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funkyfranky

ED Beta Testers
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Everything posted by funkyfranky

  1. I think I will just make it so that the normal RAT:Commute() switch does that. No need for SetHome() I'd say. In principle yes, but it would not avoid the problem if non-RAT aircraft would be spawned etc etc. Plus, this is really something ED should fix. They have many more possibilities with their access to the core engine. It even happens on big airports which have two runways. But only one is used for T/O and landing.
  2. Well, I never did this but with MOOSE you can try local migs=GROUP:FindByName("MIG-21 #001") local template=migs:GetTemplate() for _,unit in pairs(template.units) do unit.skill="High" end migs:Respawn(template) migs:OptionROEReturnFire() No guarantees though :)
  3. That's right, at the moment they will only commute between A and B. But I like what you describe better :) I'll try to implement that. If one wants to have a commute between the same airports, one then needs to specify only one destination explicitly. Yeah, that sounds pretty much like a DCS bug. Once the aircraft gets the signal to land and starts it's final it is out of my hands. DCS logic than takes over and there is nothing we can do. It seems that aircraft that take off or event taxi to the runway have priority over the ones that land. And the landing ones abort their final.They (ED) need to find a better balance for starting and landing aircraft. At the moment, simultaneous landing and taking off seems difficult. There must be a rather big time window so that the landing ones can finish their final approach.
  4. Jup, funzt :) Hab mir das Stück von einem Kollegen 3D drucken lassen. Erste Tests wirken sehr positiv.
  5. Thanks, mate! QFE for Viggen was indeed my initial motivation :) Not only for dynamic weather but also if you find targets which are not near pre-defined waypoints. (Okay, there are other methods to get the QFE, but maybe not as convenient ;)) BTW, being able to analyse the mark text and use it to issue commands has big potential in my opinion. This could (in parts) replace the "static" F10 radio menu and make mission much more dynamic and realistic. Hopefully people get creative with this new DCS feature:D Well, here is another example using the same technique for recon missions. Provide target coordinates of enemies you spot during a mission and make your artillery batteries engage :D It's just a show case, but in a "real" DCS mission you would also automatically include factors like human error (if the pilot does not provide the exact coordinates) or friendly fire (if the pilot does not identify the coalition correctly). Both are factors which are usually difficult to model for mission designers.
  6. The recently added event functions S_EVENT_MARK_ADDED, S_EVENT_MARK_CHANGE, S_EVENT_MARK_REMOVED contain a bug regarding the position of the mark. The provided vector Event.pos has the x and z components the wrong way around, i.e. Event.pos.x --> Event.pos.z Event.pos.z --> Event.pos.x
  7. WeatherMark Hi everyone, here is a little script which allows you to easily obtain weather data for every point on map during the mission. But I guess a video explains it best :) Features: Offers easy access to weather data at all points of the map. Reports temperature, QFE pressure, wind direction and strength, wind strength classification according to Beaufort scale. Output of weather data in metric or imperial units. Optionally, the altitude can be specified at which the weather data is evaluated. Works with static and dynamic weather. Works with all current and future maps (Caucasus, NTTR, Normandy, PG, ...) Prerequisite: This script requires DCS 2.5.1 or higher. Note that the script uses only the pure DCS API, i.e. NO other framework like MIST, MOOSE, etc required. Load the script: Download the script and save it anywhere on your hard drive. Open your mission in the mission editor. At a new trigger: TYPE "4 MISSION START" ACTION "DO SCRIPT FILE" OPEN --> Browse to the location where you saved the script and click OK. [*]Save the mission and start it. [*]Have fun :) Basic Usage: Place a mark on the F10 map. As text enter "weather report". Click somewhere else on the map to submit the new text. The original mark will disappear and a new mark with the weather data at the point the mark was set is created. Options: Type "weather report, imperial" to get weather report in imperial units independent of default unit system. Type "weather report, metric" to get weather report in metric units independent of default unit system. Type "weather report, alt 1000" to get weather report at that location but at an ASL altitude of 1000 meters for feet, depending on default unit system. Type "weather report, alt 1000, imperial" to get weather at that location at an altitude of 1000 feet independent of default unit system. Type "weather report, alt 1000, metric" to get weather at that location at an altitude of 1000 meters independent of default unit system. Type "weather set, metric" to set the default unit system to metric units. Type "weather set, imperial" to set the default unit system to imperial units. Note All keywords are CaSE inSenSITvE. Instead of "weather report" you can also type "weather request" or "weather mark". All three commands are equivalent. Commas are the speparators between options ==> They are IMPORTANT! Download: https://github.com/funkyfranky/WeatherMark
  8. Adding to that, it can also happen if you have just four "\n" if at least one is so long that it causes a "automatic" line break. Seems to be related to the box size? BTW, there is nothing in the log file and not crash log generated.
