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Mike64

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  1. This is an issue for ED to fix. it's a bug in their deck-clearing logic (why clear other spots but miss the harriers). missing basic features of clearing catapults for takeoff. Handy feature of proper parking spot support on ships
  2. Reproduction (Mission provided): Spawn Carrier with Parked player aircraft + AI helicopters and Harriers on deck Attempt to take off from carrier (Finding there isn't an ATC call to make and ground crew Request launch doesn't clear decks. Take off (usually using a just about clear catapult) Do Radio calls to Carrier to Land (Observe Helos de-spawn but Harriers stay in place on the arrestor gear) Crash into harriers Expected behaviour: Either Radio call or automatic deck clearing when connecting to catapults Harriers de-spawning when landing setup is needed via radio (Bonus) Re-organise aircraft on deck to clear needed areas but still show on deck if possible. Caucasus - Operation First Support.miz
  3. Hey Current Hill, One of my January Tasks is to add all your 1.0.0 mods to my database did you get around to sorting operational information? (No worries if not I'll do it manually if needed)
  4. Main Release Version 0.5.312.22 * Added: * Added: SA-10 Radar Variant Templates * Added: Kneeboard Editor (Only compatible with BR mission post this release) * Added: Kneeboard Rendering and standardized briefing component * Added: Livery Selector will choose a Livery from coalition nations if country set to CJTF(B/R) * Added: Payloads default now auto assigns loadout. Clean/Empty option * Added: Escort Attacking units now try to intercept hostiles * Added: On Road variants of escort * Added: Escort Refactor Units now attack escorted units * Added: Support for timed aircraft spawns * Added: Transport to player airbase or any airbase * Added: Transport objective troops Support vanilla transport methods * Added: Missing C-17A and Mig-29S (Mig-29G also flyable) * Added: Support for Folder based liveries * Added: Unlimited fuel for target aircraft * Added: CAP variants of Idle (Aircraft ROE free fire original Return fire) * Updated: * Updated: Aircraft attackers delay spawn relative to intercept point * Updated: Automatic troop loading limited to Aircraft not supporting native loading (currently: UH-60L) * Updated: Corrected JTAC unit as Static (it doesn't move) * Updated: Custom and Vanilla Templates * Updated: Data to DCS Open Beta 2.9.2.(purging non default liveries) * Updated: DB data to DCS 2.9 * Updated: Dotnet from 7.x.x to 8.x.x * Updated: Increase Kneeboard image size to ED default size * Updated: made "CombinedArmsPilotControl" default on * Updated: Missing Tasks for aircraft * Updated: Moose script to Moose 2.9.2 * Updated: Process Images at save stage (Faster generation, Slower saving) * Updated: Reduce Kneeboard resolution for performance * Updated: S-3B Tasks and upgraded tanker out of lowpolly * Updated: Unit selection no longer chooses immovable units that will be asked to move * Fixed: * Fix: Aircraft on base targets now have waypoint on aircraft not airbase * Fix: Attack logic for Escort mission attackers * Fix: Auto check for and fix undeclared modules in templates * Fix: Bad testing package version * Fix: Broken Target coordinates scripting * Fix: CLI failing due to uninitialized DB * Fix: Error after trying to spawn Non existing aircraft * Fix: Escort direction wrong way round * Fix: Escorted units go direct to end * Fix: Failing to clear Objective Hints * Fix: Infinite loop crash * Fix: JSON parsing missed module for Cargo and Static Objects * Fix: Medium and Long Range SAM site should always spawn full template. * Fix: More bad filter count occurrences * Fix: Null error * Fix: Objective CAP feature & Taskable CAP ROE incorrect * Fix: objective complete count logic * Fix: Objective features spawned at pickup for move to front line rather than at drop off * Fix: Objective hints no longer allow objectives to ignore borders. * Fix: Override Radio Frequencies type conflict * Fix: Packages Airbases