

Bushmanni
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Everything posted by Bushmanni
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You can scan quite a large area with TGP quite quickly with practice and find the targets that are visible. You just need to know the general location of the enemy and take 2-10min to check the area from distance (10nm is about ideal for searching). When you are too close to effectively use TGP you can find the targets by zooming the view and doing "visual" search. Visual search (now I mean finding stuff with your eyes in general) is a skill that needs to be practiced. Whether its white dots in TGP picture or dark dots in digital Georgian landscape, you will find them faster with practice.
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There's many threads about it but the basic things are: 1. It's a skill so you need to practice. 2. Strategy about doing it helps also a lot. Be systematic and use a effective search pattern. There are more detailed posts about those points somewhere. Don't have time to do the search myself right now.
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OK, I might have some clue of what's going on but it's quite a strange thing. Steps to replicate this strange occurrence: 1. Pick blue coalition Huey from list, fly 1km from base, land and eject 2. Note the unit names and ids of the spawned soldiers in the debug message 3. Pick another Huey and ram the soldiers to see their names in debrief window. 4. Instead of having the names assigned and shown in the message, the names are what id's were. Somehow the variable values have jumped from one variable to another! Before I added the loop to pick an unused unit id, the last soldier had his name correctly assigned. After adding the id picker, also the last soldier had id as his name. Something like this happened also with my radio triggers (which actually was the original problem related to flags) as with one version of the code smoke trigger executed pick up routine and the problem went away with an unrelated change somewhere else in the code (but didn't fix the getUserFlag just yet, that required some more unrelated code changes). The strangely behaving function begins from line 450 in the script. DCS Battlefield beta 5 test.miz
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You fire a radar guided missile instead.
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You could use shipping containers as mock up wall.
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I got my mission working but I don't know what the problem was. Debug message right before getUserFlag did execute and other debug message right after it didn't or any other line inside the function. After changing some stuff in other functions both debug lines executed.
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Client births aren't registered as events. I got radio triggers finally to work in my mission by manually evaluating the existence of client groups instead of event based triggering. I have attached a previous bugged version of my mission. Only Hueys have radiotriggers and only host or single player will get them when spawning. If the client takes a slot that was previously occupied by host, he will then have radiotriggers. The radiotrigger creation is triggered by birth event. DCS Battlefield beta 4.miz
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Updated the mission again. This time the radio triggers for Huey should work. At least they did for my test subject. Also changed the initial tickets to 12000, tweaked some radio messages to not clutter radio menu, adjusted A-10 default payload, reduced Maverics to 20pcs of D and H model to total of 40 per coalition. There's also some other tweaks I can't remember now. Mission file is attached to the first post. I also encapsulated the mission mechanics into single script that automatically adjusts itself to the units and zones in the mission. All you need to do is to add units and zones named correctly and you have a new DCS BF mission. I will publish the BFCK.lua (Battlefield Creation Kit) when I get it documented.
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Enemy doesn't run in the open in real life but hides if getting engaged by superior enemy. Also most gun battles last hours and end up with only few dead bodies for the same reason. People tend to do their best to stay alive and be smart about sticking their head out. Unless you drop a JDAM on a house full of unaware Taliban it won't be easy to rack up such a toll as after first shot the enemy (if smart or not unlucky) is usually nowhere to be found.
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I don't think people are hating him, just pointing out that he's messing around.
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"Advanced Precision Kill Weapon System"
Bushmanni replied to Flagrum's topic in Military and Aviation
Radar Hellfire is Fire-and-Forget and more specifically inertially guided and radar assisted. You don't even need a Longbow radar in order to use it as all the missile needs is target coordinates and velocity vector which can be acquired with TADS if need be. The missile will fly to the coordinates provided (if it's moving, it will calculate the current position using velocity vector) and search the ground for a target. You will need to have LOS to the target only when acquiring the target. -
There's nothing special going on in that video other than that he's rarely flying directly forwards and that could make it seem strange if you aren't very good at judging velocity vector. Like with every skill it's more about perception of what needs to be done and what you are actually doing than ability to do move your limbs, just like in driving, drawing, boxing, etc. When you have enough speed the chopper rotor disk behaves in a similar way as aircraft wing, ie. if you fly level and then pull up the nose 30 degrees at 200km/h speed but don't touch the collective you don't start to just slowing down but also climbing fast until you run out of speed. With simple vector analysis you should slow down and start to sink as your rotor disk normal isn't straight up as it used to be but that's not how real choppers work. The same thing is going on in the video, he's flying sideways or backwards while pointing the nose down and getting more hang time than "expected". Flying slowly, wobly and uncoordinated around targets shooting rockets at them isn't something you should strive for. As for developing general flying skills throwing the Shark around the sky could be useful in the beginning to develop some feel for the aircraft but what you really want to learn is to fly coordinated and smoothly yet being able to make quick transitions like climbs and turns without nose wobbling all around. Some wobble isn't problem as in quick transitions you usually need to let it happen for some degree for the transitions to be as fast as possible but you also need to be able to turn the chopper quickly with precision without wasting time trying to stop the oscillations while getting the pipper on target. In order to fly smoothly you need to be able to anticipate how the helicopter behaves as trying to react to what you see happening currently means you can only make slow and deliberate turns smoothly. In case you don't happen to know, you fly coordinated when your nose points to the direction where you are going. Coordinated flying minimizes drag and also makes the Shark easier to control and to feel what it's going to do.
