
Hunter_5E
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About Hunter_5E
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- Birthday 12/25/1963
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Scotland
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Here's an instance when it was just too late and a hard landing was inevitable - or was it? Could the pilot have escaped using the Vuichard technique if he'd quickly realised his situation and acted quickly enough? Hard to tell but probably unlikely so close to the ground. You'd need serious ninja reflexes to escape that one. Bell 412 settling with power Also, was that vortex ring state or settling with power? Hard to tell definitively but I would guess most likely vortex ring, given the hard flare at the end. Strangely enough, Transport Canada makes distinction between the two whe
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Harrier can take off from ground.
Hunter_5E replied to StevanJ's topic in Mission Editor Discussion and Questions
There is a very good FARP mod by Suntsag that requires no ground units or anything - just place one of his FARP objects and you got a fully functioning FARP. They are very compact and sit at ground level and they come in a few different sizes. I use them all the time now as I like them much more than the default FARPs in DCS. Check them out here https://forums.eagle.ru/showthread.php?t=273049 ( post # 8 ) To see what ground units are required to enable various FARP services on default FARPs, look in the "DCS User Manual EN 2020.pdf" which is in the "Doc" folder in your DCS install. Pa -
This worked briefly during a recent version of open beta but has since stopped working again. There is an .lua file specifically for this so I'm assuming it's supposed to be a working feature? @BIGNEWY - please can you ask if this function can be activated again? It would be great as currently the caution lamps are huge in full screen view (even more so on triple screens) and cover the whole top half of the screen. Thanks. Recent thread discussing this issue:- https://forums.eagle.ru/showthread.php?t=285458
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Still learning... played around some more and realised I had to split the "Do Script" into two parts to allow spawning in multiple instances of the same group. Having them in the same script box is why the first ones deleted when spawning in the next ones. Essentially I took the first line from the script and made it run on mission start. That basically declares that "Tanks" are a global spawnable object. (I think... correct me if my terminology is wrong) Then I put the second line on its own to run when the F10 menu item is used. Voila, multiple spawns without deleting the first ones
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Harrier can take off from ground.
Hunter_5E replied to StevanJ's topic in Mission Editor Discussion and Questions
Ah ok, I don't have the Harrier myself so assumed it suffered from the same restrictions as other fixed wing. My bad. -
Harrier can take off from ground.
Hunter_5E replied to StevanJ's topic in Mission Editor Discussion and Questions
The Harrier can land almost anywhere you want, it's "Takeoff from ground" and "Takeoff from ground hot" that are not possible without a small mod. Perhaps that's what you meant? Check out this thread here: https://forums.eagle.ru/showthread.php?t=286616 Should have the info you need. -
Help with probability
Hunter_5E replied to alfredo_laredo's topic in Mission Editor Discussion and Questions
Using a "FLAG IS MORE" condition should do the trick. In the screenshot example I set a start flag on first and used 3 APC's instead of troops. Each APC increases the flag value by 30 as they enter the zone, so 90 total if all are in the zone. (Actually 91 as flag started out with value of 1) Then I used a "FLAG IS MORE" condition to trigger a "Message to all", if the flag value goes over 80. Triggers as soon as the third APC enters the zone. Hope that helps. EDIT: Posted mission example as well in case you want to look at it. Made in DCS stable. Flags Test Mission.miz -
After watching "MOOSE for Dummies - 1. Mission Editor and Script" I played around and made a simple test mission to see how it works with spawning stuff from the F10 Radio Menu. Very easy to do and works very well. You do need to use "Switched Condition" for the F10 Radio Menu items to make them repeatable. I used a Ka-50 as the client aircraft but if you don't have it, just change the aircraft type in the editor so you can sit in it and see the tanks spawn in front of you after you use the F10 menu "Tanks" item. Tanks are same coalition so they won't shoot at you. Tanks will spawn
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KA-50 / Field of View / 3 screen setup
Hunter_5E replied to Mero-Mayhem's topic in DCS: Ka-50 Black Shark
Check out this thread here:- https://forums.eagle.ru/showthread.php?t=270982 Should be what you need. -
From what I've read and seen in youtube vids, you can't infinitely spawn units or groups from the F10 menu using mission editor alone. That requires scripting with MOOSE or MIST apparently. You can set up a whole bunch of late activated units or groups in the mission editor and spawn each one in sequence. Once they're all spawned in that's it, no more. Not sure exactly how it would be done though as I haven't tried it myself. Don't know if you would use switched condition or once.
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Sorry, I assumed you were using the "Sound to" like most people do with the "F10 Radio Item". You did say "Radio Transmission", my bad. The principle is the same though. If you set it up as a "Switched Condition", that is what makes it repeatable. Here is how I set it up and it works repeatably from the F10 radio menu.