not showing in Briefings * Fix: patrol aircraft ROE incorrect * Fix: Remove bad and incomplete data. * Fix: Standardize DCS Task usage for players * Fix: Stop multi detection for FlyNearAndReportComplete * Fix: Template groups shouldn't be shuffled order * Fix: Throw error when template file missing * Fix: Values set to null rather than empty string causing null pointer error * Fix: Yak-52 now player flyable * UI * UI: Ban and allow everything buttons on ban list page * UI: Clearer on Objective separation setting relocation data * UI: Improve Kneeboard Editor Functionality * UI: Incorrect filter on Subtask Behavior * UI: Payload to QuickBuilder * UI: Task & Behavior have descriptions * UI: Use Task for player Payload instead of default * Upgraded: * Upgrade: Bump FluentRandomPicker from 3.4.0 to 3.5.0 in /Source * Upgrade: Bump Markdig from 0.33.0 to 0.34.0 in /Source * Upgrade: Bump Microsoft.AspNetCore.Components.Web in /Source * Upgrade: Bump Microsoft.AspNetCore.Components.WebView.WindowsForms * Upgrade: Bump Microsoft.Maui.Graphics from 7.0.100 to 7.0.101 in /Source * Upgrade: Bump Microsoft.NET.Test.Sdk from 17.3.2 to 17.8.0 in /Source * Upgrade: Bump Polly from 8.0.0 to 8.1.0 in /Source * Upgrade: Bump xunit.runner.visualstudio from 2.4.5 to 2.5.3 in /Source * Upgrade: Bump YamlDotNet from 13.4.0 to 13.5.2 in /Source * Misc: * Misc: Add warnings for BR data missing DCS data * Misc: Correct bad link * Misc: Update docker readme command * Misc: Update editors notes for timed spawns * Misc: Update links * Misc: WebApp shutdown much quicker
  5. Problem: Scripting doesn't stop you from adding more than 10 items in the F-10 Radio option. With multiple scripts, it's not possible for scripters to deal with it with SubMenus as mission makers can simply put in too many scripts. Expected Solution: The radio menu gracefully handles it by replacing the last option with a "More" option. This would allow users to "scroll" through the options.
  6. Hey quick permission check! I am developing BriefingRoom for DCS and we would like to add your units to the tool. We load the mods in DCS and then take configuration info in order to allow our tool to support the mods. This data is also made available (although not public) to others building similar tools eg DCS Web editor Example mod configuration: https://github.com/akaAgar/briefing-room-for-dcs/blob/main/DatabaseJSON/Mods/A-4E-C/UnitPlanes.json Unfortunately, ED sucks at configuring half-decent operator tables so we have our own https://github.com/john681611/dcs-data-miner/blob/main/customDataSets/UnitOperatorsMods.json if you can provide this info it will save a bunch of googleing. I'd love you to add your units to our tool if you would allow us.
  7. Not really viable and ChatGPT doesn't like talking War or anything that could be used as Misinformation Yup Watch our discord main released are every few months but betas come out as regularly as I can make them We also have a proper domain now! https://www.dcs-briefingroom.com/ Should be sometime this month, I'm trying to do main releases more often but life keeps saying no. Sure! The only advantage of running on your gaming rig is you get access to any custom Liveries and Payloads you have installed. We do not actively monitor the forums. In fact I forget about it regularly. Beta updates and discussion are hosted on https://discord.com/invite/MvdFTYxkpx
  8. Its caused by me messing with the mission Lua and it causing an unhandled error lockup. The issue is it doesn't gracefully handle an error when loading a mission.
  9. Just gave it a go nice work. Great to hear its not a replacement mod anymore. Personally the Super Hornet is a much better looking airframe. Shame that the pylons are a bit janky wonder if some pylons should just be marked as travel or at least limited to weapons that can be launched. From Nightstorm's message I understand that fully functional extra pylons is not easy/possible fix without someone at ED conveniently adding support for it to the base aircraft. Never the less I've added it into the next Briefing Room Release as a compatible mod.
