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Lineaxe

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Everything posted by Lineaxe

  1. I keep trying to get a lock using PTRK at 16000 ft. With this version 2.7 I can not lock, even at 1.6 nm , 5.6 nm , 8.7 nm , 15 nm and so on. I have tried PTRK Locking on Tanks and ships and see that PTRK is not working at all. I hope someone can explain a method to me on how to lock on now , or perhaps have the software bug reported so that we can all Lock on to our Targets again . Now , even at 16000 ft. I sometimes am getting missile attacks . I cant go any lower to lock in , or DIE. This PTRK is not working as far as I can see...
  2. Nice to know it is reported and I won't have to modify my mission code for any fixes of this particular bug.
  3. Since version 2.7 I cannot lock at all anymore on the shipping targets. I will try a couple of things suggested here to see if that will help at all. But, it was locking all the time in 2.6 and now it won't. Seems to me , that is not something that I have any control over at all. It's in the new software, somewhere.
  4. Yes I when it was working I did get a Lock on Target . It used to follow the target around, but now it won't lock anymore. In 2.7 I can in lock on the stationary targets and now it seems to move a bit instead of staying in one spot on the target I select, so I readjust and then fire when close enough and can hit the stationary targets on a regular basis.
  5. In version 2.6 I could use the Litening's FLIR and lock onto a moving ship and now I can't in version 2.7. It won't lock onto a moving target so I can use GBU10 or AGM-E on the Target. IT won't LOCK anymore at all...I have tried so many times now it's .. well , you get the idea. Anyhow, CAN ANY of you LOCK onto Moving Targets now with this new version. I havent tried the moving tanks again just yet because of the results I am getting with the LARGER, SLOWER moving ships . If I can't track one of them , I have little hope of locking onto a moving Tank . HELP !~ ?? ~!!!
  6. I have been using the Kuznetsov Carrier in my mission. I am using the Persion map and have the carrier located in a large bay just NorthWest of Al Dhafra. Someone suggested using a Sub to find the ocean depth as the Carriers need 15 ft or more to move about. So I have set my waypoints accordingly. The Carrier will move about if it is in the Center of the Bay , but if it is at 20 ft somewhere else it will not start up. I would really appreciate some advice on how to get the carrier to move about. Every time I change the ships starting place I have to restart up the mission. This is like 100's of times in order for me to find a path that the carrier will use to move around the bay . Also another ship would not move around even if it wasy 6 nm away from the carrier. All this is so confusing to me.
  7. My reply to this post is late, but I am wondering if you could just kill off the APC and respawn it at the destination ( which would be underneath the M18 and only after at it hovers at a certain altitude above ground). I have already created Lua code that monitors a UH-1 Huey's height off the ground in it's Drop off zones. That code could easily be modified ... When it is on a Slingload you can change the APC to over to a Crate (a crated APC for transport). and change it back as it gets dropped off onto the ground. So , 1) Kill the APC at its current location 2) Add the weight of the APC to Mi8 cargo weight 3) Add a Crate to end of Sling 4) Take to destination and Hover say at 40 ft , 20 ft ... UNHOOK Crate. 5) Kill the Crate at its dropped off location (underneath the MI 8 Chopper) 6) Respawn the APC at the dropped off location.(underneath the MI 8 Chopper) Hmm, I might try this work around out , now that I have looked it over a bit. The only problem I am still having at this point is removing the dead or destroyed (OR even the alive) Static & Ground Units. I have been trying to remove a ship after I destroy it by bombing. It still stays there on the map even after it is dead . So, until I figure out how to actually remove the unit from the map...
  8. heh, i would do manual start , however I have written 3000 lines or so of lua code and I am testing the mission for bugs and whatnot. I need to have a fast Startup & Shutdown to check all the other stuff out. I had read up on that ,inertial navigation & GPS stuff,somewhere ? Anyhow, I haven't put it all together yet. I do remember it said to switch to IFA and the AutoStartup seems to put it into that position. I will try nav to see if I can get the Laser guided bombs going again after it does that to me again. Not all the time , but just enough to make me try to figure out what is up? Err, and what is going down , as well.
  9. ok , I took a good break at coding away and after coming back I adjusted a couple of things in the code and the result is good. The Red Carrier is moving about again. This thread is now solved !
