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Jagohu

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Everything posted by Jagohu

  1. Jagohu

    Cyclic ops

    As it is considered (for now anyway) by DCS as a "Heliport" I haven't found a way to overcome this issue either. Unfortunately it'll be there even if you don't define the frequency bit - it seems like it comes by default. The only way around is not using the 'Simple radio' and setting your frequencies as IRL - by preset channels or punching in the frequencies. Most people do that anyway I believe. @F1GHTS-ON: thanks dude, I've received some help on it but any info is appreciated I was told it's typically 8 events a day, since you can't keep everybody running 24/24 - of course there're exceptions.
  2. It will be part of the campaign, there'll be no need for you to do anything
  3. Question: would you prefer to have the results in a text file or in a CSV which can be easily imported to Excel?
  4. ...it wasn't me
  5. Answering my own question here... player_id=world.getPlayer() player_name=Unit.getPlayerName(player_id) This should give the "Callsign" field of the logbook.
  6. Two AI Tomcats have landed, taxied to EL1, went all the way down - just about when the sliding door opened they exploded.
  7. Hi, Does anyone know if there is a way to access (in LUA) the player's name given in the logbook? I can get the player's name from the ME, but I couldn't find anything about how to access the logbook name. I can see my Logbook callsign next to the airplane with labels on from external view, so it does get there, but how to access it? I'd like to use it for a greenie board. Cheers
  8. AWACS will call out neutral flights without any interaction normally. If you want one NOT to be called out by any chance, make them Perform Command/Invisible/ON
  9. Here's another nice one. Taxiing from spot 16 (patio) to CAT4, hitting parked aircraft on EL4. I don't even want to go into the Patio(spots 14-15-16)-to-CAT1/2 taxi issues - they always get stuck if there're aircraft on the Street/Sixpack.
  10. Jagohu

    Cyclic ops

    Thanks, I know it can be done, it just takes time and I still have a lot of other things to do. The trick is that you need to steer the carrier on a track that doesn't bring it into an island/oil rig or inside Iranian airspace - in my campaign the Iranian air force reacts to your 12 nm zone airspace violation by intercepting you, and you probably don't want that during a recovery I'll think of something, but you know if I do it I want to do it right so it doesn't make neither the carrier or any of the other ships in the battle group (which sail at a "fixed" position related to the CVN) run aground or do something unrealistic. It looks easy when you have the human in the loop, but you must account for every possibility for the computer, otherwise there'll be a "Murphy-moment" sooner or later Thanks - I do it slightly differently from him, but I know his initiative and it's a relatively easy solution for people not so familiar with LUA
  11. Jagohu

    Cyclic ops

    I have planned a couple of recoveries like this in my campaign, where you need to taxi to the end of the bow (towards the end of CAT2) or to the fantail - latter only if you're the last to recover I guess anyway...
  12. It all depends on the spawn position - you can check them out in the SC manual/Mission Editor part. That's the only thing which matters actually, but then again the way I see it after some LUA programming, it is rather difficult to cater for all possible cases and give an AI to the taxiing aircraft - and it's not a high priority I guess, because it's not as visible as ie. new systems/weapons for aircraft...
  13. Jagohu

    Cyclic ops

    @Jackjack171: it does help, thanks, but it doesn't make it easier for me as I've already modelled the hundreds of oil and gas platforms in the Gulf according to naval charts. They are considered as floating static objects and as such are not "avoided" automatically by DCS ships - they just sail through them which looks kinda stupid... And to calculate a trajectory to avoid them at all times - well it's gonna be no easy task as they're dynamically spawned/(and hopefully will be de-spawned once ED fixes it and it becomes possible) depending on the player's position to keep memory and CPU footprints to a minimum(picture is still from before doing all the CVW-8 skins)... I'll keep it in mind anyhow for an improvement - from the pilots' point of view I hope it doesn't happen too often that they see the ship turn - do they? I mean by the time they get on the deck (in DCS anyway, where it's only minutes to start up an airplane as opposed to IRL) to launch or come back for recovery the ship should already be sailing into the wind, doesn't it?
  14. Jagohu

