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Schismatrix

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    DCS: World
    IL-2 Sturmovik: Cliffs of Dover Blitz Edition

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  1. So I did a bit more testing. My suspicions about the game dumping the event information too rapidly seems to be correct. Once I put in a condition to check whether the event values were actually populated, the errors seem to have stopped. Code looks like this now, with added code in bold: function unitReport:onEvent(event) if (world.event.S_EVENT_BDA == event.id) then if event.target ~= nil and event.initiator ~= nil then --check if event data is present local _objectSide = event.target:getCoalition() local _deadUnitName = event.target:getName() local _deadUnitCat = event.target:getCategory() local _enmyPt = event.initiator:getPoint() local _enmyType = event.initiator:getTypeName() if _objectSide == 2 and _deadUnitCat == 2 then trigger.action.outText(_deadUnitName..' is hit!', 2) local _spottingChance = math.random(1,10) if _spottingChance > 5 then trigger.action.markToCoalition(_mrkID,'enemy contact: '.._enmyType,_enmyPt,2,false) _mrkID = _mrkID + 1 end end end elseif (world.event.S_EVENT_CRASH == event.id) then if event.initiator ~= nil then --check if event data is present local _objectSide = event.initiator:getCoalition() local _crashedUnitName = event.initiator:getName() local _crashPt = event.initiator:getPoint() if _objectSide == 2 then trigger.action.outText(_crashedUnitName..' is down!', 2) trigger.action.markToCoalition(_mrkID,_crashedUnitName..' crash site',_crashPt,2,false) _mrkID = _mrkID + 1 end end end end
  2. I swear to Zeus this is killing me.. I have tried setting up an event handler to take certain actions when a unit dies, but is constantly running in to bugs. I have tried DEAD, KILL, UNIT_LOST and BDA with similar issues of initiator and target randomly not having any values (returning nil even though it should be there). In testing it seems BDA is the least likely one to throw errors. My suspicion is that since it is evaluated faster than DEAD and UNIT_LOST, it may get in and grab the values before they are removed from the table in memory.. Below is an example of what I am trying to do at the moment: local unitReport = {} local _mrkID = 1000 function unitReport:onEvent(event) if (world.event.S_EVENT_BDA == event.id) then local _objectSide = event.target:getCoalition() local _deadUnitName = event.target:getName() local enmyPt = event.initiator:getPoint() --buggy line local _enmyType = event.initiator:getTypeName() local _enmyWPN = event.weapon:getTypeName() if _objectSide == 2 then trigger.action.outText(_deadUnitName..' is hit!', 2) _spottingChance = math.random(1,10) if _spottingChance > 6 then trigger.action.markToCoalition(_mrkID,'enemy contact: '.._enmyType,enmyPt,2,false) _mrkID = _mrkID + 1 end end end end and attached is the error I'm getting. I have also experienced similar nil value issues when trying to access the killed unit, as if the program already forgot it was there.. Any help would be hot!
  3. Yeah... I reported another issue with the ejection racks for the FAB-100's almost a year ago and still no fix...
  4. When firing the internal gun of the Su-25 in a stable dive, the recoil pulls the aircraft downwards and to the right. As the gun is mounted in the left side of the fuselage, close to center line the recoil should be pulling the aircraft to the left, and maybe even a bit less downward. It looks like the recoil dynamics of the Su-25T (gun mounted to the right of the aircraft center, and on the bottom of the fuselage -> more offset) has been copied to the Su-25, thus affecting the plane in the wrong way. Screenshot of burst, showing pipper being drawn to the right: Replay of test attached su25_Bug_Gun_Recoil.trk
  5. So when shooting the main gun in a full burst there is a noticeable recoil that pulls the nose of the aircraft downwards and to the right. This confused me, since the gun is placed in the nose a little bit off-center to the left. By all means, the gun should be pulling the aircraft left and not right. Then I saw a picture of the mounting of the gun on the Su-25T, and there the gun is mounted on the right of the center fuselage. Is this a bug then? Are ED using the same recoil model for the Su-25 and the Su-25T model? Su-25, gun mounted on the left: Su-25T, gun mounted on the right:
  6. Seems there is an issue with the release sequence for the MBD-67U rack for FAB-100's. If set for the normal release mode the pylon sequence is correct (2,9,3,8,4,7,5,6), but if set for the special mode that is designed for the MBD and KMGU racks the sequence is wrong (9,3,8,4,7,5,6,2). Replays are attached of both setups. su25_rippleTest_noSetting.trk su25_rippleTest_releaseMode.trk
  7. Hello So there seems to be a problem with the MBD2 rack containing 4xFAB-100's. When you load them on the plane via the mission editor rippling them off works fine, but when you load them via ground crew in-game the ripple release fails. See attached replay where I try once with ground crew, and then load in to another plane with a loadout from the mission editor. In the first case, you see that all four bombs release at the same time (bug), even though I set the special ripple mode on the weapons control panel. In the second attempt, ripple release works just fine. Crossposting form the Su-25 subforum as I did not see this forum first time around. Sorry! SU25_groundCrewBug01.trk
