Jump to content

Khegrow

Members
  • Posts

    50
  • Joined

  • Last visited

Everything posted by Khegrow

  1. Gentlemen, I have a question regarding on "how to" make use of these fine lines of codes. So while I used the script and put them into a lua, it seems like they're never evaluated. Script: local DetectingUnit = Unit.getByName('R_EWR_IADS-1-MAYKOP') local TargetUnit = Unit.getByName('TESTOMAT-1') if Controller.isTargetDetected(DetectingUnit ,TargetUnit ,Radar) == true then trigger.action.outText('I CAN SEE YOU!!!', 20) trigger.action.setUserFlag( "10", true ) end /Script But I am at Angels 30, my EWR is screaming that the EWR in question is pinging me, but I don't get the message nor does it seem as if the Flag is being set, as I have an ingame trigger (Switching) to spam me with a debug message. So long story short: Is there a way to continously re-evaluate the script or how to best integrate it into a mission? Thanks in advance Khegrow
  2. Hey Guys, Thanks for the map. Maybe this was reported already but I've found that AI Ground Units do NOT follow the roads as in the ME (setup a Group of vehicles, put all waypoints on the road.) and let them drive in the circles. I've noticed that units will leave the roads and drive cross country.. (in my case through the woods). Tested on Sinai Group placed north of Hatzerim Air Base. Cheers K
  3. Possible solution: Setup a deadzone of 1 to each Axis. This worked for me.
  4. The problem is not only about the magic-dodges and chaffs (at any time.. and aspect..) Enemy AI will also use JAMMER against TWS or Softlocks (RWS too and no I don't mean STT).
  5. This also happens when you ripple GBU-16s or others. I've set up to drop single, 2, ripple 30ft.. Upon Pickle the plane explodes..
  6. PLease remove this thread. Found it! The reason it's not working is because the Slew controls are bound to an axis and if the deadzone is 0... it will never stabilise. Please remove!
  7. Hi, I currently can't ground stabilise the TGP anymore. Attached find the mission used for it and a track. What I did: 1) A-G Mode 2) set Bombs into CCRP 3) enable TGP 4) TMS down (free it from waypoint) 5) slew on target... and it WONT stabilise. Rechecked my binding but I am using the Warthog stick and all functions (TMS all directions) work.. Retested in TWS A2A modes.. work. In A2G it wont stabilise. Has anything changed I am not aware of? Cheers Khegrow F16_TGP.miz TGP_area_point_wont_work.trk
  8. If still possible I'd like to register -=BC=-RebeltheHusky -> F-16C (instead of an AI) :)
  9. Hello, I'd like to register 4 pilots for blue. -=BC=-Wolve -> Hornet -=BC=-Gotcha -> Hornet (that's me) -=BC=-Countvonaltibar -> Harrier -=BC=-Thezoq2 -> Harrier Cheers Gotcha
  10. Khegrow

    MPCD

    No... not my intention. I was rather looking for a work-around. The init.luas of the screens for instance allow some "modification" and "tuning" and that's what I was asking for. In addition.. had no problems up to now (if we ignore that exported screens always had been darker on the Viper for instance.. and I reported this a long time ago). So all that happened now is that they applied this "darkening" to the Hornet too. And YES I trust they know how to fix it, since..it worked before :)
  11. Khegrow

    MPCD

    After some toying around with the init.lua files and modding on thickness/fuzziness... I realised the problem having problems to read even the word "Step" only occurs on the SA Page only. Changing to any other page results in better readability. So: Bug? See here: Main screen (default values) and here the SA page (default values) note the fonts and the letters suddenly changing the colors.. and of course.. the exported displays are next to useless as they pitch dark..
  12. Khegrow

    MPCD

    For me they're just plain unreadable. The exported ones are even more useless. Here's two screens. 1) without toying around with gain and map enabled. 2) With gain used .. On the right side your see the exported ones.. and no it's NOT the monitor ;) AMPCD is useless.. (Pictures done on native resolution) Anyone has a clue how to fix that? Would be really appreciated.
  13. Khegrow

