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Showing results for tags 'waypoint'.
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Introduction SharkPlanner has started a MOD for entry of waypoints into ABRIS and PVI-800 of DCS Ka-50 attack helicopter. The mod enables entry of: waypoints into ABRIS/PVI-800/NADIR fix points (used for INU/INS corrections) target points (used for autopilot ingress, SHKVAL slewing and DL operations) review of elevation profile along route Meanwhile SharkPlanner supports additional modules... FAQ How does it work? SharkPlanner runs as a LUA script hook and is able to utilize DCS's native UI in order to deliver minimalistic UI without requiring external application. Does it break integrity check? No, SharkPlanner is not deployed in your game installation folder. Do I need binary/exe? No, SharkPlanner runs within the DCS, and as such does not require external tools to run. Which DCS versions are supported? Minimal requirement is 2.8 either stable or openbeta. Which airframes are supported? BlackShark 3: Ka-50 version 2022 BlackShark 3: Ka-50 version 2011 BlackShark 2: Ka-50 Combined Arms (only information gathering) Gazelle: SA-342L Gazelle: SA-342M Gazelle: SA-342Minigun F-16C JF-17 Thunder How do I report bugs? Open the issues, read existing open issues to quickly figure out if your issue is already reported, and if you find none create new issue. Please try to be precise and provide the steps for reproduction and if needed: screenshots if available links to video if available mission file if available (needs to be renamed into zip, I recommend my_mission.miz.zip) dcs.log, located at %USERPROFILE%\Saved Games\DCS.openbeta\Logs or %USERPROFILE%\Saved Games\DCS\Logs If you do not have github account you can post error report here and I will create the issue on github page. Installation instructions Download the latest release. The needed package is named like this: SharkPlanner-VERSION.zip Unpack the content of the zip file into %USERPROFILE%\Saved Games\DCS.openbeta\Scripts or %USERPROFILE%\Saved Games\DCS\Scripts depending on version of the DCS you are using. Start or restart DCS Usage instructions Start DCS Hop into your Black Shark Switch to F10 mode Hit: CTRL+SHIFT+SPACE You should see a crosshair in the middle of screen. Above crosshair the following buttons are located: Hide, Add, Reset, Transfer as well as label showing current and maximal number of waypoints. Use your mouse to zoom and pan to your point of interest, and use Add button to select your waypoints. Once you add at least one waypoint, you can click on Transfer button and SharkPlanner will start entering waypoints/fixpoints/targetpoints into ABRIS and PVI-800. It is recommended to do this on ground for maximal accuracy. If you would like to create a new route, hit Reset and go to step 5. To hide SharkPlanner hit again: CTRL+SHIFT+SPACE Removal instructions To remove SharkPlanner: Delete file %USERPROFILE%\Saved Games\DCS.openbeta\Scripts\Hooks\SharkPlanner.lua or %USERPROFILE%\Saved Games\DCS\Scripts\Hooks\SharkPlanner.lua depending on version of the DCS you are using. Delete folder %USERPROFILE%\Saved Games\DCS.openbeta\Scripts\SharkPlanner or %USERPROFILE%\Saved Games\DCS\Scripts\SharkPlanner depending on version of the DCS you are using. Restart DCS if it was running Kudos TheWay is a very cool project which enables entry of waypoints for a rather large number of DCS airframes. My initial motivation was to provide the ABRIS support as code contribution to TheWay, but ABRIS proved to be very challanging to implement within existing framework since coordinates entry can be done only non-numerically through dials. This limitation has resulted in large changes that could not be easily harmonized and tested with existing code base. Please note that TheWay remains to be the most comprehensive software for waypoint entry in DCS and is highly recommended to use for all other supported aircrafts. You can use both SharkPlanner and TheWay as long as you remember not to invoke transfer of waypoints at the same time! DCS Scratchpad provided the idea how to inject the UI and trigger it with a keyboard shortcut.
