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Tanuki44

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Everything posted by Tanuki44

  1. For those not on Discord: https://www.digitalcombatsimulator.com/en/files/3331106/
  2. Your script gave me the basis for my detection scenario - WIP - Thanks again
  3. I removed the condition if land.isVisible(scoutPos, uPos) then it seems functional Thanks again for your help
  4. the value of 100 is the depth assigned to the submarine unit I found the function dcsCommon.getUnitAGL(theUnit), I will look at the returned values. I created a naval unit 'sonobuoys' to attach the recon script to them, It works fine, so I just need to get a good return from the script.
  5. ahhh,I had not seen that the submarines that I positioned for the test were surfacing so detected, but if it remains under water, no detection if you have any idea?
  6. Is there a script to dynamically add units to a group during a mission? ex: dropping a buoy at an unknown place during the creation of the mission
  7. Thanks The depth value is positive, I experienced a value of 100 feet which is low for a current submarine, but the important thing is to make it invisible when hovering. I will do other tests and if you want I will return my modifications.
  8. I managed to detect submarines while diving, but you shouldn't put them too deep, just deep enough not to see them while flying. Could there be better settings? I changed the line: local visRange = dcsCommon.lerp(cfxReconMode.detectionMinRange, cfxReconMode.detectionMaxRange, 0) ... and cfxReconMode.detectionMinRange = 5000 -- meters cfxReconMode.detectionMaxRange = 5000 -- meters cfxReconMode.maxAlt = 30 -- meters Do you authorize me to use your script in the few missions that I provide with my mod?
  9. Hello, I tested your script which works perfectly for naval units. I wanted to use it for my MH-60R mod, helicopter for anti-submarine hunting, I encounter a problem, submarines on the surface are detected. But as soon as they are in depth, they are no longer detectable by the script. In my mod I immerse a dipping sonar with some range to simulate detection, Is there a possibility to modify your script so that these specific units are detectable while diving? Thanks
  10. SRS has been updated and is now compatible with the MH-60R Mod Thanks to them https://discord.com/channels/298054423656005632/419512435846938624
  11. No, the numerous modifications to the airframe do not allow the existing liveries to be reused. The 3D model is finalized and the work of the artist of the UH-60L is in progress Patience, just like for the missions ... WIP
  12. Update du mod Miniguns : version 4.2_3 https://www.digitalcombatsimulator.com/en/files/3321772/
  13. I found also out why, the device number can change depending on the mods installed, (pilots, weapons) as some devices are added to the list and others are inserted. at my place, the device has been set to 47 and not 46, so check in the keyboard binding . I'll check with AND0ID to see if we can modify the mods to avoid this.
  14. Mission tested at home, only the pilot's door opens... I had already tested these codes without result... an idea?
  15. I am both delighted to see that you have worked well on the livery, but also annoyed to tell you that the external liveries between the UH and the MH will unfortunately not be compatible. The unwrapping cannot be the same given the modifications and even now the slightest modification breaks it. I still want to try to align the unwrapping of the fuselage as well as possible Overview of functions: (livery yet to do and uniforms of the Navy pilots...) Landing lights, search light, rescue spot Functional Winch with or without harness, harness, empty or with a character ( here just a test of common character ) Independent ESS with hellfire x2 or x4 and side racks with torpedoes or additional tank Configuration with or without the launcher of sonobuoys and launch of the sonobouoys with parachute Configuration in sonar mode (with controllable descent) or cargo mode
  16. , now there is only this error in the last line of the log before the crash : APP (Main): failed to open 'F:\Tanuki\Saved Games\DCS.openbeta\Logs\voice_chat.log' for reading
  17. Same problem, I have this in the log: 2022-11-27 12:41:35.722 ERROR_ONCE DX11BACKEND (16936): texture 'a29b_01_flir' not found. Asked from '' without finding where this texture is located in FLIR model.
  18. I'm digging up an old topic... I tried to model two mirrors for a SeaHawk, (3ds max) I think I followed the instructions above, but as soon as I select the material : mirror in the texture controller, the mirror becomes transparent and I see through it and not behind it... I tried reversing the normals, same result. Any ideas? Thanks in advance
  19. The Huey's slips have been a problem for much longer, Already in the 'UH-1H Worlds Apart Spring 2025' campaign, the Huey was sliding down the slope and ending up in the river... No comment ... on the responsiveness of repairing old mods ...
  20. All it would take is a few percent downscaling to stop them banging into doors.
  21. without having the native files... small attempt to integrate the SQUAD they are too big, it overflows on both sides
  22. Adding gunners would only be static, and if they were to hold the mini-guns, it would prevent any possibility of shooting, except with the pylon weapons. Modeling characters is really hard for me, I'd rather start trying to make an MH-60 type airframe (external)...
  23. Fixed graphical bug on left minigun, upload available UH-60L Pilots-Miniguns_v2.4_1
  24. While waiting for a total integration in a future version, here is an update of my 'mod' https://www.digitalcombatsimulator.com/en/files/3321772/ *** Pilot and Copilot UH-60L *** *** Miniguns UH-60L - functional *** *** Added "Gatling" rotation for Miniguns *** *** Miniguns virtual Panel - selection right and/or left minigun by keybind *** *** Jettison virtual Panel - selection by keybind *** *** Fixed the rotation of meter wheel of Course (different of Distance counter) CISP *** *** Integration of 'sniporbob' fix for the Distance counter (Improve-HSI-Dist) *** *** Dissociation of Miniguns from their mounts in UnitPayloads *** *** Fixed Formation Lights ***
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