

Recluse
Members-
Posts
1110 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by Recluse
-
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
The Date Modified on the Hook script was from back in April, while the Qwerty/Coordinates were from June 7, 2025 so I didn't think it was updated: But I found I was using an older one anyway, so updated! null -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
@Draken35 Sufficient to just replace 02-QWERTY_KB and Load Coordinates.lua for the update or are there other components as well that need to be replaced? -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thanks for checking. Can't do much about DCS mistakes. Hopefully the bug writeup will get some action for the next patch. Should be relatively low hanging fruit... Just for grins, I manually edited the radio.lua for Nevada to change it to "Bouldercity" and it loaded without error with bcn installed. So its good until the next update overwrites it. Not that I know how to invoke it currently. I may steal ferry.lua from your caucasus mission and see if it works with bcn in Nevada. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag bcn is great. I spend a lot of time digging through the Kneeboard where i have the Aerodrome pages (https://www.digitalcombatsimulator.com/en/files/3312200/) and have been populating home and destination airbase frequencies in VALET messages. Do I understand correctly that the ferry module is also experimental and demonstrated in the Caucasus Ferrry mission but NOT included in the current DML module set? I tried to stuff bcn into a Nevada mission and it threw an error, but perhaps this is not a supported theater, or it needs ferry to function as designed? null -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
It does. Look at the Bombing Range module -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
I am wondering if they introduced some new bugs.. Luckily I didn't see any issues crop up in my DML enabled missions, but I wonder if there was something done w/re to internals. Possibly unit state checking or something....I was flying one of my missions using CTLD JTAC Autolase and the messages I was getting about target destruction and target switching seemed to be multiplied. Didn't get to check DML REAPER in this regard. Regarding DML Reaper:. I have complained in the past about ordnance not guiding consistently, but yesterday I realized that I had used an altitude parameter of 15000 forgetting that this unit should be METERS not FEET. I cranked it down to 5000 so I will see if my problems go away. Makes sense it was a ME problem all along -
Recently noticed the "Neutral (takeoff) trim in pitch, roll and yaw indicator lamp" Just wondering how it is best used in flight. I can sort of guess from the name but noticed the lights going on and off in normal flight and wondered how to interpret them. null
-
OOPs... I saw a lot of SU-25T content in this forum, so I used it...but I did realize that it was under the FLAMING CLIFFS section. Will check out the other one for any further questions. Yeah I thought about the contrast issues but I figured they would have been tweaked to be optimal in the TRAINING MISSION where I first encountered issues. Seems to be working OK for me now, though I struggle a bit Will probably not fly this A/C too much but I figured after all this time I should at least TRY it
-
I will make one shortly. Thanks for the reminder! EDIT: Had another go at it and it seems like things are working as expected. Not sure why I couldn't get it to work. Still have to work pretty hard and get pretty close, but at least it is working!! Sorry for the false alarm.
-
Probably just a Git Gud problem, as this is the first time I ever decided to try out the SU-25T, but I was wondering if anyone else had trouble getting the SHVAL to "snap" to target (AC) in VR. (I guess I should go try it in 2D to see if VR is really the issue) Was going through the original tutorials and also trying it on some home made missions. Having a really hard time getting the target to snap on even with messing around with the target box. Usually with vehicles. Seems like I can get it to work with larger things on the ground. Doesn't seem to matter how close I get, what size the box is, it just won't snap, and TV guided weapons will miss even when LA is achieved.