  10. ok, syntax error on my part. And , well , proof reading yer own stuff can be taxing at times Anyhow, now they are identical , and work !! Onto testing Red Shipping errors. Most likely something I did in later revisions I guess ... This thread can be shredded or Clicked as Solved
  11. After AutoStart the litening targeting information goes way out of whack and I can't drop any laser guided bombs. This is a problem that comes up often enough now I do an AutoStart & take off up into the air and try to use the litening to target for me. But the litening reports targets are over 200 nm away!! ! When they are 10 nm away in actuality . No idea where to reset this , or stop it from not working after the AutoStart. A google search shows no information on the topic.
  12. As I keep testing the map I find Blue Team EWR does respond at all Airbases. Still , no red team EWR anymore. If I ever find out what went wrong I will post it here. Meanwhile , I will just keep playing , err, testing away.
  13. Hi, Yes, I do want to create only 1 ship . Once it gets killed spawn a new one. I had copied the code from a working example and left the 5 (groups) in , as it really didn't affect anything. Not sure why the original code was setup that way. randmathORos : Now, I dug this out of one of my posts. I would have thought searching through all posts by content would have located it for you, but found out I have renamed it in this mission project. This code uses OS.time and thus the whole dcs needs to allow this (by uncommenting a line in a lua script). The code originally came from the LUA developers website,( I modified it to add in some more options) and thus the code could run in any lua project not just ones for DCS. function randOSnumber(inpNumber,inpType) -- valid integers 1 thru 4 for now bflagit=false; inpType =math.abs(math.floor(inpType)) -- validation - absolute of integer portion only if (inpType>4 or inpType<1) then BASE:T({"inpType is not a 1,2,3 or 4: "..tostring(inpNumber)}) return end while (bflagit==false ) do if (inpType==1) then return ( tonumber(tostring(os.time()):reverse():sub(1,6)) )% inpNumber +1 elseif (inpType==2) then return math.random(inpNumber) elseif (inpType==3) then xx=( tonumber(tostring(os.time()):reverse():sub(1,6)) ) return math.random(xx)% inpNumber +1 elseif (inpType==4) then inpType=( tonumber(tostring(os.time()):reverse():sub(1,6)) )% 3 +1 end end bflagit=true -- never should get here , just returns in types 1,2 or 3 end --ENDOF randOSnumber
  14. oh ,heh, that is what I had done when I first wrote the logic, made it simple. it all has Worked for like the last 8 months of the project lifecycle. Now I do have some problems destroying ships. They seem to want to exist in the exact same place. even after one of them did bring up a "Destroyed" message. In fact a "dead' ship attacked another ship. Stuff like that. Of course, this is all part of the moose framework code. -- now ,the template ship used was created inside mission editor & created just like any templated unit type. This is where I do get a bit unsure about what syntax I should use to access this templated object. I believe the example I had found on Dead eveny handlers uses the Unitname (which in my case , Groupname is the unit name as well. All my templated units have only 1 in them.) To answer the questions: 1) randmathORos is a function . you can find it here at ed forums ,just by searching for it by that name. 2) ii ,as usual, is used inside a range, in this case, the Schedule will run in 3 + ii seconds --which can be up a a few minutes 3) the code below the "- the functions to kill of the ship are here (off the sample at ed forums)" was originally found here . The code handler was created to detect dead tank units and I changed it over to handle a ship, I then cloned it to handle other ship templates. That is the extent of any changes I had made to the original example. Never did get back to the testing to see if the original , late activated objects need to be destroyed ,rather than the templates which get spawned. Anyhow, it's just strange seeing 2 ships occupying the same spot.. Still a bit new to coding lua and to coding for this environment. I will post the latest version of the Chop-U mission if you want to take a look at it .
  15. all this was in the "good ole days" when the ship actually moved around the map. Now it's completely stopped. I have no idea ,of course, as usual
  16. BLUE|RED EWR LOGIC is identical ,however only the BLUE side works now. The RED side also worked for a long time. Now I am wondering if I should try to redefine again the Polygon used for the Border. I was experimenting with the RED logic , but in the latest version of the code both sides are identical again. The Red team Aircraft won't respond to invaders anymore but the Blue Team aircraft will come out of Liwa to attack. Has anyone else had their EWR logic stop working like I seem to have?
