Kiptanoi
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Posts posted by Kiptanoi
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Hello!
I am playing around with moose and set up some triggers in the editor to give random orders to the MLRS BM-21 Grad 122mm vehicle.
If I don't use moose, it works fine, the MLRS BM-21 Grad 122mm team spawn in and do the random orders.But as soon as I use moose to spawn them in the mission, they will not take any orders.
My orders is in the triggered actions on the group.
And without moose, it works fine.
But when I spawn them in with moose, it does not work at all.
How can I resolve that?This is the code I am using when I am trying it with moose
Spawn_Vehicle_1 = SPAWN:New( "MLRS BM-21 Grad 122mm" ) :InitLimit( 7, 14 ) :SpawnScheduled( 120, .5 )
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10 minutes ago, edmuss said:
You shouldn't be adding any files with the global openxr installation, adding the files was for the old deprecated 0.6.3 version.
With the current version it needs the latest updated d3dcomplier to be in your Windows directory (installed as part of openxr) which it references when the out of date one in the bin folder is deleted.
Thanks
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Hello!
I need to ask...
First, I do send 3 files into bin folder ("D3DCompiler_47.dll", "opencomposite.ini", "openvr_api.dll")
That is from the "OCXR_WMR_ACC_v0.6.3" zip folder.And I continue read the guide and see this:
"5) Delete your D3DCompiler_47.dll inside the Bin folder of your DCS Install "So I need to delete this file I just put into my bin folder?
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Hi
I can read this here on this forum:
Will my paid campaigns work with the new module?
This will be up to content creators if they choose to update their campaigns to the new module, other wise they will work as normal.
So I wonder when ED are going to upgrade there own old A-10C campaigns to work with the new A-10C II module?
Does anyone know?
(As for now I can only see the A-10C 16-2 Red Flag Campaign show up on my A-10C Module and not in with the A-10C II module)- 1
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On 12/26/2013 at 10:03 PM, MBot said:
For curiosity and for references I have compiled the historical locations of all PVO (Air Defense Force) SAM sites at the end of the Cold War in the DCS Caucasus map area into a template. The majority of SAMs are still SA-2 which are not (yet) in DCS. I have substituted them with SA-3, so area coverage is a bit smaller. Total sites deployed in the region include: 25 SA-2, 12 SA-3 and 2 SA-10. In addition there were two SA-5 groups (each with two collocated Battalions), which I didn't include due to the lack of a suitable substitute.
Source: http://www.ww2.dk
From the same source I have also compiled the combat aviation units stationed in the region in the 1980s:
PVO Air Defense Forces
Krymsk
562 IAP - Yak-28P (-1987), Su-27 (1987-)
Gudauta
529 IAP - Su-15TM (-1987), Su-27 (1987-)
Marneuli
166 GvIAP - Su-15 (-1983), Su-15TM (1989-)
VVS Frontal Aviation
Senaki-Kolkhi
176 IAP - MiG-23M (-1985), MiG-29 (1985-)
Kobuleti
841 GvIAP/GvAPIB - MiG-23M
Kutaisi
143 BAP - Su-24M
Vaziani
982 IAP - MiG-23MLD
313 ORAP - MiG-21R (-1984), Su-17M3R (1984-)
Marneuli
166 GvAPIB - Su-17M3 (1983-1988 )
Maykop
709 UAP - MiG-21
Krasnodar Center
802 UAP - Su-22, Su-24, Su-25, Mi-8
DA Long Range Aviation
Mozdok
182 GvTBAP - Tu-95
Perhaps you can find it useful for mission building or just find it interesting from a historical point of view.
I have updated the map with SA-2 sites on the one who was named SA-2
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If DCS crew dont stop put out unfinnish stuff and not do any single friendly mission stuff to do, then I am going to quit this....
I got all modules and maps unitil now.... But DCS just puts out unfinnish stuff and dont do anything for us......
how about some immersive campaigns to play with..... So we who spend money can make some stuff with our modules and maps.....
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If you are on Facebook there is a Viggen group you can join. Mostly Swedish language. There are former Viggen pilots and ground crew contributing.
Also Novelair have a Facebook page - if you didn't know they own and operate a Viggen simulator cockpit.
And they do DCS?
Any link to them?
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Or dont have it at all :P
ED just want to release modul and make money.....
They are not ready with F/A-18, and most important not ready with F-16, and going to put energy to release a A-10C II.....
And how is the work on VR going for them.... They say they will put energy into that.....
But 4 years later nothing has happend....
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Hello!
I wonder if there is any pilots in here that have fly the viggen for real and would like to share your hotas setup.
I really like to get some sensitivity settings for the pitch and roll.
And to be able to load your setup and see how you have mapped all things.
I am on Thrustmaster Warthog setup my self.
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I have not playing DCS for a while now.
But yesterday I updated the Open beta and tested Viggen.
Is taxi light broken? (I can see the light bulb it self is going on and off, but there is no lights at the runway/taxi/parking area that is lighted up by the bulbs)
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Thanks, that did the trick.
Now I just want a code to inactivate that flag when the unit go outside the zone.... :D
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Just in terms of making a polygon zone, I finally put the pieces together last week to figure it out. Not sure if you've got it down yet or not, but this is what ya gotta do...
- Load the mist_4_3_74.lua file into the mission a second or two after mission start. In my case, at mission start, Flag 1 is on. I load MIST into it with "time since flag" = 1 second.
- Create a unit and create a polygon outlining the zone you want and give it a distinctive name (in my case it's R4808POLY2MILES) Set this unit to late activation.
