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Everything posted by Jagohu
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As long as you don't have the "Your signal is Charlie" call, you're supposed to hold above the carrier I think. Then when on final, you need to call the ball.
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I'm working on one, it'll be part of a single-player F/A-18 campaign - which might get an F-14 version later on if there's demand for it. The module records the landing attempts, calculates boarding rate, interval time and gives a debrief on the mistakes at the moment for a single squadron. I plan to extend it to look for tendencies, more common mistakes, we'll see where it goes...
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Hi all, You guys do truly amazing things on skins, respect! I'm just trying to make some skins, primarily for static aircraft since their bord number seems to be kind of randomly generated and I'd like to ask for your help: I'm not a photoshop-pro and I'm having trouble creating the "opposite", mirrored, right side of the aircraft, especially the number. I just copy-paste it from the left side, but it doesn't seem to "fit", it seems out of place. Could you give me a hint what sort of transformation I'd need to do via Photoshop to make the number kind of "snug" the fuselage and not look like something painted in the air? It's a VF-213 bird from 2005, if anyone's interested. Thanks a lot!
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+1 - or at least AI should not use them and go to a different one if there're static objects on the path...
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Launch trigger: MISSION START Arrival trigger: 1. Create a zone, name it "arrival" or something 2. Create a trigger "ONCE" - Condition: UNIT'S INSIDE MOVING ZONE/PART OF COALITION IS INSIDE... - select your unit, select the zone and select the carrier as the unit to attach the zone to. You won't see it but it'll "drag" the zone with it. Or just simply create a zone big enough so you don't need to use "moving zone". If you want it with selected units but not all from a coalition, then you need to create OR conditions to every single unit I'm afraid. 3. DO SCRIPT... I think if you're gamemaster you haven't "taken control" so I'm not sure that would fire... To check just add a MESSAGE TO ALL "TEST" and see what flag fires when. Good luck!
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The Legit Discussion for the D Model Tomcat
Jagohu replied to HairyPOOnuggets's topic in Heatblur Simulations
Yep + TARPS, IRST as far as I know. Of course the A-6, EA-6B would be very welcome too :) -
When placing F-14s on the carrier as static objects, the Mission Editor shows them with spread wings - unlike any other static carrier-aircraft. It'd be nice (and easier to place them next to each other) if they could be displayed in ME with the swept wing, the same as they appear in-game on the deck. Cheers
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The Legit Discussion for the D Model Tomcat
Jagohu replied to HairyPOOnuggets's topic in Heatblur Simulations
It would be nice to have the F-14D at least as an AI aircraft with all the stores it could carry. It would be one small step ahead and probably it'd need no systems modeling. -
[REPORTED]Aircraft starting on ramp use radar before engine start
Jagohu replied to Jagohu's topic in Weapon Bugs
Good call, it can be done rather easily after all. Thank you! -
nope, they're all there... check your settings, historical, country that's the best I can suggest
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+1
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IRL there are TACAN stations which only provide bearing info, not distance. Perhaps this is the purpose of the checkbox, I have not checked it though.
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Hi all, I've been looking around, but I couldn't find anything on these items - I'd like to use these values in a LUA script (CASE 1/2/3, visibility, clouds). All for single player missions -is there any way to get what sort of approach is in place? -is there a way to get the visibility/clouds values of the Supercarrier? It looks like they get the actual values, because it also works nicely with dynamic weather. I know I could get the values easily in static weather from the miz file, but with dynamic it doesn't work properly that way. -is there any way to trigger a wave-off for on the Supercarrier? Thanks!
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No Routes shown in Mission F10 while Flying Mission
Jagohu replied to Rocky49's topic in Mission Editor
Indeed it's not there while some others are... it might be a bug -
Remove enemy ground unit icons from the F10 map only
Jagohu replied to MobiSev's topic in Mission Editor
If I understand correctly you want to only remove the icons from the F10 map - I'd say just click on the option "Hide on Map" in the ME, that should do it. The ones you have this option checked should not appear on the F10 map. I presume since you're saying "fog of war" you have that option set in the ME/Set Mission Options/F10 view options tab. -
Good one, thanks! For others who come across this later, don't forget to define the variable _stats in the beginning of the script, otherwise it will throw an error. _stats = {}; _stats.eventHandler = { [indent]onEvent = function(self, e) if e.id == world.event.S_EVENT_PLAYER_COMMENT then[/indent] [indent=3]-- todo: your code here[/indent] [indent=2]end[/indent] [indent]end[/indent] } world.addEventHandler(_stats.eventHandler)
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reported Oil rig and Gas platform destroy/despawn error
Jagohu replied to Jagohu's topic in Object Bugs
Additionally, when the type of any of these objects (Gas or Oil rig) requested, it returns as if the object didn't exist, while it it's position is requested it works fine. local pos = StaticObject.getByName(staticname):getPoint() -- WORKS local typename = StaticObject.getByName(staticname):getTypeName() -- returns object doesn't exist -
I concur - with latest beta, I've shot an Iranian F-4E in the face with an AIM9X, but wingman still doesn't engage at close proximity with Sidewinders or Gun despite the ROE being Return Fire.