  8. Hi guys I have noticed a bug where if you ask ground crew to load you up with the MBD2 rack with 4xFAB-100 the ripple release does not work. It works fine if you create a loadout in the mission editor. See the track, where I start on the ramp and ask ground crew to load up two sets of 4xFAB-100's on the inner pylons and set the correct settings on the weapons control panel. The bombs don't ripple on release, whereas the plane I spawn in afterwards have a similar loadout and weapons setting from the mission editor, and that works fine. It is really unfortunate that in-game weapons loading is bugged, as online play depends heavily on this. SU25_groundCrewBug01.trk
  9. Hello It seems that the MER containing 4xFAB100 is faulty. When starting the mission with MERs on the pylons they do not release in pairs, and if you equip them via ground crew, the ripple modes does not work. Setup to reproduce first bug: 1. create a Su-25 in flight, and put MBD2-MER with 4xFAB-100 on all pylons 2. in-game, set release mode to SSC-MJM SERIES and salvo mode to 2 or 4 Setup to reproduce the second bug: 1. create empty Su-25 on ramp, and ask ground crew in-game to equip the MER on all pylons 2. set release mode to SSC-MJM SERIES and salvo mode to 2, 4 or ALL I have attached a replay of the latter scenario, as it is the most glaring issue IMO. su25_rippleTest06.trk
  10. Just did further testing. It seems there are two bugs. One is the wrong sequencing of pylon release when rippling, and the other is that ripple settings don't even work when loading the MER's via ground crew (see attached replay). su25_rippleTest06.trk
  11. Yes. That is the only way to get the MER to not release all 4 FAB's simultaneously. It's also stated in the manual to be the mode designed for handling KMGU pylons properly.
  12. There is a problem with the pylon release order when using the FAB-100's in the KMGU multiple ejection rack. Expected behaviour should be: pylon 10 + pylon 2 -> pylon 9 + pylon 3 -> pylon 8 + pylon 4 -> pylon 7 + pylon 5 however testing shows: pylon 10 + pylon 3 -> pylon 9 + pylon 4 -> pylon 8 + pylon 5 -> pylon 7 + pylon 2 It seems that pylon numbering is wrong somewhere in the underlying code, causing the order to be shifted by 1 on the left side of the airplane and leading to gross imbalance during bombing runs. Replays attached are run with different settings in the weapons control (single,pair,four,all) and a final replay in CCRP mode. All show same behaviour. su25_rippleTest01.trk su25_rippleTest02.trk su25_rippleTest03.trk su25_rippleTest04.trk su25_rippleTest05.trk su25_rippleTest.miz
  13. Popping in my list in case anyone out there is taking notes: Different color range circles for weapon/sensor range polygon selection of groups infantry transport (load/unload) unit bookmarks (ctrl+1, ctrl+2 and so on..) with zoom to unit more keyboard shortcuts for commands (move, unload, fire, combat move, stop etc) line of sight indicator (like in good old Close Combat) better UI commands for different units (unit state and stance for infantry, radar mode for SAM's for example) fortify buildings with infantry combat move (stop and fire when in contact with enemy) unit lost indicator/message better targeting function (target snapping defined by unit type -no snapping for arty for example) unit state/condition indicator (ready, deployed, aiming, firing, moving, reloading, repairing, re-arming, engine failure, turret failure, ammo box hit, immobiilized etc) window panning by moving mouse to the edge of the screen window zoom keybinds (mousewheel is getting too much action...) ground unit orientation function (make units point in the right direction) repair/reload/re-arm menu when close to logistics deployment timer (indicate how much time until unit is fully deployed)
  14. (EDIT) Oh wow... Just renamed the folder to "Su-25" and it works! Guess I got confused because the mod/aircraft folder is called "Su-25A".. Oh well, problem solved Hi guys Trying to make some custom kneeboards available in the Su-25A, but I can't get it to work. I have it working fine for the Su-25T, MiG-29 and Su-27/33, but for some reason DCS won't recognize my folder. Does anyone know what is wrong? I've attached a screenshot to clarify. thanks!
  15. Hi all Here is a simple dismount script for ground units in DCS. I really like the potential of Combined Arms and wanted to make APC's more useful and similar to how they work in the Wargame series by Eugen. I was 50% successful.. With this, Transports can be preloaded with infantry compositions in the mission editor and dismount their troops at any time during the battle via the f10 menu. Some use cases could be transporting infantry groups to clear out towns or forests, establish a defensive line, transport MANPADS to strategic locations and so on. It would even be possible to use it for transporting armor and logistics via aircraft. Setup consists of loading MIST and the script at mission start, and making a radio (f10) item calling the dismount function with a transport group name. Detailed explanation how to set up is given in the script, and there is also a demo mission for examples of use. It requires the Mission Scripting Tools (MIST), so you need to read up on how to load that in your mission. I would have liked to make infantry loading during mission possible as well, but that is a bit beyond my LUA skills unfortunately.. dismountScript01.lua zz_scriptTemplate_dismount.miz
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