  17. Ok, I will fill in where I can. The Carrier is on RED TEAM (enemy) & Moose Spawned. I follow the same code technique I used to move the Spawned Tanks & other Ships around. The code had originally come from the mission examples, however, the code is slightly different in that it selects a random starting Carrier template (with it's Waypoints pre-assigned through mission editor). This is way I did it with the tanks & other ships. All working, except the Carrier won't move now. The mission I fly is called CHOP-U with a couple of different variants (night ,daytime, no TANK control, Hard level Only). Seems that some don't like to run them tanks around . Anyhow, as mentioned , the carrier was moving along for quite some time. Let's see, I can't send tracks because of the lua created code creates numbers that can't be used in troubleshooting I have been told. I ran glogg on the dcs.log file and found no errors relating to my code. I can send a Tacview file of the mission. That's about all I know about giving any feedback, Pikey ! What other information on this situation would you guys like me to provide? on another note: Oh, I had noticed something about the Carrier while it was moving about. And that was-- while I was watching a mission in Tacview, It showed the Template carriers that were not being used (spawned into I guess you could say) were moving about. And they moved right through the land masses as well. You couldn't see them at all while playing the game. So ,Tacview is keeping track of those unused Templates ,somehow. Heh, well I have really got try to figure that one out. Also, I am trying to remove the Carrier, which I had destroyed (got a message popup). Trying to remove it from a location on the map so that a 2nd Instance of it can traverse to it's last destination waypoint , which in a lot of cases is the same location. I have set up an event handler, when triggered , it runs a couple of lines of code which tells the Carrier Object to Destroy itself. Now, that doesn't seem to get it off of the map. So, there are a couple of Carriers at that location, a dead one and then the new one sent to replace it. ** Oh , and I got some of the Spawned Blue team tanks stuck inside of walls somehows? Now , I keep on telling them not to do that by spawning them All a fair bit away from any buildings !!! Yet they somehow manage to get get stuck . Heheheh....
  18. Heh, ok , kewl, thanks for the quick reply. It's great that we keep reporting this stuff so they can get the corrections in for a later build
  19. Ok , I , once again , am stumped, after the last patch my Moose Spawned Carrier has stopped moving along it's waypoints. Just Stopped. Always worked perfectly for 10 months of playing the mission. I looked in the dcs.log using glogg. No errors found regarding my code. Well, I never had changed it ,so what is going on? Is the latest Moose not working with the latest dcs release? I also wonder about the Carrier sea depth and distance between ships that would cause it to Stop. And well, the code had never changed from when I was flying with it last week to now. I mean , I don't even have a clue where I would go to try to fix this one. I do have Blue Team Carriers Moving through mission editor waypoints, and I do have Spawned Tanks, Destroyers and so on that are moving. Anyone have any ideas?
  20. WELL THAT IS A VERY NASTY REPLY TO MY JOKE KANG... In fact I WOULD PREFER you to NEVER reply to anything else I write at ED FORUMS.
  21. Still haven't found any resources on the subject ... still lookin'
  22. I keep on thinking that this would be the spot for me to add in some Pascal code as well ...
  23. Hi , I have been testing all the Carrier's and got as far as 73 the Washington Carrier. Now, I have tried twice on it in a row with same Jet/Settings I have used on all the other ones. I get the severe roll over . I will reboot and see if the setting goes away, but that rollover came back. On both these trips, I had a Successful startup, payings particular attention the the Parking brk and INS initialization. No problems were reported. Still I rolled heavily to the left. Now, This is after over a dozen or so successful landing/shutdown/repair/reload/startup/takeoff sequences on both the 71 & 72 carriers.
  24. Now before I upload any track .I want to fore mention the following points. 1) Any landing you can walk away from is a good landing. 2) I know there is an automated way of scoring , however , if I don't get a score, -if there are no flames or smoke - if there are no warning beeps and buzzers I give myself a score ! 3) just because the Landing Signal Officer waves me off , doesn't mean I gonna wave off. 4) plopping down onto carrier deck is just as good! whew! now with that out of the way I will upload a track (so don't judge the flying) ... ... Now after taking off I am now not rolling at all , It may be I didn't have the handbrake on while doing the AutoStartup or something to do with the ins I don't know , still new the dcs World of things, anyhow this is the first time ever I have successfully landed and then taken off from any of the carriers without a Roll ! update: I have discovered what it was that I needed to be doing. I had to set the Handbrake on before I do any Auto StartUp sequence. Now the ins has actually Finished correctly a couple of times , I was fiddling with stuff on the right mfd , don't know if that was part of it. Anyhow, this thread can be moved to another area and considered SOLVED. Thanks for all the support !!
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