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Posted
5 hours ago, nicelife said:

Any idea why this is happening?

Yupp, I goofed up when writing the guards for the damaged! output.

Please try this new version of cloneZones:

 

cloneZone.lua

Posted

@cfrag

I modified my mission but it was not really a proper test as I loaded the JTAC and then deployed him in the same place, so I decided to make additions to your test mission and it worked as expected.

In V2 of your mission I have added another spawner for another "Mobile JTAC" and made the MaXX Pro APC a legal troop carrier (I use the "house" computer for gaming and my flight controls are not always connected so it was easier to use a combined arms unit)

I can request my unit, load it into the APC drive to a location where I want it (up on the hill near your one), deploy it and it starts to lase on 1588.

One small issue I have is that the Lase report seems only to work from a helicopter (I also added a Huey, which I think you have?).  I do not get the option from the APC.

Also I think the report is not quite right (maybe it was never never designed for more than one JTAC?). If you see my screen shot below you can see I have driven to a new location to deploy the JTAC but the details in the report as the same for both units?

Kind regards

Friar

null

image.png

lazie troopsV2.miz

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted (edited)
1 hour ago, DD_Friar said:

can request my unit, load it into the APC drive to a location where I want it (up on the hill near your one), deploy it and it starts to lase on 1588.

Now, that's a really cool, unforeseen use of heloTroops with CombinedArms. Since CA interaction with MSE is nowhere mentioned nor documented, it never occurred to me to support it (now would I know how). It seems that spawning into a ground vehicle also generates a 'birth' event that allows heloTroops to install its menu. The do not get updated when you move, though, so there will be some jankiness to them, as there are no take-off nor land events for ground vehicles that trigger some heloTroops options.

 

1 hour ago, DD_Friar said:

One small issue I have is that the Lase report seems only to work from a helicopter

More precisely, it only works for player aircraft that are placed with ME (i.e. it currently won't work with dynamically spawned player aircraft). Since I never imagined that it would be used from CA, the jtacGUI menu isn't installed when you enter a CA unit. Let me see if I can add support for that as well, but it will be experimental, and probably require non-trivial amounts of work.

1 hour ago, DD_Friar said:

Also I think the report is not quite right (maybe it was never never designed for more than one JTAC?)

Yeah, that does look like a bug to me. I'll investigate.

 

Edited by cfrag
  • Like 1
Posted
27 minutes ago, cfrag said:

Yeah, that does look like a bug to me. I'll investigate.

Actually, that is not a bug. The range and bearing of the lazed target are given relative to you, the pilot of the unit that requests the list

  • Thanks 1
Posted
6 minutes ago, cfrag said:

Actually, that is not a bug. The range and bearing of the lazed target are given relative to you, the pilot of the unit that requests the list

Ok, get that now, I was requesting from the Huey (as that was the only available option for the report).

If I had placed 2 Hueys on the map and jumped from one to the other the co-ords and range would have been different.

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted
2 hours ago, cfrag said:

the jtacGUI menu isn't installed when you enter a CA unit.

This is now added (experimentally) in the updated version below. It also supports the twn module for some local color.

 

jtacGrpUI.lua

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Posted (edited)

@cfrag

Module Names With Version Numbers

Not sure if this will help you or not with releases and updates but seeing as it is a rotten day here in the UK and I am not feeling like doing much, I took to renaming all the module names with their current version numbers.

nullAn interesting exercise, came across modules I had no idea existed!

Cheers

DD_Friar

 

image.png

modules with version numbers.zip

 

EDIT - THIS WAS CREATED BEFORE YOU UPDATED THE JTAC MODULE IN THE POST ABOVE

Edited by DD_Friar

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted
4 minutes ago, DD_Friar said:

Not sure if this will help you or not with releases and updates

That is very kind of you - I'm using a source version control system (Git) that keys on file names, and changing file names to contain the release number works against the very way that this VCS is set up. I'm afraid I won't be using a file name scheme that contains the version.

Posted
9 minutes ago, cfrag said:

I'm afraid I won't be using a file name scheme that contains the version

OK no problem. it kept me amused for 10 minutes.

Meant I was able to put it into excel to report that;

  • Highest versioned file is playerScore on 5.0.1
  • Most common version number is 1.0.0
  • Most "tweaks" before going up a version is limitedAirframes 1.7.0

New Year resolution-get out more 🙂

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted
4 hours ago, cfrag said:

(i.e. it currently won't work with dynamically spawned player aircraft).

