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Gronank

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Everything posted by Gronank

  1. If you create your own scenarios, you can put down a steerpoint on something lockable along the way and you can get the boresighting done in less than 30 seconds with minimum hassle. You still have to do it, of course, but it isn't a massive pain (compared to trying to get it done on the ground, for example)
  2. I've run into this recently. The missile doesn't maneuver until it is burned out consistently when is launched at 15k feet within max range but outside the no-escape zone. Notably, the missile is not lofting when it doesn't work. When launched inside the no-escape zone, there's no problem and the missile tracks as it should. It is unclear if it's also a problem when the missile is lofting when fired at higher altitudes because the AI only starts maneuvering after the missile is burned out, but I've never noticed a problem. Mirage_misssilebug_nottracking2.trk
  3. I actually managed to get MOOSE and the native script api running in VSCode a while back with live debugging. Attached is an instruction for how I set it up: VsCodeSetup.pdf There's also a script file needed for debugging: remote-debugging.lua The script is an amalgamation of devcat's debugee script and its dependencies The instructions significantly based on some instructions I found somewhere, unfortunately I forgot where so I can't give credit where it's due.
  4. In the manual, on the topic of Rocket/ Gun pod attack profile, there's this description: The word "latest" usually refers to a time, not a range. But because the plane is a moving object, I parsed the meaning to be "closest" because that's where the plane would be at the latest while travelling through the firing range and that therefore the shooting que was also somehow also the pullup que. "Furthest" would be much more clear here.
  5. That must be it, thanks! Sorry for the false alarm.
  6. Reproduction: 1. In navigation mode, press OBL on the PCA. Radar enters TAS mode, target diamond and range que appears on HUD, all expected. 2. Trigger the fix using the "Magic Slave/AG Designate/INS Position Update" button. VAL and REC buttons lights up as expected. 3. Select pho/theta on the PCN =>The display shows the offset from the original waypoint to the aircraft at the time of the fix. Expected: the offset should be from the original waypoint to the point pointed to by the diamond. In the attached track file, the expected offset is 500m at 262 degrees. I see in the documentation that the Magic Slave button is used to do a positional fix. It certainly does this but the problem seem to be that "OBL" is simply ignored, making radar fix impossible. oblBug.trk
  7. This passage had me scratchinng my head: What is the significance of the P.CAB light to the ejection seat?
  8. AP disconnect is generrally a button you want mapped anyway, easily accessible too
  9. Sure, start by installing this mod: https://github.com/Quaggles/dcs-input-command-injector tobe able to place custom binding in your dcs saved games folder. Then unpack this in your dcs saved games folder: InputCommands.zip
  10. I ended up creating custom bindings for radar range and mode select (and a few other things).
  11. Tables are available in the kneeboard
  12. This module really needs a special option scale bar to increase the hud text size.
  13. I recently discovered that the script necessary for setting a AA tacan on a tanker has changed. It used to be that you set the tacan frequency and now you set tacan channel and mode. I think this is an definite improvement in usability, but it would be good if this change was listed in the change log. I believe the change was made in the patch from 17 march ("Inconsistent A/A TACAN behavior fixed. Tankers in old missions now get correct TACAN frequency at the beacon creation.") A line such as "BREAKING CHANGE Scripting. Activate Tacan command now requires channel and band properties to be set" with a link to (updated) documentation for details would have made life easier.
  14. "That M163 VADS over there looks like a smooth ride"
  15. The reproduction steps are straight forward: 1. spawn hot on the runway in ferry configuration (3x fuel tanks) 2. switch to CAP configuration (2x Fox1, 1x fuel tank) 3. take off and jettison the fuel tank => note that the plane still thinks there are missiles attached, in actuality they're jettisoned Expected: Jettisoning fuel tank should not jettison missiles mirageJettisonBug.trk
  16. This is a breaking change: All missions in existence would not have datalink enabled if this change was made. It is a minor annoyance that the mission designer has to see EPLRS for things that are not EPLRS, but this change is worse than doing nothing.
  17. There's no practical way to mod the map. Note the qualifier. If you're of the impractical persuasion, you could go into some lua file governing the moving map and disable the map as a render target, then go and replace the moving map background texture with something else, and you can get something like this: The cursor stills moves without a problem. In theory, a crafty individual could figure out which scale and how big of region is necessary to render a map to a dds texture file to get the cursor to move correctly. But even then, it would only ever be that region and the player would be responsible for placing the cursor correctly whenver enterinbg the region covered by the map.
  18. The videos are useful for building a mental picture of what is possible to do. To actually learn how to do it, apply xkcd 627 once the thing comes out.
  19. Targeting doesn't seem to take into account own ship movement. Wonder if it's WIP.
  20. The autopilot is definitely doing something with the trim button held, but I think it's mostly stability assist. Given the alternatives are stable but uncontrollable with the autopilot or controllable but unstable with the autopilot turned off, I think trim pressed all the time provides the best tradeoff.
  21. Here's a fun thing I've noticed: I went into joystick/default.lua and keyboard/default.lua in the Hind input folder and swapped iCommandPlaneTrimOff and iCommandPlaneTrimOn, making pressing the button on my joysting effectively unpressing the button in the cockpit. This makes the autopilot behave exactly as you would expect it should when trimmed (as in not go crazy, toss the helicopter around and end up in a different orientation from the one you trimmed for). I cannot tell if this is a bug or simply quirky soviet engineering. Wouldn't be surprised if it was the latter.
  22. There are some secret stuff related to embarking and disembarking units from helicopters, but I haven't investigated further so I don't know if one could actually use these in scripts. They're used by the RadioCommandDialogsPanel.lua file though.
  23. Not documented anywhere as fas I can tell. I found it searching for hidden stuff by iterating through the different objects and outputting the results.
  24. You can view the start state of warehouses with env.warehouses (you get the table from the warehouses file when you open the mission as a zip). Yes, it is not particularly useful in any practical sense.
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