Barrakooda Posted October 23, 2011 Posted October 23, 2011 Any info on .lua scripting for radios & exporting mfcd's etc? They got all messed up with 1.1.09.
Nate--IRL-- Posted October 23, 2011 Posted October 23, 2011 I'm not familiar with the issue, could you link the relavent thread? Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
mooshim Posted October 23, 2011 Posted October 23, 2011 Thats still on the to do list AFAIK. Nate Ceud Taing! [sIGPIC][/sIGPIC] Win7 | Intel Core 2 Quad | Q8400 @ 2.66GHz | 2.67 GHz 3.37GB of RAM 60gig Samsung SSD| GTX 570 "Operation: Bull by the Horns" "Bull Run 2.0"
Barrakooda Posted October 23, 2011 Posted October 23, 2011 Nate bit hard atm on iPhone. The exporting of mfcd's can still be done at present, just cannot use Icemakers EMC anymore which was real handy, no biggy I suppose. See "how to export" thread in display section for more info if you like. With the radios however I know we can't use the .lua scripting with Helios as it seems to be "broken" I think the workaround is to set keys in menu then bind the keys in Helios where as in 08 the scripting worked fine. Can't think of a specific thread atm Nate but sure a quick search will find something. Hmm this "may" help http://www.scsimulations.com/showthread.php?1443-Radio-Bindings-fail-after-1.1.0.9
Baggy MacDouche Posted October 23, 2011 Posted October 23, 2011 Wow, thanks Nate! I was afraid that I might get flamed for such a request. ;)(not by you of course). I'm happy about this one too! • JTAC radio 9-line MGRS co-ordinates no longer omit leading Zeros. Corsair Graphite 780T / ASUS Maximus VIII Hero / i7-6700K@4.5GHz / Corsair H110i / 32GB DDR4 PC-2666 / ASUS 1080 Strix / EVGA 850 Pro / Samsung 950 Pro M.2 SSD / Win10x64 / Samsung UN48JU7500 4k / Logitech G910/933 KB/Headphones / Razer Naga Epic Mouse / MFG Crosswinds / TM HOTAS Warthog / HTC Vive
goldfinger35 Posted October 23, 2011 Posted October 23, 2011 (edited) This is going to be a great patch, especially fully functional CBU-97 and CBU-105 and improved HAI. One question regarding HAI: "• If it appears impossible to engage targets from safe distance, the HAI will make only one short attack (one missile launch / rocket salvo or cannon burst per run. ) from maximum range of that weapon and then breakaway to make new attack if required." Does that mean that if Mi-24 equiped with only rockets detects enemy group including Sa-8, it will still try to engage SA-8 with rockets (and get shot down because SA-8 has 8km range) or will Mi-24 turn away and find another group/RTB and stay away from SA-8 (as it should)? Edited October 23, 2011 by goldfinger35 i7 920@4.0Ghz, 12 GB RAM, ATI 4890, LG L246WHX@1920x1200, Saitek X52 Pro, Saitek pro flight rudder pedals, TrackIR4, Audigy 2ZS, Logitech G9x, Vista 64bit.
nomdeplume Posted October 23, 2011 Posted October 23, 2011 Does that mean that if Mi-24 equiped with only rockets detects enemy group including Sa-8, it will still try to engage SA-8 with rockets (and get shot down because SA-8 has 8km range) or will Mi-24 turn away and find another group/RTB and stay away from SA-8 (as it should)? There's a separate AI option 'reaction to threat' which is by default set to 'evasive vertical maneuver', but has another option 'allow abort mission'. If a group's reaction to threat option is set to 'allow abort mission' it can RTB rather than try to engage in a situation it considers impossible to win. I don't know if a helo with rockets vs SA-8 is such a situation, but it might be. It's not default behaviour though, which is to do what the mission designer asked it to do.
Napa Posted October 23, 2011 Posted October 23, 2011 Stunning work on avionics. This sim is getting closer and closer to perfection with a new patch. Intel i7 12700k / Corsair H150i Elite Capellix / Asus TUF Z690 Wifi D4 / Corsair Dominator 32GB 3200Mhz / Corsair HW1000W / 1x Samsung SSD 970 Evo Plus 500Gb + 1 Corsair MP600 1TB / ASUS ROG Strix RTX 3080 OC V2 / Fractal Design Meshify 2 / HOTAS Warthog / TFRP Rudder / TrackIR 5 / Dell U2515h 25" Monitor 1440p
harleyblue Posted October 23, 2011 Posted October 23, 2011 (edited) Quote: Originally Posted by miguelaco How about refueling comms issues in MP? I posted a track showing wrong tanker response in this thread: http://forums.eagle.ru/showpost.php?...5&postcount=28 Also, tanker calls "disconnect" when a client is done instead of "transfer complete" and fuel tops around 8000 lbs, which I think is a bug. Tanker is still a bit rough when entering/exiting turns, which makes very difficult to stay connected during transitions. Any word on these particular issues for 1.1.1.0? This one is still in progress. So we wait another patch or wait another changelog 1.1.1.0? Thank's .A thank's for this great fix job. Edited October 23, 2011 by harleyblue [sIGPIC][/sIGPIC]
Nate--IRL-- Posted October 23, 2011 Posted October 23, 2011 This is going to be a great patch, especially fully functional CBU-97 and CBU-105 and improved HAI. One question regarding HAI: "• If it appears impossible to engage targets from safe distance, the HAI will make only one short attack (one missile launch / rocket salvo or cannon burst per run. ) from maximum range of that weapon and then breakaway to make new attack if required." Does that mean that if Mi-24 equiped with only rockets detects enemy group including Sa-8, it will still try to engage SA-8 with rockets (and get shot down because SA-8 has 8km range) or will Mi-24 turn away and find another group/RTB and stay away from SA-8 (as it should)? The AI will always be aggressive and will always prioritise Anti-air, if a Helo only has rockets left or only has Rockets loaded out, he will attack - sometimes his evasive manoeuvres work and the target is killed, some time they won't. The fact that there is still anti-air left after expending all missiles would generally mean that the mission was skewed in the ground forces favour. Creating missions still need to account for peculiarities of the AI. In general though the AI will tend to win out and sweep all before them - you notice this in your Ka-50 wingmen especially. Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
andysim Posted October 23, 2011 Posted October 23, 2011 any fix for the tanker wandering off the map after refueling an AI aircraft? seems like every time I ask my wingman to fly to tanker he finnishes refueling and the tanker refuses any further requests and flies off map. I posted in the Tech support back in august but got reply. It seems to be a reccuring issue that went away in 1.0.8 and came back.
