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Changes to the behaviour of net.dostring_in()
jmossr replied to BIGNEWY's topic in Scripting Tips, Tricks & Issues
This looks a lot like the old api/signature we had before local ret, success = net.dostring_in(env, lua) -
Hi, please read manual and watch Wags videos: You'll get the idea
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I now have the tumbstick working; however, I can only bind it to Horizontal or Vertical slew (for the Kiowa's MMS camera) as it's only being recognized as a singular axis, if that makes sense. Once bound, I lose all control over the camera as it spins round and round.
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Yang joined the community
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darkman222 started following AAQ-33 rearming doesn't require reboot - intended or not?
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Quad-Views-Foveated causes a significant drop in frame rate.
EX_AI replied to EX_AI's topic in Virtual Reality
The SSW function of VD doesn't work well. It often causes ghosting which leads to dizziness. When piloting rotorcraft such as the Apache, it creates severe "jelly effect" on the areas swept by the rotors as well as the subtitles/HMD display in those areas, making the game unplayable. -
After what happened to VEAO this was the solution that ED gave at the time. For me this is not a opition, I'm not going to buy a single module again. I'm telling my friends not to buy from ED and to play another game. Find a better solution, I don't care who is responsible for this mess.
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Ah ok I'll try that (I haven't made the plunge into DCS ww2 yet, so that's quite a heavy chunk of data not being used)
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Rudel_chw started following StopGaps - Script to fill empty player slots with planes
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StopGaps - Script to fill empty player slots with planes
Rudel_chw replied to cfrag's topic in Mission Editor
Sorry to hear this news, but I can totally understand it … over the last 18 months my enjoyment of DCS has also taken a large hit, mostly because of the ED-Razbam conflict, not sure how much longer I will keep flying on DCS. -
Not getting 'weapon' data for event S_EVENT_HIT on server?
eekz replied to moggel's topic in Mission Editor
Encountered same problem that projectiles already don't exist as objects in MP by the time the hit event triggered. Only their runtimeIds are availiable. Which are not of a big use since there is no projectile birth event of something so you cant write them down somewhere. Using export to store and update the projectiles db seems like a bit of overkill to me. Is it possible to add the event something like birth for weapons? so their runtime id's could be written down in temporaty db and used on hit events to get the weapon info? -
Hey Pilots, My HUD colors are a bit different as I have set them to my liking. I played around with the LUA files, comparing the new vanilla Materials.lua file to my modified one and copied/paste'd a few new lines of code from the new Vanilla file and put them into the modified file and..... Wallah! What I can do, is upload the modifed file under the main DSC webpage under user files but it may take a little time for it to get through the vetting process. One picture shows the TGP and the other shows the ATP. Hope this helps.
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IIRC The contract agreement for the F15E preceeded before the ending of the Hawk situation, and therefore wasn't applicable. How do you know that this very issue, the ownwership of the source code, isn't one of the major issues preventing agreements to be concluded here? Wouldn't using ED's SDK to create their modules actually prevent RZ from using their modules on other flight sim platforms ?
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Just ues WHOT AAQ28 much more super HIGH TECH advance then DCS ATP-SE (Sensor Enhance)
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Hi, and sorry if its is posted in other threat, but I want to ask a silly question. When is planned the 3.0? And I mean something like... 2 weeks, next year, or 5 years from now. Because ED can call the new update whatever they want, like implement the vulkan and call it like 2.9.9999 or fix the Ch 47 radio presets page and call it 5.0
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I also have the same issue, deal with it.
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One way is uninstalling the unused modules prior to performing the update
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So resuming. The VEAO issue that will not happen again is hapenning again multiplied 4 times. No refunds for anything except F-15E in ED credits ( no steam refunds at all ). Double DCS Installation to be able to fly RB modules. From 2.10.X-3.X RB modules are out of DCS All assets from RB gone. No Tarawa. No more basket refuel for any module except the S-3B Viking or the IL-78 ( DCS Core doesnt have any blue basket tanker apart from the Viking if RB assets are removed ) Missing anything else? Ahh ,yes, we can still wait and hope for a positive outcome.
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Btw, tangentially related: On a first glance, the Mig-21 AI update seems pretty solid. Now a player-flown F-4E can actually outrate a (low AI skill) Fishbed, as it should be IRL. Im sure ACE skill will still do things that are beyond physics, but thats kinda the point.
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Well, it kinda was a surprise to me.. Is this because of the Corsair and Marianas ww2? (both of which I don't use). I wish ED came up with some way that would allow us not having to download stuff we don't use. (My 2TB disk is not sufficient anymore it seems )
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В инсте пост про ситуацию с модулями разбамов
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StopGaps - Script to fill empty player slots with planes
cfrag replied to cfrag's topic in Mission Editor
Dear all, my inclination to contribute to DCS has reached an inflection point, and I have decided to withdraw from public contribution for the time being. I thank you all for your kind encouragement and friendship in the past decade, and wish you only the best for the future. -ch -
I've tried to repair but didn't help, and I don't have any other mods than CH and Admirals mods. I'm glad to hear it's not just on my end. Thanks !
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StopGaps - Script to fill empty player slots with planes
Ру19300 replied to cfrag's topic in Mission Editor
Good afternoon! After upgrading to version 12722, the mod started working with an error. When trying to load into the Mi-24, the helicopter explodes, and the Mi-8 is loaded with a slight drop from a height. -
Is AI cheating, or am I just bad at dogfighting? (Or both)
TheFreshPrince replied to Hiob's topic in Chit-Chat
I can recommend doing dogfights against AI close to the ground (1500ft. starting height agl) as this will prevent them from going ballistic and simply entering stupid spirals.