    Cyclic ops

    @Jackjack171 Okay, if you don't mind I'll have a question then - is the ship always fully steaming into the wind during launch/recovery (which in my understanding ideally takes up to ~15+~30 minutes/cycle) or is there an "allowed crosswind component" for each? What happens if there isn't much space to do this (ie. Persian Gulf)? Again, thanks a lot for the insights, these are the things which are not in the publicly available literature and not straightforward enough for an outsider to know Much appreciated!
  15. Jagohu

    Cyclic ops

    @Jackjack171Thanks a lot, fixed! If you have any other observations, please do let me know, I'm trying to make it as realistic as possible.
  16. Jagohu

    Cyclic ops

    I'm working on a cyclic-ops simulation at a certain level for a single player F/A-18 campaign in the PG. So far I haven't considered implementing course changes for the carrier, but I'll keep it in mind and I might implement it if I'll have the time - although it is tricky when it comes to "smaller" operating areas like the PG and I'm afraid I don't know enough about the real operations in this respect to be able to realistically model it. It will however reflect different layouts on the flight deck with static and dynamic objects around as they're supposed to (side numbers, liveries are checked not to be duplicated, etc.). Players will see what they're "supposed" to see on the deck and around the carrier when departing/recovering - of course everything is limited by many factors in DCS (spawn locations, taxi routes to CATs/parkings) - but still it should be quite nice in my opinion. "Dynamic" traffic comes with individually generated flight plans and loadouts, therefore every mission start should differ with respect to AI traffic/static objects around.
  17. Same stuff with an F/A-18 causing a deadlock... S3#1 launches from CAT4, S3#2 taxies to CAT3, but needs to wait until the launch of S3#1 - in the meanwhile the Hornet taxiing to CAT4 stops in front of him...
  18. There is no published radio navigation aid in the Oman AIP. Khasab being a military field, housing only the 14sq SAR detachment of NH-90 helicopters, it doesn't really need one. Bad weather operations are surely kept to a bare minimum(and there aren't many bad-wx days there normally anyway), when these helicopters can use ILS/GPS arrival procedures or ground-controlled approach (PAR) for runway 19 - thus there's no need for a TACAN to be maintained there.
  19. Hi, I'm not sure if it's reported yet, but aircraft belonging to the Neutral coalition should probably not be called out as "Bandits" by Jester. Ie. IL-76. Neutral is normally background traffic so it is not only annoying, but straight away "dangerous" if Jester calls them bandits and the player shoots at them. Cheers
  20. I use BC1 4bpp linear (Color, NO ALPHA) for the "normal" parts of the skin, which means it's about 11 Mb/file. For the HB_F14_LOD1_3in1.dds file though I use BC7, Linear, 8 BPP Fast(Linear, DX11+), Color NO ALPHA though, making it a size of around 16.7 Mb. I personally could not see any quality difference if saved in BC1 or BC3 or BC7, but saving in BC7 doubles the size and if you have many different skins loaded at the same time it does impact performance quite a bit.
  21. One more addition to the F-14 on the spawn topic: when spawned "UNCONTROLLED" it spawns with swept wings. However, upon Activation, the wings suddenly go to 16 degrees, and then come back to fully swept position, which is both unrealistic and it might damage other airplanes around.
  22. Hi, I have found two issues with AI aircraft taxiing around the carrier. Maybe they've been reported already, in that case please disregard Issue 1: F-14 taxies from SIXPACK parking 3 to CAT3. When the E-2 launches from CAT3, the S-3B Tanker prepares to launch from CAT4. The F-14 starts creeping closer and hits the right wing of the S-3B, making it a deadlock (S-3B never takes off, F-14 never takes off). Issue 2: also on the same screenshot - F-14#2, taxiing to CAT4 from SIXPACK parking nr 4 taxies through the static object E-2. This also happens with airplanes after landing, they just taxi straight through the aircraft parked in front of the Island. Thanks!
  23. Please make the deck crew liveries editable, so we could create "squadron" LSOs, maintenance personnel, etc.
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