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Recluse

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Everything posted by Recluse

  1. @cfrag Started messing around with the Recon Mode module. Originally posted some bug reports but on further testing, everything is working as expected. Question though: - Any way to include Statics in the report (e.g. reporting FARPS, structures etc..) or would this be too resource intensive. Not suggesting built in Map objects, just Mission Editor placed statics.
  2. Yeah, I would be comfortable with the process, my concern was whether or not my particular flavor of the Z490 would support one of those BIOS options since the board seems to be a slightly different version made for the Chinese market. Since the BIOS does seem to be for 7C98 boards, it is probably fine. However, I ran into another snag since I also need to update the VBIOS on my ZOTAC RTX3070 and ZOTAC no longer has this board listed on their site, nor the BIOS updates for it. I found some newer VBIOSes on the Tech PowerUp site, but not 100% sure of compatibility. Since it doesn't seem like it does much for VR, it probably isn't worth the hassle. That said, my Bios and VBios are Really OLD and there are probably other advantages to updating them!!!
  3. I meant, can a non numerical flag be used in an artillery zone: in? "StartShot" vs "100" Again, the answer is YES.. I misunderstood this as meaning it had to be a NUMBER, but that was just pointing out compatibiity: null
  4. THANKS!!! Always good to know I wasn't missing something obvious. Latest manual still had the f? shown, so I didn't know it was deprecated. While I have your attention on artilleryZones, a few questions if I may - watchFlag (f?. in?, artillery?) shown as NUMBER. Does it still have to be a numbered flag, or can the usual DML flag NAMES be used? - I should just try it, but I will ask anyway: Can multiple artilleryZones use the same watchFlag? e.g. Simultaneous bombardment on 2 (or more) sites using a WatchFlag with Flag 100 Never mind, I tried it and answer is YES.. and the new artilleryZone.lua works perfectly!
  5. @cfrag I was trying to use ArtilleryZones and kept getting the first error message below I figured I was doing something stupid as usual, as your demo mission with triggered Artillery seemed to work fine. THEN I tried substituting the LATEST cfxZones.lua into the demo mission, and got a similar error (which persisted when I also updated the artilleryZones.lua I did leave the value of the artilleryTarget parameter BLANK since the manual said it would be ignored anyway. EDIT: Interestingly looking again, I don't see a starting message that artilleryZones.lua even loaded. I created the simplest mission I could think of and still got the error and didn't see artilleryZones loading, though I definitely did on the stock Demo mission. I retrofitted the old version of artilleryZones to the mission and it loaded without error and worked. Something off in the new version??? simpleArty.miz : Older (2.0.1) artilleryZones simpleArty_V3.miz: Latest (3.0.0) artilleryZones null null simpleArty.miz simpleArty_v3.miz
  6. Indeed! I dug a little deeper and though my Motherboard is a MSI Z490 PLUS, it is apparently a CHINA only Motherboard (MS-7C98) that MicroCenter used in their PC's. Doesn't look like there is a REbAR compatible BIOS update for this board. So I guess I live without Resizable Bar! https://community.microcenter.com/discussion/6357/bios-update-for-g436-msi-z490-plus-mb/
  7. Thanks for the clarification... I thought that might be the case, but wasnt sure if NVCP was reporting the actual state or the support. When I checked on my Motherboard BIOS support, at this link, it indicated the NVCP item was showing GPU support for ReBar https://www.msi.com/blog/unlock-system-performance-to-extreme-resizable-bar Maybe there is a difference between HARDWARE support and VBIOS support?
  8. Dumb question maybe,would resizable bar have any effect on VR performance? It does not seem to be implemented in my BIOS, and I am getting contradictory information on the GPU: GPU-Z says YES, Nvidia Control Panel says NO. Before I start jumping through hoops, I thought I would ask if it has any effect in VR which is where i usually spend my DCS time. Note: I did enable in Nvidia Profile Inspector, but no change in the report from Nvidia control Panel. nullnull
  9. 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
  10. @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?
  11. 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.
  12. @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
  13. It does. Look at the Bombing Range module
  14. 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
  15. 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
  16. 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
  17. 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.
  18. 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.
  19. 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.
  20. @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.
  21. 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.
  22. 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.
  23. 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
  24. 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!
  25. @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
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