-
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Yep, that is what I meant, and the answer I expected Similar to the Demo mission on BFM using moving clone zones linked to a Player Unit, but wondering if it was in any way possible to link to a Dynamically spawned (DCS Multiplayer Dynamic Spawn) player when, of course, you didn't have a UNIT NAME for the linkedUnit parameter. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag et al., Wondering how DCS treats Unit names for Dynamic Spawns (both in the case of Templated spawns and non-templated spawns). Pondering the possibility to apply moving (clone) zones to Dynamically spawned aircraft e.g. to have a spawnable Escort, or even opposition flight in the vicinity of a particular Player unit at some given time. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Just following up: Based on limited testing, (LOL N=1) I believe that my Reaper issues may also have stemmed from using a client that was part of a multi unit group (even though only 1 was active). When I switched to single unit aircraft groups, the laser targeting seemed to be working better. My little brain can't quite figure out how this could occur, and I will continue to test.... Edit: Sadly N=2 showed same behavior. Reaper laser sometimes does not guide weapons correctly, Meanwhile, I have a couple of QOL suggestions for the Reaper module: - Add a flag or UI item to allow the player to release the Reaper from use once all targets have been destroyed and/or - Add a time parameter to allow the mission builder to give the Reaper finite Playtime, so after (e.g. 30 minutes) the Reaper "departs" Not having infinite Reaper time would make the bank account more important (if a mission is using that function). Speaking of the bank, I couldn't seem to find a way to retrieve the current bank balance (other than buying something (pretty much only the Reaper at this point) and seeing the balance. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
I think I figured it out. When I spawn in a SINGLE aircraft everything is fine whether it is manually placed in SP or Dynamic in MP. IF, however the client aircraft are in a group (in this case 2 aircraft), the doubling happens, as I guess the stats are seeing 2 aircraft at once? Maybe I missed this caveat in the documentation. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
No joy Did a proper Do Script/copy/paste and same thing. I even checked the .lua to make sure it wasn't doubled but it didn't seem to be. Interesting, though, in the VERY SAME mission, I started in MP mode with a Dynamic Spawn and everything was fine. Single Player with a manually placed aircraft gave me the doubler. On a related note, should Valet work with a Dynamic spawn? Edit: It does if you remember to set greetSpawns -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
I will try, but being a lazy guy, I used do script file instead of copy/paste, but maybe I messed up the file initially.. Will try and report back! -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Don't you just hate it when I try modules I haven't tried before and bother you with questions?? Yup I'm at it again. Running persistence/scribe. Scribe stats get saved and I see them as initial greeting. All good. But I don't understand why I have 2 Mission Logbooks And under one of them I see 2 Statistics entries, but NO statistics are shown from either one. Basically nothing happens when I click. Under the OTHER one, there is nothing I checked for double loads of scribe module, but that doesn't seem to be the case. I have only flown as one pilot, but have flown different aircraft, and in some cases, the aircraft were in a group of 2 (clients) and I may have flown each one at some point. scribeConfig shown at bottom -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag Hate to pile more on your already overflowing plate... but if you have some spare cycles, could you look at Reaper.lua? I am having very variable results, where it seems that it should be lasing but weapons don't guide. I know it is possible for them to lose lock, but I don't get that message. I have locked an AGM-65E onto a spot and it plummets right into the ground. Likewise I have dropped a GBU-12 and it falls ballistically without guiding. If I turn on my own laser, they guide fine, so I know the code is right and all the fuzing etc. is good. Odd thing is sometimes they guide perfectly. Maybe just a case of momentary target loss, but my LST shows a lock on the spot throughout the engagement. