Wrench Posted September 30, 2018 Author Share Posted September 30, 2018 (edited) Carrier script HOTFIX 1.0.1 uploaded. In other news, RE: Hello, Ineed your help. i dont know whats wrong, but after launching the mission the carrier stops and doesnt turn against the wind. THX [ATTACH]194924[/ATTACH] Got it fixed. It was a combination of a few errors. I also took the liberty of updating it to version 1.0.1 as added to the 1st post._1_test.miz Edited October 1, 2018 by Wrench Carrier Script. Link to comment Share on other sites More sharing options...
maximig Posted October 4, 2018 Share Posted October 4, 2018 Hi Wrench, thanks for hotfix of script. Works good. Can you add function of returning coordinates and BR? For inspiration I´m sending one of my older script. MaximigLatLong_BRA.luabrll_calc.miz Link to comment Share on other sites More sharing options...
Wrench Posted October 4, 2018 Author Share Posted October 4, 2018 I hadn't planned on it given you have TACAN, but sure. Carrier Script. Link to comment Share on other sites More sharing options...
patpatpowercat Posted October 8, 2018 Share Posted October 8, 2018 (edited) Hey Wrench, great script. I am having some trouble setting it up. I have followed your video exactly (btw it is wrench.wind_set, not wrench_wind_set as in your post), but when I spawn, I have a carrier menu with nothing in it. I have referred to the sample mission (hotfix.miz) and everything seems to be the same, with the exception I have not setup fighters or AWACS, and there is a script file in that mission wrenchfunctions.lua, which I am assuming for spawning fighters and not important. Any idea as to what I am doing wrong? Got it working. For whatever reason when I changed it to Wrench.wind_set with a capital W it now works, in case anyone else has this issue. Edited October 8, 2018 by patpatpowercat Link to comment Share on other sites More sharing options...
Wrench Posted October 9, 2018 Author Share Posted October 9, 2018 (edited) New setup video uploaded in 2nd post, I got a lot of questions after the last (bad) one. Edited October 9, 2018 by Wrench Carrier Script. Link to comment Share on other sites More sharing options...
patpatpowercat Posted October 11, 2018 Share Posted October 11, 2018 (edited) Still love the script. However, has anyone else noticed it messes up ICLS with the carrier? Without the script loaded, ICLS works fine. With it, no ICLS. I have also tried loading the ICLS as a triggered action (after the TACAN of course) that is activated after the script loads, and no joy. Any ideas? Nevermind, guess it does still work. Sometimes anyways... Maybe has to do with me not intercepting the glidepath. I have noticed however, that the max charlie time is always 30 min, regardless of what I put in the Wrench.wind_set. Edited October 11, 2018 by patpatpowercat I was wrong. Link to comment Share on other sites More sharing options...
Wrench Posted October 11, 2018 Author Share Posted October 11, 2018 I'll check how Charlie time is calculated and see if I made a mistake before the next update. I have a few other changes in mind, so I'll add that to the to-do list. Carrier Script. Link to comment Share on other sites More sharing options...
patpatpowercat Posted October 15, 2018 Share Posted October 15, 2018 I have noticed it will have a negative charlie time. So it seems like perhaps the carrier actually cycles on the set time, it may just be a display thing. I have seen ready for recovery, charlie time -5 minutes or something to that effect before. Link to comment Share on other sites More sharing options...
Wrench Posted October 15, 2018 Author Share Posted October 15, 2018 So the Charlie time uses the set cycletime - elapsed cycle time - 5 minutes (the time it takes to complete the turns) so it will output negative numbers is certain situations. Only when it's about to turn up I didn't bother to put in a floor. Carrier Script. Link to comment Share on other sites More sharing options...
patpatpowercat Posted October 17, 2018 Share Posted October 17, 2018 Any chance we can get the tanker orbit a bit larger? Having trouble because soon as I'm lined up, the tanker is making a turn, and since created waypoints are always flyover, it banks left, then right, then levels, then immediately turns again. Link to comment Share on other sites More sharing options...
Yoda967 Posted October 21, 2018 Share Posted October 21, 2018 (edited) Disregard. Figured out the problem. Edited October 21, 2018 by Yoda967 Very Respectfully, Kurt "Yoda" Kalbfleisch London "In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann Link to comment Share on other sites More sharing options...
