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Jagohu

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Everything posted by Jagohu

  1. Found this in the \DCSWorld\CoreMods\tech\TechWeaponPack\Database\db_ground_objects.lua add_structure({ Name = "Oil rig", DisplayName = _("Oil rig"), ShapeName = "oil_platform", Life = 2500, Rate = 100, category = 'Heliport', subCategory = 'SeaShelfObject', -- only for ME SeaObject = true, isPutToWater = true, positioning = "NO", classname = "lOilPlatform", numParking = 1, }) add_structure({ Name = "Gas platform", DisplayName = _("Gas platform"), ShapeName = "gas_platform", Life = 2500, Rate = 100, category = 'Heliport', subCategory = 'SeaShelfObject', -- only for ME SeaObject = true, isPutToWater = true, positioning = "NO", classname = "lGasPlatform", numParking = 1, })
  2. https://drive.google.com/file/d/1GEEOzj9WCUHl1K9FLiibD9pj9FdFVcS6/view?usp=sharing Another weird one, when hitting an oil rig with a couple of MK84s. Error message, then it says the rig is destroyed, but yet it stays there and doesn't disappear from the map either.
  3. Hi all, I've been playing around with this and I managed to spawn Sea Shelf Objects, but destroying them doesn't seem to work properly: it just removes their label from the map, and that's pretty much all I can see that happens. These "Static objects" seem to be handled as units(Helipad) not as static objects , so they're "destroyed" by Unit.getByName('Static Oil rig-3'):destroy() Static Objects/Structures/Oil Platform is a different story. Does anyone know how to actually remove them from the scenery? They keep sitting there and they still exist on the map too, although without a label: https://drive.google.com/file/d/1q3XJZlSo9s3Qp8UUcd0RzJSOHBQ9JiJL/view?usp=sharing Thanks!
  4. Surely you found it out already, that not every unit can be placed on an oil rig - for example "AAA Vulcan M163" can be placed, but a AAA Bofors 40mm can't.
  5. Keep in mind that it's not IAS(Indicated Airspeed), but GS (Ground Speed) you assign - a KC135 can't fly at 160 kts GS (around 120 kts) at 18.000 ft. When you look at your tanker from the external view (F2) you'll see his IAS I think. Anyway, give it at least 250 kts GS in my opinion or fly up there with you A-10C and check your GS as a reference.
  6. Thanks toutenglisse, just found the solution, I didn't realize you posted in the meanwhile :) Thanks a lot though!
  7. Thanks a lot Grimes, this is awesome! Beer money is sent, thank you very much for all your time you've put into MIST!
  8. Hi, I've been trying to teleport some units(ships) on (late) spawn to a random point along their route, but if they are teleported they just sit there and don't continue on their route. Even if I schedule a mist.goRoute with the original group's route, these units only start moving if they actually spawn on WP1. Does anyone have any idea how to solve for this issue? -- I know this one might not work because the group technically gets destroyed and re-spawned, but then how can I fix this? Thanks a lot!
  9. It seems like MIST only gives you the number of aircraft inside the zone, or at least I couldn't get anything else out of the table. Anyhow, problem is solved now, I have programmed it perhaps a less elegant, but at least a working way :) Thanks for all the advices!
  10. Thanks, I'm trying with MIST now, but can't really get the names of units out of the table inZone, I keep getting errors and it seems like it is populated with the right amount of entries(2). I've also tried with instead of the bit, but no joy...
  11. Thanks a lot guys, I've got the bearing/distance bit sorted out nicely. Now I'm trying to find a way to get the name of ANY unit entering a moving zone - ie. I'd run the script every 15 seconds or so checking if there's any unit inside the moving zone. Does MOOSE or MIST have a function/way to do this? So far I've managed without, but I'm willing to use it if it makes it easier :)
  12. Hi, I'm very new at LUA scripting and I've been struggling with this one, which should be really basic but I'm not really sure how to start: I'd like to have a trigger zone trigger this script when another unit or part of coalition enters the area: then I'd like the script to display the range/bearing/altitude(or altitude difference) of the unit just entered the circle. Could perhaps anyone give me any clues how to start? I'm kind of stuck at how to get my own position, the other group's position and altitude - I know it must be trivial, but I couldn't figure it out yet. Thanks a lot!
  13. Hi, I'd like to ask to create the possibility for Neutral coalition aircraft to land on Blue/Red coalition airstrips too. It'd help a lot in creating background traffic. Thank you!
  14. I had something like this and it took me a while to figure it out why. Have a look at your static objects on the deck, one might have gotten into the landing area - maybe it was not linked with the carriier. For me it was a crew member who was supposed to stand elsewhere, but ended up at the round-down, barely seen.
  15. +1 on this, I'd also love to see some EA-6Bs on the deck if we're operating Hornets and Tomcats :) ...or F/A-18E/F Rhinos and Growlers, even if not playable but they're part of the pack normally - either-or... :) As for the ships comment: if you're simulating a Carrier Strike Group, you might as well do it right, it gives you a lot with respect of immersion if things are where they supposed to be - ie. ships too... For one I feel a bit weird with mostly the Oliiver Hazard Perry class frigates around, it's nice to have some other ones finally - having said that if we're talking about "flying in the '80s/'90s" we still used to have a BB in some battle groups as well :) Remember, if you have the ships around you can get a proper adversary set up for the OpFor if someone's playing against the US forces in the game...
  16. Jagohu

    weight board

    The implementation of the weight board for the launch process (even if only for show) would be a nice little addition:
  17. "Stock" missions should be either dynamically updated to SC if it's present or it'd be nice to have them as "Supercarrier" missions as well. It'd also be nice if the carrier would either "switch" to recoveries after launching all aircraft or unless otherwise defined only use the bow Cats and keep the landing area available for landing aircraft. I couldn't land coming back after the Cold Start mission, because Cats 3/4 had people standing around without any aircraft waiting for launch. Kept on circling above the carrier, the tower call never came.
  18. Positioning to Cat 2 in the Cold Start mission the JBD was raised way before the aircraft was clear of it, thus it pushed the aircraft ahead. No damage, but it's a bit unrealistic.
  19. @BIGNEWY: thank you. I did restart it beforehands a few times, but it didn't help. In the meanwhile I've done a router restart as well, and now it does seem to work indeed. Thank you!
  20. After having purchased the Helicopters bundle a few days ago, I wanted to give it a go yesterday, only to face this error message on Steam: Failed to request product key from steam please try again in a few minutes. Trying again today didn't help. I have tried: - remove the helicopters DLC, it didn't help. - remove all DLCs except FA18 Hornet (because I don't want to lose my settings) - didn't help - verify integrity - didn't help - clear download cache - didn't help - run it on my laptop, firewall and antivirus (Norton) off, different internet connection - didn't help The same error pops up even if I just want to see my CD keys, which normally contain the A-10C, F-15 and MiG-21. Could anyone help please? Thank you!
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