Salute,

I am just testing some features on our server mission with a squad mate @DD_fruitbat, he has just taken a dynamically spawned Gazelle, picked up a JTAC, deployed him, getting a target on 1788 and also been able to get a JTAC lasing report.

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted (edited)

Hi @cfrag, question for you, is it possible for the Jtac to give a coordinate in his lasing report rather than a range and bearing, or is this something that is not possible?

Edited by DD_fruitbat
Posted (edited)
24 minutes ago, DD_fruitbat said:

is it possible for the Jtac to give a coordinate in his lasing report rather than a range and bearing,

Well, I can certainly try and add it. Just to be sure - you'd like the lasing team give coordinates of the target, correct? And probably in MGRS, right? I'll see if I can retroactively make the lasing report be made of wildcards similar to messenger so it is designer-customizable. Will probably take some time.

Edited by cfrag
Posted (edited)
24 minutes ago, cfrag said:

Well, I can certainly try and add it. Just to be sure - you'd like the lasing team give coordinates of the target, correct? And probably in MGRS, right? I'll see if I can retroactively make the lasing report be made of wildcards similar to messenger so it is designer-customizable. Will probably take some time.

Yes, coordinates of the target👍

Regarding the format, possibly lat long decimal might be best, as kiowa and Apache can use that to, along with jets which often can't use MGRS, but MGRS is fine if easier. 

It's easy to convert lat long decimal into lat long precise or standard, MGRS into those formats without your aircraft doing it, not so much!

Thanks for looking into it, much appreciated 👍

Edited by DD_fruitbat
Posted (edited)

@cfrag Ref "Drivable" Soldier stringer

Salute

I have spawned a "Soldier stinger" as a drivable item however, after loading it into a "helicopter" and moving it to a different location, then deploying it I am not able to "occupy" it to move. It is like it has lost the "drivable" option after being transported.

When I first spawn the unit in, it IS drivable. It is only after moving it that the issue occurs.

Am I going above and beyond your intentions for the drivable spawned option?

regards

Friar

null

image.pngnull

image.png

Edited by DD_Friar

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted
1 hour ago, DD_Friar said:

Am I going above and beyond your intentions for the drivable spawned option?

Yeah, that 'drivable' attribute does not carry over via DCS API, and therefore gets lost. Let me see if I can find a fix, but do not get your hopes up.

 

  • Thanks 1
Posted

What if I wanted to use that feature a condition was that I had to link a deployment spawner zone to the "mother-ship"

34 minutes ago, cfrag said:

but do not get your hopes up.

 

What if I wanted to use that feature a condition was that I had to link a deployment spawner zone to the "mother-ship"

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted
On 11/4/2024 at 11:58 AM, HanuXXL said:

By the way, if time permits and you get inspiration... Especially when using CAM on civAir, it would be much more immersive if you could set altitude per plane. I mean if you could somehow separate the behaviour of the planes. The best example is naturally Cessna; when they are cruising on 10km like intercontinental planes it feels quite awkward. And usually they should only fly short bush trips, compared to Boeing 747 which have very different flight profile. Different type of trigger perhaps, civAir_domestic with cruise altitude value,  which would not be connected in route-finding algorithm to general civAir triggerzones, but would connect only those domestic/local triggers.

 

On 11/4/2024 at 6:44 PM, cfrag said:

That's an interesting idea that I could add similar to the way you can add liveries in a table: type/alt. I'll see if I can fit it in somewhere. 

Not pushing or anything, but just a reminder as you felt interested about this idea of developing civAir module. 😇

Your participation here takes a heck of a lot of your free time, I can only guess, and I appreciate every bit you do here even without this modification. This feature would be so great for example in Kola map.

Posted
22 hours ago, DD_Friar said:

I have spawned a "Soldier stinger" as a drivable item however, after loading it into a "helicopter" and moving it to a different location, then deploying it I am not able to "occupy" it to move. It is like it has lost the "drivable" option after being transported.

So below is a multiple proof of concept miz for you to play around (and perhaps report bugs) that showcases

  • laser codes per spawner
  • customizable lasing report with wildcard support 
  • heloTroops that support individual laser codes and (yes) drivable spawned units. Preserving drivable requires that the units are spawned from a spawner.