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@DD_Friar Did you by any chance try the new groundOnly flag and see if it worked? As you have seen it didn't (quite) work for me, the way I expected, but now I don't trust my system at all!!!! I have taken your idea to heart about unitZones. Only problem (and this might be something I am just doing wrong) is I miss Valet's ability to pass the <p>, <u> and <type> wildcards to messenger. I could not make this happen with unitZones (as the zone isn't quite as aware of who is in it as valet., but it is very likely I am missing something) @cfrag Wow!!! THAT SUCKS.... At least I am not CRAZY (well, in this particular instance, anyway) -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Indeed I do have the Herc mod installed! It isn't in any of the missions that have been causing me this headache, but the mod is definitely installed. Edit: I just retried the demo - being persistent.miz and this time IT saved to tempMission (data)/tempMission.txt as well!! -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thanks, you've confirmed my understanding of persistence. I JUST KNOW I AM DOING SOMETHING OR MISSING SOMETHING STUPID! This is what I cannot figure out. When I suspected that the tempMission was somehow coming from launching out of the mission editor, I created and saved a brand new mission, named it accordingly, and fired it up. I got the verbose output pasted above. The mission name was MarianasTestPersist.miz NOT tempMission, and I launched it from the Mission menu (SP) not from the Mission Editor, yet that is the folder it went into. Here is the persistenceConfig: I gave it a unique FILE NAME because I didn't want it reading the tempMission.txt as happened with another mission I tried where I had attempted to leave the defaults: nullMaybe someone can try it out and see what is going wrong, or if it is something weird on my end. Seems to happen with every new mission I try, but the Demo works fine. Nothing going on except some Mirage2000's on the ground at Antonio Won Pat and an Su-25T on the ground at Anderson AFB. P.S. Sorry I used Do Script File instead of lots of Copy/paste to save time, but I used all the newest files. MarianasTestPersist.miz -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
OK, sort of a false alarm here. I was an idiot and forgot to add saveInterval to the persistenceConfig. After I did, Scribe was working, bombRange stats were working etc.. But I wonder why everything is being saved to the tempmission (data) folder: I left all the defaults and it properly found the root and mission folder. Is it only Unit Persistence that gets saved to the mission named folder as in the demo mission (demo - Being persistent (data)) It seemed like if I didn't supply a file name, the "mission data" went into tempMission (data)\tempMissionData.txt For this mission I specified the file name "testsaves". I thought maybe it was because I launched the mission right from the Mission Editor, but then I created a brand new sparse mission and made sure to launch after saving from the Mission menu and it still saved in the tempMission (data) folder. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
OK I am regretting going down this rabbit hole Thinking of just going back to the old Valet method and dealing with spurious messages, and using LZ if I really need landing messages. - In your new test mission: - I get both greetings initially. On Spawn and when entering the Runway. - I don't get the Goodbye message on leaving, but I DO get it on landing, (probably I do taxi outside the zone) but it seems to come much quicker than that. - I don't get the runway message "ground bound is on my list...." upon landing. - I DO get the circular zone message on landing "I greet you all..." - In my mission, which started this whole thing off, it still doesn't work either. I never get a Greeting upon landing if I had already triggered it on Spawn/Takeoff...but something is weird there because Persistence and Scribe don't work either. NO IDEA what is going on. As usual, I started small, then ended up building up a complicated set of zones. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Hmmmm to my surprise, it still did not trigger after removal of firstGreeting. I did get the greeting on spawn, but not on landing. Edit: Interestingly, it appears maybe that groundOnly recognizes only a single entry into the zone. I made 2 Valet zones: One by the parking area, and one a quad point on the runway. - Spawning in at the parking zone, I got my greeting. - I forgot that when I taxied onto the runway for takeoff, I would enter the other zone, and, indeed I got the greeting. - After flying away from the runway, then turning around and landing, I did not get the greeting from the runway zone. - I didn't try removing groundOnly to see if the old behavior of triggering with every zone entry would be back...but that is my next step. Edit2: Indeed, when removing groundOnly I got the greeting on return to the runway. Edit3: I did the same thing in your Demo mission and I got the Greeting when returning to the runway.... but only from the circular zone. I do NOT get the greeting from the runway zone. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Your demo works fine, but mine doesn't seem to. I didn't try the exact scenario, though.... I need to do that.. I have a big Valet zone covering the airbase with a firstGreeting and a greeting with greetSpawns = true. When I spawn into the aircraft, I get the firstGreeting as expected, but when I take off, fly out of the zone and then return for landing, I am not getting the Greeting. (The two ARE actually different though they start the same way) Must be missing something simple. ....hmmmm maybe it has to do with landing a bit LONG and not ENTERING the zone on the ground, but I landed REALLY long in the A-10A in the demo and things triggered ok. null