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Carrier Script Test


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thx man. appreciate your input.

here is another logfile from an even longer session.

server stopped responding today after 3 days. we could fly and shoot weapons but all AI freezed and weapons did no damage. dcs-server process was using only half of available memory and low cpu when it freezed.

before the minidump section on the bottom log it complains about a nil value in a moose funaction. and before that it seems dcs ran out of RegMapStorage ID's. never seen that before

dcs1.zip

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My ships stop after one leg. So I must be doing something wrong.

 

I use dynamic weather and only use this to have the carrier move into wind..

The only way to make sense out of change is to plunge into it, move with it, and join the dance.

"Me, the 13th Duke of Wybourne, here on the ED forums at 3 'o' clock in the morning, with my reputation. Are they mad.."

https://ko-fi.com/joey45

 

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  • 2 months later...

We're back! I'm using my carrier script again for my vVF, as the supercarrier is a little light on features, but we decided we didn't need the other functions that airBoss has. The script works pretty well for SC as of 2.0 hotfix 1, but I might tweak a few things for SC as we find issues. I'll keep you all posted.

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Wrench,

 

It works great with the SC!

 

I had an idea for a new feature -- most of the air plans I've seen over the years have an alert tanker set for a minimum of 15 minutes, and sometimes even 30 or 60 minutes from the call to the launch.

 

Any way to put a start delay into your script?

Very Respectfully,

Kurt "Yoda" Kalbfleisch

London

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

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So the basic idea for the recovery tanker is that players can spawn it when they're on their way in to the carrier. Should you wish to have it spawn automatically, I can take a look at it for you this weekend.

Have you tried using the recovery tanker? There was a DCS bug that prevented it from giving players the basket when spawned by the script, so I'd like to know if it's working again.

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I haven't tried it yet. I'll give it a go as soon as I can, though.

Very Respectfully,

Kurt "Yoda" Kalbfleisch

London

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

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Wrench,

 

Sorry it took so long to test the tanker. Not sure what I did wrong in the setup, but the tanker launches on request and then immediately returns to the overhead for landing. He did get an OK #2 WIRE, though!

Very Respectfully,

Kurt "Yoda" Kalbfleisch

London

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

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  • 4 weeks later...
  • 1 month later...
Wrench,

 

I can confirm this. Launched 1x S-3B while carriers was in the turn. Flew for maybe 10 minutes and landed. Launched another into the wind. It flew longer but climb any higher than 1,500ft. I did make sure the S-3B had a waypoint in the mission.

 

Was this ever fixed?

Your Search-Fu is far better than mine!

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  • 4 months later...
On 6/2/2020 at 11:58 PM, Yoda967 said:

Wrench,

 

Sorry it took so long to test the tanker. Not sure what I did wrong in the setup, but the tanker launches on request and then immediately returns to the overhead for landing. He did get an OK #2 WIRE, though!

Just tested. My tanker works fine in mission editor but if i run as a mission it immediately recovers

 

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  • 3 months later...

ATTN math nerds:

I'm looking to patch the script, but I need your help.

The carrier script is taking a pretty big shortcut in calculating BRC and speed.

I'm basically taking wind(direction)-180° + 10° (angle of the deck) for BRC, and 25(target relative speed)-wind speed to get carrier speed. 

I've tweaked away from the 10°offset to try to get close to 25 knots down the angle.

 

The problem is, as the carrier drives forward, it creates a relative port wind.

That port wind component is therefore proportional to the wind speed, so that and windspeed increases, port offset increases. 

This means that if the wind is less than 15 knots (the speed I assume the wind is going) there is a port relative wind, and if wind speed is greater than 15 there is a starboard relative wind. 

 

I tried using a vector transform where I rotate the vector of the wind from a North justified coordinate system to a BRC relative coordinate system, and then solve BRC for the relative wind x component =0. That's taken me in circles, so I'm asking you guys if you can come up with a formula to generalize the issue.

 

I've also tried using the law of sites, but I can't get any results that make sense.

 

Let me know if you understand the maths well enough to come up with a formula that works. 

 

I can set that up is a formula in Lua easily enough, but the maths are just a little above my pay grade.

 

I'm starting engineering school after a long break from school (I left high school back In '08 and have worked in construction and automotive mechanic jobs since then) so I haven't gotten the this stage of Calc yet.

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Hey, sorry for the late reply guys, the new forum wasn't sending me notifications. 

The S-3 tanker is no longer supported,  there are a ton of DCS bugs that cause too many problems.

 

As for the Tarawa it should be supported, but ED might have changed something that broke the detection. I'll look into it while I'm working on the issue posted above.

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  • 3 weeks later...

An amazing script I have been using for a long time, I only need it to turn the carrier into the wind, I don't care the rest. I hope it gets updated as soon as possible. Thank you very much!! 👍


Edited by Majinbot

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  • 3 weeks later...

Just wanted to point out that i encounter the same issue as joey45, my carriers stop after one leg. Everything else is working fine. Is that a known issue or could i have in fact set up something wrong? Using MIST 4.4.9 and Carrier script  2.0 hotfix 2. Best and thx in advance. 

 

EDIT:

 

I could narrow my observation down a bit. In my case the carrier does not enter the next leg if the brakets for the tanker brakets in Wrench.carrierSetup("USS George Washington", 60, {"Texaco"}) are left empty (like Wrench.carrierSetup("USS George Washington", 60, {})) or the nearby escorting ships are blocking the path somehow, although they might appear not to. After rearanging the ships in the battle group it should work again. Keep in mind there is to far and to close. DCS is weird 😄


Edited by SkipperSMG

i5-2400 | 16GB Corsair XMS3 | MSI GTX 970 4GB | 500GB Samsung 850 Evo | TrackIR 5 | TM Warthog | Saitek Rudder Pedals | Windows 10 64 bit

 

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