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As title says. If a moving object (aircraft, carrier/ship, vehicle) has a set of waypoints for it's route, and you select that unit on the F10 map you are able to see them in yellow dashed lines connected by the waypoints, represented by circles with the waypoint number to the right of them. If you have previously selected the object and seen those waypoints, when those waypoints change (via a scripting or mission editor event 'setTask') the new waypoints are NOT DISPLAYED and the old, now irrelevant waypoints remain. This happens even if you resetTask() or popTask() and the either pushTask(newTask) or setTask(newTask). The F10 map never changes the waypoints visible for the object/unit from those very first ones.
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reported earlier Maverick targeting changes waypoints
[31st] Spider posted a topic in Bugs and Problems
Whenever I designate a target for the Maverick (D in my case), the current waypoint is moved to the target's position. All other waypoints are also shifted in the same direction and with the same distance as the current waypoint has been moved. It also happens when I use the HMCS and set a target after pressing TMS up long. Trackfile was added, but this can simply be reproduced with any F-16 mission with Maverick. maverick.trk -
Hi, no idea if this is reported or not, recently I found that in the AI's triggered action, the switch to waypoint numbers and different. But if I recalled correctly, these numbers were reconciled before.
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Is there any way to select a waypoint on CDU/UFC? 'Cuz everytime I have to use my DMS Forward/AFT buttons when HUD is SOI. It changes one by one. I don't wanna change one by one. I wanna select Waypoint 18 on UFC and then change it as my steerpoint. Is there a solution?
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- a10c ii tank killer
- waypoint
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Dear Eagle Dynamics, I would like you to add the feature to add / set waypoints on the F10 map. This feature already exist and works, with Combine Arms. If you set path (waypoints) to your own plane, after restarting NAV mode, waypoints will refreshed and display the new waypoints. Please ED allow us in multiplayer to add waypoints on F10 map. Thanks in advance. Sincerely, Null.
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Hello, good morning, afternoon or evening, today I come to talk about a problem that has been around forever, which is the issue of height editing in waypoints, that when you try to set as for example 20000 in the mfd question marks appear or directly put 0, and in the ufc comes a random number from 6093 to below, I can not currently upload a trk file but I have a video unfortunately in Spanish from a well-known channel in our community that shows the problem, in minute 7:08 to 7:14
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Hi. I'm trying to learn some mission scripting. I'm currently trying to write a function that will update groups' routes dynamically, for things like a formation of ships or CAP over a moving carrier. Please could someone confirm the following assumptions I've made based on testing and the docs: 1. There is no way to access current tasks for a Controller, and therefore no way to update waypoint locations not stored in script. 2. A sensible way (in terms of ease, precision, and resources) to create dynamic routes is to have three waypoints: [1] current location, [2] predicted target position for one minute from now, [3] predicted target position for two minutes from now, with a waypoint WrappedAction at [2] that calls the function again ([3] being only included for smoother turns). My current attempt at this produces a crash every time, with no scripting error in the log. I know it's something silly that I've missed, but the CtD with nothing logged makes normal debugging harder. I also have the following unsolved questions about mission tasks that may or may not be contributing to the problem: 3. What is the reference point for waypoint ETA vales in LUA? 4. Do ongoing tasks and options (e.g. RoE and CAP) need to be cancelled if not intended in the new mission task, or reapplied if they are? 5. Does the group's current waypoint index need resetting after setting a new mission task? Apologies that I can't answer these through testing, but I'm fed up with the long CtD cycle. test.miz waypoints.lua
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- mission task
- waypoint
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When giving units (t-72's in this case) waypoints, the unit will turn and drive towards the given waypoint. however, after a certain distance or period of time the vehicle stops as if it has reached the waypoint. giving a new waypoint gets the vehicle moving again but it never really seems to get more than halfway to the waypoint before stopping Also, units follow pathing as if they are off road even when the path is set to be via roads and they start on roads.