Have fun,

-ch

 

 

demo - lazie troops.miz

  • Like 1
  • Thanks 1
Posted (edited)

@cfrag

That looks brilliant, many thanks I will take a look and report back

Friar

Edit: Just had a play with the mission and all I can say sir is you are a God!

This is going to add such another level to our play and immersion. To anyone out there reading this thread who play with squad mates or build multiplayer servers with DML, get your mind around what is now possible;

You spawn a JTAC at a base, you can transport him via helicopter or APC. You deploy him near the front line somewhere safe. A player takes control and moves him into position and with the binoculars starts calling out the targets for jets circling up at 25,000 above to drop lazer guided freedom tokens right on the money. When all the targets are taken care off the player can either move himself or you jump back into a helicopter and go and pick him up again and re-locate or bring him home for tea and cake. Awesome! 

Will you be issuing new versions of the modules or should I just export them from the demo mission?

Edited by DD_Friar

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

Posted
37 minutes ago, DD_Friar said:

Will you be issuing new versions of the modules

They'll be in the next release, I'm busy documenting and testing them. Doing this required massive changes to dcsCommon as well, so there's a lot of new stuff to come.

  • Like 1
  • Thanks 2
Posted (edited)

Hi @cfrag, just wanted to echo what Friar said, and thank you very much for taking the time to accommodate our wishes on this, this opens up some fantastic scenarios we have in mind:drinks_cheers: 

I have one question for you regarding the output format of the coordinates, in your test mission currently they are set at lat long precise, as shown in the following screenshot (actually lat long extremely precise!!!), the Coordinates box of the various formats DCS produces via the F10 map were set via left alt/left mouse button right over the BTR.

image.jpeg

Is this something it is possible for us to change by editing something somewhere to a different format ie lat long decimal? 

If not its no problem as its a simple calculation to make, once again, thank you for your efforts on this one👍

 

 

Edited by DD_fruitbat
Posted (edited)
17 hours ago, DD_fruitbat said:

Is this something it is possible for us to change by editing something somewhere to a different format ie lat long decimal? 

Well, perhaps not LL dec, but MGRS or other (range, bearing) is already possible and implemented. What is the use case that you are looking for? What are you trying to achieve?

Here are the wildcards defined for the "who" and "what" attributes in the jtacGrpUI config zone

·         <u> : name of the unit

·         <g> : name of the group

·         <p> : name of player controlling that unit (only when that unit is commanded by a player using Combined Arms, “AI” otherwise)

·         <typ> : type of the unit

·         <c> or <C> : coalition of that unit (lower and UPPER case)

·         <e> or <E> : enemy coalition for that unit )lower and UPPER case)

·         <twn> : name of closest town on map to that unit (requires ‘twn’ module)

·         <twnkm> : name, distance (in km) and direction from nearest town (requires ‘twn’ module)

·         <twnnm> : name, distance (in nautical miles) and direction from nearest town (requires ‘twn’ module)

·         <lat> : latitude of unit

·         <lon> : longitude of unit

·         <elem> : elevation of unit in meters

·         <eleft> : elevation of unit in feet

·         <bea> : bearing of unit to player requesting report

·         <rng> : range (in km) of unit to player requesting report

·         <rngnm> : range (in nm) of unit to player requesting report

·         <code> : laser code used to lase target

Edited by cfrag
  • Thanks 1
Posted
7 hours ago, cfrag said:

Well, perhaps not LL dec, but MGRS or other (range, bearing) is already possible and implemented. What is the use case that you are looking for? What are you trying to achieve?

Simply being lazy and not having to use a calculator to covert to LLDec. 

As I said its no problem, I was sort of hoping it might be something that was easy to change, but if not, what you have done already is above and beyond and perfect for what we hoped for👍

Posted

@cfrag

I am little confused about where we get the correct name of units to use is modules like the spawner.

For example I know to get the "drivable" soldier with the stinger the correct description is "Soldier stinger".

My only source of reference is to go to the github listing I believe you linked to a while back;

https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB

However, using the above example I do not find that matching description in the database?

Is it there and I am just not reading it correctly? or is it another dark art to expose the correct descriptions.

Another example I think is the "Hummvee"

Any advice or guidance from your good-self, or anyone else that has "cracked this nut" would be welcome.

Salute

Friar

Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out. 

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