  9. Yes, that's right. But this is a graphic and the information displayed is not usable for post processing unfortunately.
  10. Any chance this could be fixed?! It causes an immediate CTD(!) if you add more than four carriage returns "\n" in a mark text. Is this reported or do you need more info?
  11. According to Cobra, this is not a bug but a DCS shortcoming.
  12. I'm sure HB have a reasonable way to prioritize things. And no one asked that this should be on top of the list. So this comment is quite unnecessary.
  13. Ragnar, are you sure about this? Even as a player you can place marks on the F10 map. I would be surprised if you could not with the SDK. And since DCS 2.5.1 there are new events triggered when a mark has been added, changed or removed. This sounds like a small feature at first glance but it opens a lot of doors for dynamic mission design. In particular for reconnaissance missions. Here is just one example of what is possible now I used the Viggen for a reason in the video ;)
  14. Super, danke für den Bericht, shagrat :thumbup:
  15. Hollywood, could you include the build number on the download page please? It would greatly help to know when a new updated version is available.
  16. It's not possible because a player controlled unit does not automatically detect targets. Only AI do. That's why the detection class is only working for AI units. You might want to create an AI wingman how then detects the targets. There is also an escort class in MOOSE that does what you want :) https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Escort.html
  17. So many paradigm shifting, earth shattering, groundbreaking new features recently. Amazing!
  18. I have had that before with an early version of VAICOM 2.5.2 and reported it in the VAICOM thread. Actually, Hollywood fixed it. Are you using the latest VAICOM version? If yes, the error might be back. I did not run VAICOM recently.
  19. McCallaway, what DCS version are you running exactly? The S_EVENT_MARK_ADDED was added in DCS 2.5.1 and requires MOOSE 2.3.1 or higher. If your DCS version is <2.5.1 (i.e. current stable) you need to use MOOSE 2.3.0 or lower. All MOOSE versions can be found here https://github.com/FlightControl-Master/MOOSE/releases
  20. Can anybody tell me, if setting the alarm state for naval units is implemented/necessary? I can set it via the mission editor in the ADVANCED (WAYPOINT ACTIONS) to RED or AUTO. But when I start the mission, the unit always has alarm state GREEN. I can also try to change it during the mission as game master, but it always automatically goes back to GREEN. If I try to set it via scripting, I get an error with this line controller:setOption( AI.Option.Naval.id.ALARM_STATE, AI.Option.Naval.val.ALARM_STATE.GREEN ) So the enumerator AI.Option.Naval.id.ALARM_STATE obviously does not exist. Is it actually necessary to set the alarm state for naval groups to anything different than GREEN? In particular, would a naval group still move if in alarm state RED and being under fire?
  21. Okay, but that behavior strongly suggests that this is a DCS bug. Yes, it's a good idea :) In principle the implementation is easy. However, RAT meanwhile has a lot of options. I need to carefully test that this feature does not break other stuff. And, you know, the Hornet is out... :D
  22. Just wanted to say thank you for all the switches and rotaries you implemented already in early access. This is more than I was hoping for! Great job, ED :thumbup:
  23. I have never tried to enable the hidden option. This setting is not overwritten when by the RAT logic when the plane is spawned from the template. So like other options, I would have thought that the RAT planes should get this setting from the template. Does it work for you in other cases? I ask because I vaguely remember that there was a DCS bug that hidden units are displayed on the map. But I don't know if this was fixed already. Yeah, sorry, that will not work with the RAT manager. Because it keeps the number of planes constant. And there is currently no way to keep the plane alive after it has reached the parking position and shut down the engines. I could try to add parameter and schedule the despawn. Good idea actually. It probably looks a bit nicer when the plane does not immediately vanish :)
  24. Der IPD ist anders als die Abkürzung suggeriert nicht der Augenabstand sondern eher ein Skalierungsfaktor, den Du einstellen kannst, wenn Dir die Welt um dich herum zu klein/groß erscheint. Mit der Einstellung, die Du mechanisch machst, hat das nichts zu tun. Ich hab bei mir z.B. den "IPD" in DCS auf 50 eingestellt und in der Rift den wirklichen IPD auf 61 mm. Gehört aber eher ins VR Forum ;)
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