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Everything posted by hmleao
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Unfortunately it wasn't this time that we got an estimate on release. xD Corsair day one purchase for me. This 21 overhaul was a pleasant surprise to me.
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Is it possible to stop track ir so it is possible to aim with mouse?
hmleao replied to hmleao's topic in DCS: UH-1H
That's better for sure. Just tried it here. Now I can move the gun with the mouse, but the camera still moving with track IR or locked if track IR paused or turned off. That make sense I suppose, but I'd like to kind of reset the camera to the one that keeps on the gun without restarting the game. Is it possible? -
Just to give some more context, if I start the game without track IR and jump to a gunner position, I can use my mouse to aim. Start the game with track IR or activate it later and you have to aim with the head, which suck. Tried to pause and even close Track IR and the mouse does not move the camera anymore. Is there something that I can do besides restarting the game without track IR to play gunner aiming with mouse?
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Am I dreaming? Named trigger flags in ME? Finally?
hmleao replied to cfrag's topic in Mission Editor
Man, I need to read these changelogs more thoroughly. Always getting caught by surprise... Recently I almost fell of the chair to see that helicopters received a command that can be used for them to follow the carriers, now this one... -
they're cool. what is their purpose in real life?
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Exactly, Whisper. It does not give that time for you to adjust. Again, the center works fine and all, but the having the other option too would be nice.
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I'm using the center position special option for trimmer. No problem and all, but I was just used to the default from other helos. Kinda like the .5s or whatever time we have in that option. Used to make some adjustments quickly. Unrealistic and all, but still, we're getting the option? By the way, the module is great fun.
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What Helicopter Module do you wanna see next?
hmleao replied to Tank50us's topic in DCS Core Wish List
Not quite a helo. I'd like to see a v-22 xD. but yea, for now cobra it it. -
how to make SAR helicopter have same speed as carrier
hmleao replied to probaco's topic in DCS: Supercarrier
Man... That's awesome, thanks. -
Deactivate "decoration" groups after not needed a good idea?
hmleao posted a topic in Mission Editor
Like most missions I've seen, when I create mine I put some groups that, particularly on the beginning, will breath some life into airports or FARPs or whatever. Cars moving, aircraft taking off, landing. All that good stuff. My question is about performance. Should I be deactivating these units after they're not needed anymore? Cars that moved out of the picture and will not be seen anymore. Aircraft that landed on another airport that should not be visited on that mission. Or maybe this is negligible and should not be reason for concern. Just to put into perspective let's say about 10 groups with this decoration function. -
did you try to change curves in game configs?
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Will next WWII aircraft module made by ED be released in 2022?
hmleao replied to dcn's topic in Western Europe 1944-1945
hellcat tip? no news. just a tease hun xD -
Well, I run the game from steam, so I was curious about this. Although it's not very expensive I wanted to know if this time it will still have the sale price there. Thanks.
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No COMMs with carriers if spawned on one with Huey
hmleao replied to hmleao's topic in Bugs and Problems
I used a workaround where I start my mission off the destroyer. This way I can contact it. Thanks for the info. -
It won't transfer automatically. But it's pretty easy to do. Here are the instructions: https://www.digitalcombatsimulator.com/en/support/faq/500/#3303126
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When spawned on a ship (or at least some of them) with the Huey, it's not possible to contact own carrier's ATC as well as from other ships. The options don't show up on the menu. It still possible to land over the fence of some ships of course, but I suppose it's not what you guys are shooting for xD. Tested on Persian Gulf map (attached file) and all the situations I could think of: starts hot and cold, land, sea and air. Pretty easy to swap the aircraft and see. Everything is already at same radio frequency (251). I don't know if it was already reported. I hope it helps. TEST.miz
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Exciting news. Looking forward to it. I'm another one of those who will be buying it. Love your mig-21
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Sorry, I should have posted the function where I got this error. The targets are one group of trucks, one of IFVs, one of BMPs and one of tanks. just a mission quickly assembled in ME to test it. What I was doing is saving some group information in a table so I could smoke some unit of that group again after a set time. -- adds unique detected groups to memory local function addGroupsMemory (detectedTargets) for _, target in pairs(detectedTargets) do if target then local inMemory = false target = target.object local targetGroupName = target:getGroup():getName() for _, markedGroup in pairs(MARKED_GROUPS) do if markedGroup.name == targetGroupName then inMemory = true break end end if not inMemory then local groupInfo = {} groupInfo.name = targetGroupName groupInfo.timeMarked = timer.getTime() table.insert(MARKED_GROUPS, groupInfo) end end end end the detected targets parameter there is just called in another function, no other processing with it local detectedTargets = Controller.getDetectedTargets(jtac) addGroupsMemory (detectedTargets) But you answered my question already. The function might give me some nil tables, so just verify with if target then before running the rest of the script. Looked like a good idea, but actually a group can be pretty scattered xD. I'll try to come up with something to solve this. Thanks again, Grimes
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Since we're talking about some weird behavior of some stuff, maybe Grimes could be so kind as to explain why some times you get some 'nil' units from detectedTargets(). I've made a script with your tip from before that auto marks targets and all is cool, but sometimes when killing some units this error show up. I could solve it without many problems just doing an "if target ~= nil". It's not a big deal, but I wonder if I've made some mistake because I wouldn't think that function would get me "nil" table units. My question is if this is normal or I may have made some mistake. The script only gets the detected targets and uses a for loop to do some stuff, and here and there when killing some of them I get the "nils". Thanks for any tips.
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That's great, exactly what I was looking for. Thank you so much.
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Thanks, man
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That's great, man. And how can I do that? like create a function and call it on a repetitive trigger or there's a better way?
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Hello, guys. I'm doing some experimentation with scripting just for the fun of it and got stuck on a problem that I can't see an elegant solution. It's about updating the destiny point of an infrared pointer. I noticed the origin of the beam gets updated if you move the vehicle, but the end point does not. I was guessing to use trigger repetitive is a bad idea, so how I'd set up this? To keep things as simple as possible, I'll pass the reference from hoggit. Thanks for any directions. local jtac = Unit.getByName('jtacBob') local target = Unit.getByName('BMPAirDefenseSystemGroup1_unit1'):getPoint() local ray = Spot.createInfraRed(jtac, {x = 0, y = 1, z = 0}, target)
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That's what I wanted to know. Thanks.
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Just bought the pack. Is there a way to filter units in the mission editor so it only shows WWII units? I've seen the historical button, but I'm not sure if there's one year that I could see everything from the pack. I'd be cool to see all of them without having do look at some list out of the game.