-Painter- Posted October 27, 2018 Share Posted October 27, 2018 Thanks for the script! Any chance to add a plane guard helicopter (spawn on deck when triggered, go into guard position and stay there - starboard side of the ship)? https://en.wikipedia.org/wiki/Plane_guard#/media/File:US_Navy_070810-N-2659P-063_An_SH-60F_Seahawk_assigned_to_the_Eightballers_of_Helicopter_Anti-Submarine_Squadron_(HS)_8,_attached_to_Carrier_Air_Wing_(CVW)_9,_hovers_near_the_Nimitz-class_aircraft_carrier_USS_John_C._Stennis.jpg Regards REAPER 31 | Painter [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Wrench Posted October 28, 2018 Author Share Posted October 28, 2018 Version 1.1 uploaded. Carrier Script. Link to comment Share on other sites More sharing options...
Wrench Posted October 28, 2018 Author Share Posted October 28, 2018 Thanks for the script! Any chance to add a plane guard helicopter (spawn on deck when triggered, go into guard position and stay there - starboard side of the ship)? I don't think I'll be able to get this to work. Helos don't like being scripted in DCS, sorry. Carrier Script. Link to comment Share on other sites More sharing options...
-Painter- Posted October 28, 2018 Share Posted October 28, 2018 (edited) line 6: describtion comment is talking about "wrench_wind_setup" instead of "Wrench.wind_setup" to call the function - took me a while to figure out why it's not starting in the mission :D ) Edited October 28, 2018 by -Painter- Regards REAPER 31 | Painter [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
3rd-Nidray Posted October 28, 2018 Share Posted October 28, 2018 (edited) Really good job Wrench!! We will test the script during several big missions during our LAN event with my team (20+ pilots from several squadrons) Thank you again for your work !! Edited October 28, 2018 by 3rd-Nidray Link to comment Share on other sites More sharing options...
Wrench Posted October 29, 2018 Author Share Posted October 29, 2018 There may be a bug in the latest version affecting the carrier's speed while returning to it's IP. I'll investigate this and if necessary push an update this week. Carrier Script. Link to comment Share on other sites More sharing options...
-Painter- Posted October 29, 2018 Share Posted October 29, 2018 lines 184 + 185 typo: "retun" instead of "return" Regards REAPER 31 | Painter [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Wrench Posted October 29, 2018 Author Share Posted October 29, 2018 I'mma have to hire a proof-reader.:lol: Carrier Script. Link to comment Share on other sites More sharing options...
Shadow_1stVFW Posted October 29, 2018 Share Posted October 29, 2018 Hey Wrench, I'd like to adapt this to the Tarawa for Harrier ops. I thought about it and the offset angle for the CVN needs to be removed. Is the section below the section that deals with setting the heading? Specifically setting the 8 dir = dir + 8 --to account for angle of landing deck and movement of the ship to 0 should make the boat follow the wind? Thanks. if not _G[unit1 .. 'returning'] then local wind = {} local windspeed = {} if _G[unit1] then local pos1 = _G[unit1]:getPosition().p local magvar = mist.utils.toDegree(mist.getNorthCorrection(pos1)) if pos1 ~= nil then pos1.y=pos1.y+1 --get wind info wind = atmosphere.getWind(pos1) windspeed = mist.vec.mag(wind) --get wind direction sorted local dir = math.atan2(wind.z, wind.x) * 180 / math.pi if dir < 0 then dir = dir + 360 --converts to positive numbers end if dir <= 180 then dir = dir + 180 else dir = dir - 180 end dir = dir + 8 --to account for angle of landing deck and movement of the ship if dir > 360 then dir = dir - 360 end _G[unit1..'dir'] = math.floor(dir+magvar) _G[unit1..'heading'] = math.floor(mist.utils.toDegree(mist.getHeading(_G[unit1] , false ))) local dirrad = mist.utils.toRadian(dir) if windspeed < 12.8611 then speed = 12.8611 - windspeed Wrench.go_direction(unit1,dirrad,speed) else Wrench.go_direction(unit1,dirrad,1) end if not _G[unit1 .. 'override'] then if _G[unit1 .. 'LARC'] then Wrench.LARC(unit1) Wrench.shipshore(unit1) else Wrench.ship_from_ip(unit1, distip) Wrench.shipshore(unit1) end end end else trigger.action.outText('unit not detected', 2) end --[[ if trigger.misc.getUserFlag(_G[unit1]["id_"]) == 0 then Wrench.carrier_to_ip(unit1) end ]] else if _G[unit1 .. 'LARC'] then Wrench.LARC(unit1) end end end Aurora R7 || i7K 8700K || 2TB 7200RPM SATA 6Gb/s || 2TB M.2 PCIe x4 SSD || GTX 1080 Ti with 11GB GDDR5X || Windows 10 Pro || 32GB Dual Channel DDR4 at 2667MHz || Virpil Warbird Base || Virpil T-50 Stick || Virpil MT-50 Throttle || Thrustmaster TPR Pedals || Oculus Rift Link to comment Share on other sites More sharing options...
