is out of hand
daemon1808 replied to Hardt0kidnap's topic in Bugs and Problems
Hi, https://files.fm/f/f2znmbh82 I swear that yesterday, when a comboy was traveling along a road partially obscured by trees and buildings, he repeated every second "lost sight of target" for more than a minute. ^_^ Would it be possible for George to check the visibility of the target every 10-15 seconds instead of constantly? Thanks -
M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
Hi Clanitho, Check your Private Messages. -
M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
thanks Clanitho. hope you enjoy it!!! -
M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
Hi all! The last and FINAL release of M.E.P. v2 is now available for it's final price. You can enjoy it subscribing Dummy Pilot Patreon (get the link with the zip, try it and then unsubscribe when you want) A lot of work and hours and mental health has gone into these past few months to bring you all this Final version. I want to thank those of you who have joined Dummy Pilot Patreon during the development of M.E.P. I really appreciate the support given. Here is the changelog for M.E.P v2.4 Final Version: - [NEW] NAVAL OPS: All packages can take off from ships now (provided it has landing pads or runways, like carriers, destroyers, etc). * Use DO_TAKEOFF mark same way than take off from runways - [NEW] DO_ANTISHIP: New support functionality to create a package that will attack ships. * It is possible to choose between various aircrafts and payloads. * You can create a single group (4 aircraft) or a double group (8 aircrafts) (As ships defences are hard to overwhelm, you can request more support aircrafts than usual if you want) - [WORKAROUND]: Because a known bug in DCS Script Engine, M.E.P support packages did not return to RP area when they destroy their targets. * A workaround has been done to avoid this behaviour of M.E.P. packages. For more info, follow the link: - [IMPROVED]: When a M.E.P. support package is destroyed, Command will inform you to be aware of that. - [IMPROVED]: When a M.E.P. support package target is destroyed, a message will inform you. - [FINAL VERSION] This will be the final version for M.E.P v2 (provided there is no mayor bug to be fixed) -
M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
Hi! For those of you that have been (or are right now) members of Dummy Pilot Patreon: Please, send me a Private Message in this forum and identify yourselves with the name you use in Patreon. -
M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
Hi, It seems that a known bug in the Mission Scripting Engine is afecting M.E.P. packages to acknowledge when the targets groups have been destroyed. Until a fix is done, you have to be aware and order them to "return to RP" manually, once they have destroyed their targets. Otherwise they will return to base and land.