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Mike64

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Everything posted by Mike64

  1. Note: I'm a briefing room dev and we generate missions and sort parking with data extracted from https://wiki.hoggitworld.com/view/DCS_func_getParking we use the "parking" we assign the "parking" lua value and the function doesn't provide "parking_id" ref: If the parking spot isn't configured correctly (Rampat David has a few missing 35-40 I think) the logic assigns the a parking spot but doesn't check if any other aircraft has already been assigned it. This leads to aircraft starting on top of each other.
  2. In this case ship is NOT CARRIERS. aka Perry, Arleigh Burke, ect anything with a helipad. Issue spawning harrier on a ship with armament has it spawning flying either right into the water or into the ship. Usually instant death. remove armament and it works fine. Issue can be reproduced every time very quickly in the ME by just adding bombs or removing everything. Did wonder if it affected other aircraft but all helicopters are fine.
  3. Yeah kinda sucks having the two systems atm.
  4. Context: I'm one of the Devs on Briefing Room, a mission generator. Trying to place aircraft without overlapping or on a parking spot that is unsuitable while also making it look right in the ME. DCS has 2 parking systems (for some reason) in the mission.lua file "parking" - (int) internal hidden parking ref returned as "Term_index" in Airbase.getParking "parking_id" -(string) Map reference version currently missing from Airbase.getParking (I understand this to be the superior method) I've found no way of getting the mapping of the internal integer to the string map reference. using "parking" only the unit positions look wrong in the ME but the game spawns the unit correctly. using "parking_id" it places the unit perfectly but its a incredibly long task to extract parking_id data as its manual.
  5. Solved on our end lack of "gun" configuration - seen it before must of snuck back in.
  6. Not Reason why But defiantly a mitigation is that if I turn the aircraft to a Civil Plane and back the loadout editor instantly loads (With Clean wings) .
  7. Explains how he knows so much To add to the rollercoaster. I've attached an A-10 set to CAP (it shouldn't have that) and it recovers fine loading up the editor. I created a new F-14B under CAP as @Wizxrd mentioned and the loadout editor works fine. It seems this may not be the issue I thought it was. I've assumed and made an arse of my self Ok back to the drawing board next thought is that maybe we have a bad loadout and its not happy. TaskBreak.miz
  8. I should have yes (wasn't sure how receptive you guys where to mission generation projects tbh) but one issue... ...I'm one of the Devs on Briefing Room. I'm trying to fix this issue: https://github.com/akaAgar/briefing-room-for-dcs/issues/168 Btw I'm also looking into an issue where the script file runs on single player but fails to do so on MP (no obvious errors)
  9. We generate the files in our own mission generator so already have a "May not work with ED's ME" . We don't have access to info on what aircraft can do what task atm and tbh I'd rather avoid having to maintain that data if I could (Maintaining our Map DB is hard enough). The example I gave yeah wasn't worded well but it was the quickest way to duplicate the issue vs please download and use our mission generator and run it a bunch of times. (course your welcome if you want to ) I was naively hoping that a fix could be put in place so that the loadout editor would work even if the the aircraft has a mismatched task as the UI should deal with it gracefully. If you want a more friendly way this could appear imagine an aircraft has a task removed (say F-16 AWACs for some reason) and someone tried to edit a mission initially created pre that patch. If you really don't feel like this is something ED should fix please direct me to where I can pull this task compatibility data so I can fix it on our end and stop our users reporting it every few weeks .
  10. This isn't just me unfortunately we have had a bunch of issues reported on this. The core of the issue is if you edit the mission file within your .miz and set the task to something that the ME usually won't let you spawn that particular aircraft with the loadout breaks.
  11. Attempting to edit the loadout of an aircraft that has been assigned a unsupported task fails to open the loadout screen. In example attached F-14B with CAP Mission and logs been posted PersianGulf - Operation Unchained Grip.miz dcs.log
  12. Here is the mission download link: https://drive.google.com/file/d/1AzMThoS3x-pusDd-eL1sGEOzd3ICxVUR/view?usp=sharing My Settings
  13. Seeing this in 2D Reddit post: With particularly bad white cap textures too. Replication show me how it looks to you. For those wanting to see if they can replicate: Default editor unless stated Map: Gulf Jet: F/A-18 at 20,000ft Weather 25-30kts at 33ft Shaders have been deleted to no effect.
  14. Posting for info on probable cause to fix this ticket: https://github.com/akaAgar/briefing-room-for-dcs/issues/66 Consider this more likely our fault on the generator side than HBs but any help in resolving would be appreciated Process: generate mission for F-14A/B using Briefing Room Load in Editor in game Run Mission Attempt to Enter mission planner Hang on loading screen (no bar) Debug mission attached dcs.log error: 2021-02-06 08:18:15.983 WARNING LOG: 1 duplicate message(s) skipped. 2021-02-06 08:18:15.983 ALERT LUACOMMON: Error: GUI Error: [string "./dxgui/bind/SpinBox.lua"]:37: Invalid arguments! GUI debug.traceback: stack traceback: [C]: ? [C]: in function 'SpinBoxSetValue' [string "./dxgui/bind/SpinBox.lua"]:37: in function 'setValue' [string "./MissionEditor/modules/me_payload.lua"]:674: in function 'updateData' [string "./MissionEditor/modules/me_payload.lua"]:738: in function 'update' [string "./MissionEditor/modules/me_loadout.lua"]:533: in function 'updatePayloadWeight' [string "./MissionEditor/modules/me_loadout.lua"]:949: in function 'createRows' [string "./MissionEditor/modules/me_loadout.lua"]:1011: in function 'updateGrid' [string "./MissionEditor/modules/me_loadout.lua"]:1026: in function 'update' [string "./MissionEditor/modules/me_aircraft.lua"]:1577: in function 'verifyTabs' [string "./MissionEditor/modules/me_aircraft.lua"]:2012: in function 'update' [string "./MissionEditor/modules/me_aircraft.lua"]:1139: in function 'show' [string "./MissionEditor/modules/me_map_window.lua"]:4024: in function 'respondToSelectedUnit' [string "./MissionEditor/modules/me_map_window.lua"]:3716: in function 'focusPlayer' [string "./MissionEditor/modules/me_map_window.lua"]:3666: in function 'show' [string "./MissionEditor/modules/me_autobriefing.lua"]:748: in function 'func' [string "./MissionEditor/modules/me_wait_screen.lua"]:72: in function 'updater' [string "./Scripts/UpdateManager.lua"]:64: in function <[string "./Scripts/UpdateManager.lua"]:40> debug.miz
  15. Disabled both Avast & Malwarebytes and neither helped managed to crash in all situations Logs attached The game loads fine hitting DCS.exe direct - nope just got stuck right after posting dcs.log.zip
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