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Yeah, string taped to the windscreen would be nice to have at least optionally.
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The drag index is meant to be used in conjunction with the charts they are provided for. For example, you can have a negative drag index, which only means your drag is less than the baseline (by removing some stuff normally always carried). It doesn't relate to aircraft performance in any easily decipherable way other than less is better unless you use it with charts. You can also have different drag index for the same munition in a chart of a different aircraft. A-10A flight manual has fractional drag indexes while modern manuals tend to have much larger integer drag indexes that can be summed in head more easily.
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Duh. I have to investigate further though as this trigger does crash my lua file execution for some reason.
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BS and BS2 are basically the same game but BS2 uses more recent version of the game engine and has some new features like being a module of DCS World.
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When I call trigger.misc.getUserFlag it just fails to execute without any error messages. It will also stop execution of a function it is contained in. In attached mission I have a trigger that sets a flag after time is more than 5s and other that outputs text when the flag is set. When I run it nothing happens. SSE test getFlag.miz
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In the attached mission, there's four red infantry soldiers behind four blue tanks. There's a script that monitors if unit "spotter" can see unit "target". Even though the tanks are only few hundred meters away and within LOS the infantry doesn't see them. The tanks also don't appear in F10 map when Fog of War is turned on. On the other hand when you give FAC task to blue infantry they start seeing tanks. Test AI spotting GVs.miz
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Maybe I should try adding a slight delay to the radiomenu update. Currently it's updated by clearing the whole menu and then adding back the relevant triggers. It's done this way to make sure the radio menus are synced for the clients as clients will have only those radiotriggers appear that are created when they are connected. This way I don't need to keep tabs on what triggers are already created that should be first removed and then re-added for synchronizing. Radiomenu gets updated on birth and when loading or unloading troops. Radiotriggers work perfectly in SP so it's something in MP that causes the crashes.
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F10 radio menu should appear for UH-1 right from the birth. If it doesn't, it never will until you respawn again and it might appear. I will figure out a workaround for this. Consider UH-1 as a transport and all other stuff related to it as not functional at this point. Ground units will not respawn immediately anymore but they have a delay that can be adjusted in the script. I have forgot to change the briefing. The massive client crash was most likely because someone spawned a Huey or actually had a F10 menu and tried one of the commands. If this wasn't a case then it's something to be investigated. I assume the problem with Chaparal was that human player can't shoot the missiles? It's a bug probably not fixed yet. Thanks for the bug reports and suggestions. They are really valuable.
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I have experienced similar jumps and also dips but haven't been able to exactly pin down when they occur as it doesn't happen always. But yeah, I think this is what is causing most of the grief with VRS as when it happens the other way around it can cause your vertical speed downwards to increase suddenly when slowing down. Has anyone checked if the step function like behavior is seen also in the torque meter, as if you suddenly get a huge boost in efficiency as there's no sudden step in UH-1 cruise chart in ETL transition, just gradual decrease in required torque as speed increases.
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Thanks. Have you tested the mission with more than couple of players? I'd really like to know how the game balance works with lots of people or how the game dynamics change. To clarify a little, I'm waiting to know if the f10 triggers works, so that I know they work now or I need to find a workaround. I'm not abandoning this mission until the bug gets fixed.
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Did you try out if F10 commands work for client Huys? 1.2.4 had a game crashing bug with the triggers and I have suspended developing this mission until I know if it got fixed in 1.2.5. Your edits are what I have been considering doing myself. What kind of loadout you gave to A-10? I think I put them into the official version also. Thanks for the feedback.
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There's little friction in the bearing opposing the rotation of the inner swashplate and that's all the torque it's experiencing or what the anti-rotation link is applying to it. The rotor on the other hand has some serious drag opposing it's spinning which is the torque the mast is delivering to the rotor. I would think that no helicopter has a torque meter at the swashplates as that just seems silly. Better place would seem to be engine- or rotorshaft.
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Is T-90's At-11 undetectable by LWS?
Bushmanni replied to dimitriov's topic in DCS: Ka-50 Black Shark
I'm not aware of any wire quided ATGM with more than about 4km range, which is limited by the length of wire. Early missiles were controlled directly, ie. push joystick left and missile turns left, which I think wasn't very easy or accurate. Modern missiles (optically tracked) have a flare or laser beacon at the aft of the missile which a sensor in launcher camera system tracks. The system tries to keep the missile centered to the crosshairs so that the missile hits what the gunner is aiming at. Obviously the laser beacon is visible only to the shooter.