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Nix Mills

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About Nix Mills

  • Birthday 01/01/1970

Personal Information

  • Flight Simulators
    DCS
  • Location
    Australia
  • Interests
    Military History
  1. Hi all, does anyone have any examples that they can share where, in a lua script, you can start a listen command? I.e. the Mission Editor command X:Start Listen Command that waits for a certain switch or button to activate a flag. nullCheers
  2. Same here. Actually started around mid-February '24. Pimax Crystal, SteamVR, MT DCS. Tested on Persian Gulf and Syria. (edit: Windows 10, no other apps) Long start up time, with graphic blocks flickering until everything has settled in. Switching between F1 and F10 even causes a crash some times. Edit: Just installed OpenXR, PimaxXR and QuadView. Performance went through the roof. But still uses switching back and forth from F10 map view.
  3. nullIn this example, Tanker is in race track orbit at 25,000 ft. Tanker is ordered to orbit at 0.52 mach. It is actually doing 0.46 mach, which I'm assuming is its max speed and is about 219 on the HUD when rejoining. Wingman weight is about 40,000 to 42,000 lbs here. When ordered to rejoin, wingman slows down, speed and altitude gradually drop until hitting the ground. Wingman, however, will respond to a 'rejoin' command.
  4. I have an issue with AI aircraft - both wingman and separate groups - that when ordered to do air-to-air refuelling, they slow down and drop altitude until they hit the ground. It happens occasionally with F/A-18Cs, but I'm not sure about other aircraft types. I'm not sure whether the issue pertains to the aircraft weight. Reducing the weight seems to some times work, but being heavy doesn't always seem to cause the issue. I'm perplexed. Anyone else having this problem?
  5. I too have found that GBU-32s consistently fall about 100 to 200 ft short of the target point when released at near-maximum range. In my case from the Hornet. At closer ranges, it hits just fine. Images here show a GBU-32 pickled a few seconds after getting 'in zone'. Speed 350 kts at 12,300 ft in PP mode with precise target coordinates (lat/long) and elevation (ft). Target was the pump jack, bomb falls short and hits the building and fence. Hope this helps. Love your work.
  6. @Rudel_chwThank you so much for taking the time to write all this up, Eduardo. I can see that the missing link on mine is the hook file, which isn't there, and therefore there is no mention of it in the log file either. I'll try and reinstall and figure out why it never created a hook.
  7. Thank you all for this post. I have followed all the instructions but I seem unable to actually connect to DCS. I'm getting a green light on connection to Virtual Cockpit and Systray Settings Lua Console, but no table to tick in DCS Connection even though I have added the BIOS script line to Export.lua. When attempting to execute return list_cockpit_params() in the Hub for Mission (running an Instant Mission, not from a mission from ME), I simply get the error response that it could not send snippet to DCS within 1 second. Does anyone know how to overcome this problem? Cheers Nix null null
  8. Alright, seems to work if you drain their fuel level a bit first or start them at a lower level. These were Hornets with three bags that needed a top-up before entering the stack.
  9. Hi all I am trying to create a mission where a building has to be destroyed with a 2,000 lbs guided bomb, but where you'd first go "roof knocking" by detonating a Maverick over the building to warn off nearby civilians. Only problem is, this three storey building gets destroyed by the impact of the Maverick. And it has to be a Map Object, because there are no multi-storey residential or commercial buildings among the static objects. So I'm wondering... Would it be possible to make a script that increases the "life" points of a Map Object, or to make it "immortal" like you can do with units? Or would it somehow be possible to make a zone within which only certain weapons have effect? Any help with this would be so much appreciated - I've spent many hours fiddling with this already.
  10. Hi there DCS 2.8.6.41066 Open Beta - June 2023 With the latest update, running in MT, F/A-18C wingman and AI groups are unable to reach a KC-135 tanker. They will slow down to about 100 kts and slowly descend until crashing. Cheers Nix
  11. Hi @Alerax Sorry for the late reply. That was a tough one. There doesn't appear to be a 'get' function for onboard / board / side / tail number. I found a few clues in the DCS World scripting file Scripts/Speech/common.lua in the lines under USNAVYPlayerAircraftCallsign. Here is a little script that looks up the three digits in your side number and prints them in a message. Each digit is multiplied by 10 and rounded down as they're otherwise some odd decimal numbers. Let's say your unit name is Aerial-1-1, which we will refer to as "player". local player = Unit.getByName('Aerial-1-1') local sidenumber = '' .. math.floor(10*player:getDrawArgumentValue(442)) .. math.floor(10*player:getDrawArgumentValue(31)) .. math.floor(10*player:getDrawArgumentValue(32)) trigger.action.outText('Player number is:' .. sidenumber, 30) Hope that helps you or anyone else who is looking for help on this. Nix
  12. When taking off from the carrier, and after making their breaking turn, AI aircraft go into a steep climb with burner until they reach 10,000 ft. Even your wingman will do this, irrespective of what you're doing, which of course makes them expend a lot of fuel right from the start (especially for the F/A-18C). Real life Case I procedures (good visibility, daytime) require departing aircraft to, after the clearing turn, to proceed on a parallel course to the carrier (BRC) at <300 kts and <500 ft until 7 miles out. Real life Case III procedures (low visibility, fog and/or night) require departing aircraft to not perform a clearing turn (as each departs with at least 30 sec intervals) to proceed on a straight course and a steady climb at <300 kts until 7 miles out. (After that they'll arc towards their first waypoint maintaining their speed and climb until 10 miles out, plus there are some radio procedures for this, but all that is not quite as important for this purpose). My wish for this list is to include this AI behaviour for Case I/III so that they don't burn right up to 10,000 ft. Love your work.
  13. AI air-to-air refueling seems to work alright now but after completing refueling, the AI seems to want to return to the carrier. I'm trying to create a mission that requires flying deep into Syria with two F/A-18C launching from a carrier. I have set up the wingman as a separate group so that in can fly as my lead and attack its own targets. The steps I have up are as follow: - upon entering zone, orbiting KC-135 pushes to next waypoint -- it then flies in a straight line - at waypoint, AI gets Perform Task -> Refueling -- AI cathes up with KC-135 and starts refueling - ON REFUEL, AI inside the tanker's moving zone, it sends a message that the AI has started refueling -- this works like a charm - ONE REFUEL STOP, AI inside the tanker's small moving zone, it sends a message that the AI has stopped refueling and AI TASK PUSH to follow tanker -- AI breaks away, message appears and AI heads back to carrier I have tried giving additional orders, such as AI TASK PUSH to follow play or head to next waypoint, but to no avail. Gosh - these quirks are really frustrating me. Does anyone have suggestions to how to get this to work? Edit/update: After trying a few other approaches, it appears that all the AI's waypoints disappeared after completing refueling.
  14. Having the same issue here with missions I had created that worked just fine until now. As described, AI Hornets drop into the water after carrier take-off. Vikings and Hawkeyes don't seem to have that problem.
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