    MPCD

    the MFDS and especially the AMPCD are way worse than before. The AMPCD is so dark that even red contacts are next to invisible. I can see them only while highlighted. Stepping through them doesn't work either as the yellow bracket is invisible now. This is way worse then before. Don't even think of exporting these.. Brightness doesn't work either. If I enable map I can't read the greens...plain invisible. Maybe I am missing something but that's unplayable and useless.
  14. The MFDS/MPCDS and AMPCD are way darker then before the latest open beta. They seem to be set to "night" by default now. Worst offender is the AMPCD (center..) I can barely read it now. This is getting even more worse if you export these.. Please set that back to the old state..
  15. @Nighthawk: I was mostly comparing it to the performance of the S300 (on which the chinese missiles are based on) and therefore was amazed that they perform way different.(Short: like on steroids... ) @Grimes thanks for the explanation and for reporting.
  16. Here you go again... just in case ... Made on last build: 2.5.6.50793 All missiles hit.. and no damage after first 20%. Cheers Khegrow lets_do_some_betatest3_build_2_5__50793.trk
  17. Sorry if the track wasn't good. Regardless of the scripting the damage should be applied and setting this up for "beta-test" is easily done, so here we go.. Setup: Oliver Hazzard Perry Class USS Arleigh Burke Ticonderoga Skill: Excellent ROE: Weapons Free Air Weapons engage: on Alarm state red, Skill vs. Type 52C destroyer Skill: Excellent ROE: Weapons Free Air Weapons engage: on Alarm state red, Skill Result: Both "fleets" engage ONLY if closer than 25nm (so much for long range missiles..). After a while the red-ships SAMs are depleted and the Harpoons begin to hit.. After the red ships takes roughly 20% damage.. any subsequent hits are ignored and the red ship is invincible. Desc: red_wont_die -> 1:1 lets_do_some_betatest (both tracks) -> 3:1 as above red_wont_die.trk lets_do_some_betatest2.trk lets_do_some_betatest.trk
  18. Sorry for the broken link.. *clueless Have attached it now. Cheers Khegrow deka_destroyers_indestructible.trk
  19. @Bignewy thanks for your reply. I've uploaded the track. (in spoiler) There's multiple of these destroyers but you can check the ones being attacked. one is located at Harvadarya (DQ20). The other is located in the east (DQ94)
  20. Quick update on the ships: I was testing AI vs. AI fights and it seems like chinese ships Type052C destroyers wont go below 80% of health. All subsequent Harpoon hits (fired by High to excellent skilled Blue ships ) will explode behind the ship. One can see the whole explosion is off-center of the ship (behind it) and will not damage it any further. I will enclose screenshots. The Setup The damaged Type052C destroyer and incoming HARPOONS On the following screens note that the ship is being shot from the top-left corner and the explosion in the water is OFF-center of the ship. The remaining two I turned the cam to the aft of the ship. The missiles attack from the LEFT side and will explode on the RIGHT side in the water. While typing this message the ship was attacked by more harpoons each going through and hitting the water on the other side. Cheers Khegrow
  21. I agree. I'd only like to add that given the current state the AI is reacting over-correct. For instance if it's flying in a package, escorted etc. It still knows when it's being singled out.. which is even more "weird".. The big problem here is what is "appropriate" but the devs need to decide how to apply some "realistic" SA for the AI without it being like it is now. I simply state that when I am being attacked by a TWS-FOX3 combo and I am not aware (only thing I get is occasional Nails from all sorts of planes being nearby..); How would you tell? If you can't how can the AI? at night...or overcast.. Answer is most likely: It can't... as neither would you or me..