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- ground units
- combined arms
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Short story short, I was playing some DCS Liberation earlier today, wanted to plot a waypoint route to my target and back to base, and after creating the NSEQ, clicking route and switching waypoints my game has crashed. This happened multiple times no matter what I do. Haven't tested if this happens while playing in normal sp/mp. I've included the crash files, and a clip. The moment it crashed is when my cursor appears on screen https://youtu.be/Gqo2vTul3uo dcs.20210611-134247.crash dcs.20210611-134247.dmp dcs.20210611-134247.log dcs.20210611-134247.trk
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- crash to desktop
- crash
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I was flying the Su25-T under bad weather conditions with rain, cloud base at ~ 2000 meters, 5 a.m. Nevada map Creech AFB, March. Meaning dark, rainy, windy, (yes I know very rare down south). Taxi, runway, takeoff no problem. Off to the first waypoint. Since I'm new and purchased Nevada via the latest sale, I'm not familiar with the topology of the region. So I used the F10 map occasionally. As soon as I switched back to F1 cockpit view, I noticed all of a sudden the waypoint distance increased from where I left off. I was only a few seconds into the F10 map, not that somebody thinks I overshot the waypoint. I think my plane was 10.4 miles out heading towards the first waypoint when it happend. To correct the issue I manually switched to waypoint 2. F10 map again 11 miles out, same thing happened! I saved the track record and will review this evening and I'll report back.
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- su25t
- nevada map
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Hi, since last update it is quite difficult to set points elevation. Did some test with Target Points, can't create a tgtpoint and set it's elevation (EHSD - >DATA ->ODU (TGTPS) -> insert coordinates - > ODU (ELEV) ->insert elevation = elevation not set The only workaround I found is to edit target point after creation to set elevation And after elevation has been set there are other bugs. 1 . In ehsd elevation is shown in meters (not in feet as should be) 2. If tpod Is slaved to tgtpoint it seems to not to get the correct elevation Waypoints, Waypoints-Offsets and Markpoints has similar problems too. Hope this will be fixed soon 'cause it really compromises harrier's effectiveness elevation.trk
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Nach ein «bisschen» rumtüfteln habe ich eine Lösung gefunden, wie einen gewünschten Steerpoint ¹ (Waypoint ² im Missionseditor) direkt im CDU ³ oder via UFC ⁴ und MFCD ⁵ (CDU-Seite) auswählen kann. Variante [A] CDU: Im AAP Steerpoint Schalter auf «MISSION» stellen Page Schalter im AAP ⁶ auf «STEER» drehen Gewünschte Nummer des Steerpoints im CDU eingeben LSK ⁷ -Taste 3 neben dem bedienen ± Zeichen Variante [B] UFC und MFCD: Im AAP Steerpoint Schalter auf «MISSION» stellen Page Schalter im AAP auf «STEER» drehen «FUNC» „Taste auf dem UFC drücken Taste «0» (STEER) wählen Gewünschte Nummer des Steerpoints im UFC eingeben Im rechten MFCD (Voreinstellung) die CDU Seite auswählen MFCD OSB ⁸ -Taste 19 neben dem ± Zeichen bedienen Abbildung [1] Schritt 1 und 2 zu Variante [A] und [B] Abbildung [2] Schritt 3 und 4 zu Variante [A]: Abbildung [3] Schritt 3 bis 5 zu Variante [B]: Abbildung [4] Schritt 6 und 7 zu Variante [B]: Fußnote: ¹ deutsch: Steuerpunkt ² deutsch: Wegpunkt ³ Control Display Unit ⁴ Up Front Control ⁵ Multi-Function Color Display ⁶ Auxiliary Avionics Panel ⁷ Line Select Keys ⁸ Option Select Button * * * Dieses Tutorial setzt einen Luftstart (englisch: Air Start) voraus.
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hi Beware if you bind the selection wheel of the waypoint via an encoder or buttons, there is a bug that completely shifts the displayed WP numbers and their data. So selecting waypoint 8 will activate for example waypoint 2 The keys affected by the bug are :
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I wanted to have the Carriers steam up and down the coast in an eternal loop. Googled and found this from 2013: "switch waypoint" doesn't exist anymore it seems.
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