Wrench Posted October 29, 2018 Author Share Posted October 29, 2018 Yup, you're correct. I'll have to make a hotfix this week, so I'll add that in as a global variable similar to the tanker orbit parameters as shown in the 1.1 video. Carrier Script. Link to comment Share on other sites More sharing options...
Shadow_1stVFW Posted October 29, 2018 Share Posted October 29, 2018 Yup, you're correct. I'll have to make a hotfix this week, so I'll add that in as a global variable similar to the tanker orbit parameters as shown in the 1.1 video. Thanks. That's awesome. Good work. I'm testing it now. Aurora R7 || i7K 8700K || 2TB 7200RPM SATA 6Gb/s || 2TB M.2 PCIe x4 SSD || GTX 1080 Ti with 11GB GDDR5X || Windows 10 Pro || 32GB Dual Channel DDR4 at 2667MHz || Virpil Warbird Base || Virpil T-50 Stick || Virpil MT-50 Throttle || Thrustmaster TPR Pedals || Oculus Rift Link to comment Share on other sites More sharing options...
Shadow_1stVFW Posted October 29, 2018 Share Posted October 29, 2018 It works. Very nice and neat. So, as kind of a niche` end user I'd say the only thing I could think of for you to add is some sort of test to determine if the unit is a Tarawa or Stennis to set the offset angle for the heading. Reason being is the way I have it I couldn't use the script to control a Tarawa and Stennis at the some time and their headings be correct. Just a thought, not sure it's worth your time though, don't know how many people would use it for both. Though I just thought about it and the rotor heads can use this for their small ships too. My last question, since I just thought about that too. Does the tanker script set the tanker waypoints from the ship or the tanker start point? Like, could I set up a C-130 from the shore and it still orbit the Tarawa? Aurora R7 || i7K 8700K || 2TB 7200RPM SATA 6Gb/s || 2TB M.2 PCIe x4 SSD || GTX 1080 Ti with 11GB GDDR5X || Windows 10 Pro || 32GB Dual Channel DDR4 at 2667MHz || Virpil Warbird Base || Virpil T-50 Stick || Virpil MT-50 Throttle || Thrustmaster TPR Pedals || Oculus Rift Link to comment Share on other sites More sharing options...
Wrench Posted October 29, 2018 Author Share Posted October 29, 2018 Like I said, I'll look into the other carriers. I think I might have the script determine the offset itself. That way, as you say, rotor heads can use it on their destroyers as well. The tanker script uses the ship's current position and BRC every time it runs (when the tanker finishes an orbit) so the tanker can start anywhere, but it will always fly to and orbit the carrier to which it is assigned. It will also attempt to land on the same when it runs out of fuel, so it might not be a great idea to use on a c-130 :lol: Carrier Script. Link to comment Share on other sites More sharing options...
Shadow_1stVFW Posted October 29, 2018 Share Posted October 29, 2018 Now I have to try. haha Aurora R7 || i7K 8700K || 2TB 7200RPM SATA 6Gb/s || 2TB M.2 PCIe x4 SSD || GTX 1080 Ti with 11GB GDDR5X || Windows 10 Pro || 32GB Dual Channel DDR4 at 2667MHz || Virpil Warbird Base || Virpil T-50 Stick || Virpil MT-50 Throttle || Thrustmaster TPR Pedals || Oculus Rift Link to comment Share on other sites More sharing options...
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