  22. DCS is claiming to be a simulation. So (forgive the comparison) if you kill somebody with a sniper-rifle from 1km was he stupid? no...he wasn't... The whole point of TWS and no-lock-warning missiles being directed via Datalink is to allow for max-kill-rates. By implementing something I'd consider "god's eye" to every plane which makes it react although it couldn't have any clue.. it's like you pick your sniper-rifle aim...and the moment you want to squeeze the trigger the target magically drops low.. Returning to missiles it would be totally adequate if the target goes totally defensive once it has a RWR clue (realistic!) and implement things like tactics or defensive behaviour when "knowing" you're approaching enemies like snaking...or beaming...or anything the military does.. the current "I dodge/chaff/flare as soon as you squeeze the trigger" is by any means..stupid..
  23. Wrong forums.. please delete! Placed it in the correct one now (hopefully) https://forums.eagle.ru/showthread.php?p=4375375#post4375375
  24. Can somebody please have a look into how the chinese stuff provided/modified by Deka is modelled? Our squadron did a mission with mostly/only chinese AI. 1) Chinese missiles (HHQ9) fired from Type 052B/C Destroyers and the 054A Frigate don't bleed their energy the same way as other missiles when at max range. They start out with Mach 4 and self destruct/despawn when reaching their maximum range at Mach 2 (!!). They are shot at targets even when outside their threat circle. 2) Chinese missiles HHQ16 are always fired in pairs (When defending against Harpoons for example) and have a next to 100% hit percentage. (regardless of skill) Also they don't bleed energy to zero. They self destruct/despawn at Mach 1.8 (!!). SO either their range or the energy-retention is questionable. Compare that to a RIM-66 (Blue missile) which will bleed out to Mach 0.8. Russian S-10s launch at Mach4 and bleed out to 0.3 before despawning/self-destructing at max range. The reload-time on the ships is "amazing" they can spit out a constant stream of SAMs until depleted.. I am no expert in ships but just by comparing them to other ships (blues..) I'd say they're off.. Seeing launchers on the decks made for 2-4-8 being INSTANTLY reloaded is strange. Some more tests: (Conducted by Wolve) Test 1 ... 054A against 3 Hornets (12 Harpoons) ... all missiles intercepted Test 2 ... 054A against 3 Tu-22M3s (6 KITCHENS!) ... 4 missiles intercepted. The 2 which survived, sunk the ship (1 missile took the health down to ~20%) Test 3 ... 054A against 3 Tu-142s (18 Kh-35s) ... 13 missiles intercepted. The remaining 5 sunk the ship. Test 4 ... 054A against 6 Hornets (24 Harpoons) ... 23 missiles intercepted. The one that hit, caused minor damage. (The Hornet wingmen dropped their missiles after the first wave was done) Interesting observations 1. It (destroyer) fired on the Kh-22s before they were in the engagement range circle! 2. AI fires the Harpoons and they go sea skimming directly! (I will test if we humans can do that too) 3. HQ-16s seem to be TVM in terminal but the ship only seems to engage in one direction at a time. The 054A was "Average" while attackers were all "High" Cheers Khegrow
  25. Some more tests: (Conducted by Wolve) Test 1 ... 054A against 3 Hornets (12 Harpoons) ... all missiles intercepted Test 2 ... 054A against 3 Tu-22M3s (6 KITCHENS!) ... 4 missiles intercepted. The 2 which survived, sunk the ship (1 missile took the health down to ~20%) Test 3 ... 054A against 3 Tu-142s (18 Kh-35s) ... 13 missiles intercepted. The remaining 5 sunk the ship. Test 4 ... 054A against 6 Hornets (24 Harpoons) ... 23 missiles intercepted. The one that hit, caused minor damage. (The Hornet wingmen dropped their missiles after the first wave was done) Interesting observations 1. It fired on the Kh-22s before they were in the engagement range circle! 2. AI fires the Harpoons and they go sea skimming directly! (I will test if we humans can do that too) 3. HQ-16s seem to be TVM in terminal but the ship only seems to engage in one direction at a time. The 054A was "Average" while attackers were all "High" Cheers
×
×
  • Create New...