104th_Warhammer Posted October 23, 2011 Posted October 23, 2011 I didn't see any mention of the Airfield status always showing neutral in Multiplayer. Will that be fixed in the patch as well? [sIGPIC][/sIGPIC] www.104thphoenix.com
Torment Posted October 23, 2011 Posted October 23, 2011 Dang! Tough crowd! [sIGPIC][/sIGPIC] Mobo: ASUS Crosshair III Formula / CPU: AMD Phenom II X4 965 BE @ 3.4 GHz / RAM: Corsair XMS3 8GB / GPU: HIS Radeon HD 6850 Display: Sony Bravia 32" HDTV / Peripherals: TM Warthog, Saitek Combat Rudder Pedals, TIR5, Bose A20, Mini fridge w/ Yuengling
Migow Posted October 23, 2011 Posted October 23, 2011 Improved Helicopter AI (HAI): • When analyzing a tactical situation, the HAI will take in account all threats, not only the target that the HAI is engaging. • If it possible to engage targets from a safe distance, the HAI will not fly close to threats. If it appears that the HAI is not at a safe position. If too close to enemy air defenses, for example, the HAI will fly away from away the threat(s) and then start engaging targets from safe a distance. • If it appears impossible to engage targets from safe distance, the HAI will make only one short attack (one missile launch / rocket salvo or cannon burst per run. ) from maximum range of that weapon and then breakaway to make new attack if required. This reduces fire effectiveness, but it greatly increases HAI survival when engaging targets with cannon or rockets. Of course, the HAI will never hover in an unsafe location. • If high-priority targets are screened by low-priority targets that makes impossible to attack high-priority target from safe distance, the HAI will attack low-priority targets first to break the screen. In other words, if you have line of enemy APCs and tanks at 4 km and enemy AAA and SAMs at 12 km, the HAI will engage those APCs and tanks first. No more flying over the enemies heads. • Jinking anti-flak maneuvering has been added. When flying in the WEZ of AAA, tanks, and APCs, the HAI will fly at high speed and jink. Of course, HAI will not jink when aiming at a target. :thumbup: at once :) member of 06 MHR / FENNEC Mi-24P
cichlidfan Posted October 23, 2011 Posted October 23, 2011 I see that runway numbers at Songanlug are changing. Any word on fixing Batumi so that runway numbers reflect something closer to 119 degree heading that the runway is actually on, or moving the runway so that it is on the correct heading? ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:
Eddie Posted October 23, 2011 Posted October 23, 2011 I didn't see any mention of the Airfield status always showing neutral in Multiplayer. Will that be fixed in the patch as well? Don't know at the moment. It has been reported though, I'll see if I can get an answer from the Devs.
159th_Viper Posted October 23, 2011 Posted October 23, 2011 Any word on fixing Batumi so that runway numbers..... Batumi = RW 13/31 http://www.fallingrain.com/icao/UGSB.html Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......'
cichlidfan Posted October 23, 2011 Posted October 23, 2011 Batumi = RW 13/31 http://www.fallingrain.com/icao/UGSB.html I am aware of what is correct in the real world. I just want the runway to sit on a heading that matches information provided in the sim. Currently the runway does not match either sim data or RL data (which do match, so the runway in the sim is physically located incorrectly). ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:
Speacy Posted October 23, 2011 Posted October 23, 2011 Don't forget the magnetic deviation [sIGPIC]http://355th.fr/public/style_images/Speacy.png[/sIGPIC]
159th_Viper Posted October 23, 2011 Posted October 23, 2011 Aye In-SIM Batumi is currently at 126 degrees/306 degrees. 5 degree MV then brings it to 131/311 degrees which is correct and accords with RL, no? Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......'
cichlidfan Posted October 23, 2011 Posted October 23, 2011 Don't forget the magnetic deviation Mag dev is approx 5 degrees. This has been posted about before. Here for example: http://forums.eagle.ru/showthread.php?t=60072 ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:
159th_Viper Posted October 23, 2011 Posted October 23, 2011 True Bearing equals Magnetic Bearing plus Magnetic Declination. As a consequence 126mb and 306mb + 5md = True bearing of 130.89º and 310.91º respectively. Or have I got it backwards? Quite possible. Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......'
cichlidfan Posted October 23, 2011 Posted October 23, 2011 Looking out the front of the aircraft, and reading the instruments. ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:
159th_Viper Posted October 23, 2011 Posted October 23, 2011 Looking out the front of the aircraft, and reading the instruments. That right there would be indicative of an Aircraft Avionics issue and not a Runway Position or Placement/Runway Numbers issue. Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......'
cichlidfan Posted October 23, 2011 Posted October 23, 2011 Then that avionics issue does not occur at other airfields. ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:
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