  10. Briefing Room V0.5.211.15 released - Real World Map! Headline Items Added: Real-world map the UI Added: Full Builder Objective Location hint option Added: Situation Editor Added: Moose Core and Moose ATIS for home base Added: Enhanced Gamemaster Script (Zeus) Added: Linkage between campaign missions (starting airbase, objective area & situation) Discord Full Changelog and Download
  11. I've just implemented the fix for this. Hopefully should show up in the next beta
  12. Nope, its off My second post shows exactly where this example fails and the code to fix it (as the lua code is public)
  13. BriefingRoom Try now: https://www.dcs-briefingroom.com/ BriefingRoom for DCS World is the much more advanced successor to my own Headquarters for DCS World (HQ4DCS) application, and a massively improved version of DCS World's own fast mission generator. BriefingRoom allows you to create complete scenarios in just a few clicks. Missions generated with BriefingRoom tend to be rather "player-centric". Their purpose is not to simulate a real war theater, like Falcon 4's dynamic campaign, but to provide the player(s) with interesting objectives and challenges. This approach is a perfect fit for DCS World's limited number of units and very capable scripting engine. While BriefingRoom is designed to be easy to use and to allow the creation of missions in mere seconds, it is also heavily moddable and will give many options to power users ready to tackle with its most advanced features. BriefingRoom is free and open source and will always remain so, but if you want to support its development, you can make a one-time donation when downloading from Itch.io, or a monthly donation using the PayPal link you'll find here. Initial version by Ambroise Garel, now developed and maintained by John Harvey Source code, changelogs and additional information are available on the repository. Found a bug? Have a suggestion? Post it in the issue tracker. Join the Discord! Features summary Can generate any kind of single-player or multiplayer mission, from deep strikes behind a hostile superpower's cutting-edge integrated air defense network to photo reconnaissance flights over a terrorist training camp. Choose from a large variety of mission types, from combat air patrols to bomber interception, target designation for artillery strikes, photo reconnaissance, bomb damage assessment and many others, or create your own by picking target types, players tasking, and various objective and mission features. Extremely easy to use: generate missions in seconds without any technical knowledge, then export them to a DCS World .MIZ file in just a few clicks. Automatically generates proper friendly/enemy units according to countries and time period, but also able to create "what if" scenarios (2010s USAF vs 1940s Luftwaffe) and freely choose player aircraft in any country/time period. Generated mission can include custom scripts for various effects (advanced SAM AI, JTAC smoke and laser designation, artillery strikes...) Save mission templates to small .ini files and share them with your friends. Easily moddable to add more countries, units and scenarios Available as both a graphical user interface for ease of use and as a command-line tool for batch mission generation Customize enemy SAM and air-to-air opposition for any mission difficulty. No units spawned through runtime scripting. All units are added to the mission itself, so they can be edited with DCS World's mission editor for further customization. Please read the user's manual and the modder's manual for more information The development roadmap and a list of features planned for future versions can be found here: trello.com/b/iGsqgbTu/briefingroom-project-tracker Try the Web version no download needed. Download Latest - Version 0.5.312.22 We don't monitor this thread actively and recommend you go to our discord for quicker communications Images
  14. For example given I've figured out a fix for missions failing to load: me_toolbar.lua: 580 (loadMission) local ok, result, err, theatre = base.pcall(module_mission.load, filename) --print("----result=",result, err, theatre) if not ok then MsgWindow.warning("Corruped mission:"..result, cdata.warning, cdata.ok):show() if base.isInitTerrain() == true then module_mission.removeMission() module_mission.create_new_mission() -- progressBar.kill() end end I find it odd the lack of `base.pcall` usage as its more or less designed for this and retuning bool as a result it rather fragile
  15. Version: Latest beta. Issues have existed for: Over a year (version doesn't matter) Problem: The mission editor code is able to crash in situations where either: * Mission won't save * Load mission window refuses to open up (until complete Game restart, sometimes even removal of offending mission) * Game locks up on either Mission load into editor or Load into game screens. (Requiring Murder via Task manager) Cause: Exception not being gracefully handled leading to some form of game lockup (can be seen easily in logs) Cause of Exception: Mission with logical issue in it. Expected result: Graceful handling of errors with reverting back to editor main page with error message (just like what happens with an invalid Lua syntax in the mission file. Are these logical issues caused by me: Yes (I develop which briefing-room-for-dcs generates missions from scratch) and I do work to fix every corrupted mission I hear of. I'm ok if you close it as I am cause and that is the end of it but I do believe that the game should gracefully handle issues as much as possible. One dev to another a few top level exception handlers would do fine Example given locks up on mission load. FAIL_TEST_5_PersianGulf_-_Operation_Resolute_Waters.miz dcs.log If this is not closed instantly I'll post missions and logs as I get them
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