- Create the unit you want to violate that zone. In my example, it's DODGE11
- Load the zonepolygon script into the mission with a "time since flag". The 900 in my example is the number of the flag that becomes active when DODGE11 violates the polygon. You can set this to whatever number you want.
mist.flagFunc.units_in_polygon{ units={'[g][color="Red"]DODGE11[/color]'}, --unit names zone=mist.getGroupPoints('[color="Magenta"]R4808POLY2MILES[/color]'), flag=[color="Lime"]900[/color], interval=20, }
Then when your flag is active, you can start your FLAK script.
Again, you may already know this, but it's fairly new to me :-)
Thanks for this.....
The code worked fine, and I got flag 900 as true when my unit enter the zone....
But how to make the flag to false when I turn around and fly outside the zone?
Could I add a else in the code or something?
And what does: interval=20 do?
- Load the mist_4_3_74.lua file into the mission a second or two after mission start. In my case, at mission start, Flag 1 is on. I load MIST into it with "time since flag" = 1 second.
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lefuneste01
Is there any easy wasy to just toggle stuff on and off with like a ini file?
Like a file where all stuff that is include in this app would be listed.
And value 0 for off and value 1 for on. (And the default value also listed in there)
So we easy can install this mod, and easy just put stuff on and off in a single file with 0 and 1 at our choice. :thumbup:
For now I just want the copy paste option to be on, and everything else off....
But I cant find any easy way to do that right now.....
All I can see is a bunch of keymappings, and there is a lot of them to remember.... :cry:
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Hi
I wonder if its possible to disable the mouse cursor to move around when I move my head in the VR headset, and only work when I use the mouse?
This is how it work now with my settings
Settings in the VR tab: Use mouse is checked
And now if I move the mouse, the cursor is showing up on screen, and if I now move my head around, the cursor is moving to...... Is there a way to disable that thing?
So the cursor is only moving when I move the mouse, and not move at all when I move my head around.
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Hello.
How to do if I want to create a square triggerzone that make flag 99=on when group "Player group" enter the zone?
If anyone has a solution for it, please upload a example mission so I can view and learn from it.
Thanks
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The autonomous GCI script does a similar thing, you place a unit with late activation, but never activate it, and create waypoints for that unit. The zone is then defined by the area surrounded by the route of that unit
Can you please upload a mission with that stuff?
So I can see how its made and how it looks like in the editor.
Thanks :thumbup:
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You would need a FAC or AFAC (Fordwar Air controler or Airborn Fordwar Air controler. Some ground units do that but you need to know how to use the mission editor andI believe that there are soem nice scripts for it.
Or you could look for A-10 missions with FAC or AFAC allready in place...
Its not JTAC procedure I would like to practice....
So a FAC or AFAC is not what I need when I want something to call out calls like a AWAC do when and if they spot some ground units :lol:
Thanks anyway :D
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To bad
You know any good way in to roam the map with the A-10C, and get some bulls calls from a AWAC, so I can practice in that type of stuff, to find target and so on.
(And I dont want to create a static mission in editor, then I know where to find them anyway :P
So I am going to use script to put out targets on random locations so I dont know exactly where they spawn out. And then have a bulls call from a awac that tell me where to look.)
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Hi
I wonder if there is a way to get the AI wingman to put out a spi or mark where he call outs a detected target?
The only way I know of now is to give order to wingman to attack the target, then he puts out a spi on map for me to see.
But is there anyway for me to let my ai wingman to put out a spi or mark on targets he detects without the attack order?
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What is good altitude for awac to detect ground units? (Armor, tanks, infantry)
And from what distance do they detect targets in the game?
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I am having an issue with getting TX-1 VHF to work in the F-16C. TX-2 UHF works fine but when I go into the Viacom control panel and look the TX-1 is not activated .The TX-2 is. When I press the button for TX-1 nothing happens. I have checked the setup for TX-1 in VC and it is correct...I am at a loss...
I have the same problem.
I got TX 1 and 2 working fine in F/A-18C, A-10C, AJS 37, M-2000C and AV-8B.
But in the F-16C the AN/ARC-222 does not working for me, and I got no response from ATC or other thing when using this radio.
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The current version is not compatible. I may spend time to make the next version compatible.
Wow, that would be great, so we who care about see ground units actually can see them as well up in the air in VR =)
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You cant. 3Dmigoto lib is handling only keyboard or xbox controler. But most joystick have a software suite that allow to map a key to a button.
Ah, thanks.
Does this mod work with: Shaders mod for better VR performance (experimental)?
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If I want to use med zoom on with my JOY_BTN4, how do I do it?
Help with Moose, AI.AI_A2G_Dispatcher start from ramp cold
in Mission Editor
Posted · Edited by Kiptanoi
Hi
I am playing around with a mission that have does modules in it:
- Moose AI.AI_A2G_Dispatcher (After 2 seconds)
- Moose Ops.Airboss (After 5 seconds)
- Moose AI.AI_A2A_Dispatcher (After 10 seconds)
And I load them in the mission in that order to.
I have setup so all planes wish are 2 planes at the time will spawn and start from cold, from airfield and from a carrier.
For example I got a group of F/A-18 with task to CAS starting cold from ramp on a carrier.
The same carrier that I got a F/A-18 client plane starting cold from ramp at.
The F/A-18 plane spawns in from this module: "AI.AI_A2G_Dispatcher"
When I play this mission local from my machine, then everything works fine.
And when I play this mission on a dedicated server, then the client F/A-18 plane don't start cold from ramp on the carrier.
It starting from the air...
Why does it so? And how can I change it to be like it is when I play this mission local on my machine