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KC135: depending on the receivers, and loadout of the receivers - if it's purely F/A-18s in a training setup (not with a lot of bombs and stuff), then I'd say FL220-240 and IAS 275 kts for Navy guys. Watch out though as in DCS you don't set IAS, you set Ground Speed and they vary with the altitude. S3: if it's a recovery tanker then 10.000 ft, 275 kts. KC130: this is not my field of expertise, but i'd put it somewhere in between. They hardly fly above FL240 that I can say, so I'd put them down to FL160-180 and 250 kts IAS. Good luck!
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Agreed, we need this option. It is present for Groups, but not for static units through LUA scripting. Yet it is allowed via the Mission Editor, there's a discrepancy there. @BIGNEWY : would it be possible to align the behavior of the ME and the possibilities of the LUA ? Right now the hidden=true bit doesn't do anything. Thank you! local staticObj = { ["heading"] = 4.3458698374659, ["groupId"] = 999, ["shape_name"] = "rezky", ["type"] = "REZKY", ["unitId"] = 998, ["rate"] = 100, ["name"] = "Iran_BandarAbbas_3", ["category"] = "Ships", ["y"] = -2685.7201420976, ["x"] = 107644.82150389, ["dead"] = false, [color=#f1c40f]["hidden"] = true,[/color] } coalition.addStaticObject(34, staticObj) from the .miz file a similar thing proving it is already inside the mission file only not triggerable from LUA: ["static"] = { ["group"] = { [1] = { ["heading"] = 0, [color=#f1c40f]["hiddenOnPlanner"] = false,[/color] ["groupId"] = 2, [color=#f1c40f]["hidden"] = true,[/color] ["units"] = { [1] = { ["category"] = "Ships", ["type"] = "LHA_Tarawa", ["unitId"] = 2, ["y"] = -2841.4109776284, ["x"] = 106653.0378987, ["name"] = "DictKey_GroupName_13", ["heading"] = 0, }, -- end of [1] }, -- end of ["units"] ["y"] = -2841.4109776284, ["x"] = 106653.0378987, ["name"] = "DictKey_GroupName_13", ["route"] = { ["points"] = { [1] = { ["alt"] = 0, ["type"] = "", ["name"] = "", ["y"] = -2841.4109776284, ["speed"] = 0, ["x"] = 106653.0378987, ["formation_template"] = "", ["action"] = "", }, -- end of [1] }, -- end of ["points"] }, -- end of ["route"] ["dead"] = false, }, -- end of [1] }, -- end of ["group"] }, -- end of ["static"]
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OpenBETA 2.5.6.55960: Oil rig generates an error message when hit (with 4*Mk84): https://drive.google.com/file/d/1GEEOzj9WCUHl1K9FLiibD9pj9FdFVcS6/view?usp=sharing Oil rigs and Gas platforms sometimes have their respective type reflected on the F10 map (Oil rig/Gas platform with the Heliport frequency - normal behaviour) or without any additional data(freq, callsign, heading) their TYPE is ZIL_KUNG_P1. Gas platform OK Gas platform ZIL_KUNG_P1 Oil rig OK Oil rig after StaticObject.getByName([name]):destroy() When removed with ie. StaticObject.getByName('Static Oil rig-3'):destroy() or Unit.getByName('Static Oil rig-3'):destroy() it only removes their label from the F10 map, but doesn't remove them from neither the scenery, nor the map (so most importantly not from the memory). After removal their TYPE is always changed to ZIL_KUNG_P1.
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Too bad, I hope it'll change. It seems like these Oil and Gas platforms eat up a lot of memory/cpu power when they're used in numbers close to reality in the PG area, at least my experience starts becoming choppy here and there even if they're out of sight.