

Recluse
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
In the past, I had used an OwnedZone and cloner templates to generate the resources defenders and troops for FARPS. Thought FARPZones would save me some steps FARP Zone: MyFarpZone1 Spawn Zone (working): with Country Attribute set to USA (BLUE) Spawn Zone (not working) Trying to use masterOwner attribute The oopsie flag was to force a spawn which is where i discovered that the spawned troops were ENEMIES. I also tried putting a blue troop on the FARP to try and make it BLUE as far as DCS is concerned. Still didn't work without the COUNTRY attribute null BTW, heloTroops IS working for the UH-60L via the config: null helotrooptest.miz helotrooptest_country.miz -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@cfrag I am having some difficulty with FARPZONES. From the documentation: • SpawnZones – since a FARP can be conquered, you should be careful when using spawn zoned inside a FARP zone. Make the spawner’s masterOwner the FARP to prevent the spawner from spawning when the FARP is owned by another faction. When I tried this, the requestable Spawner was not available to the helo, and if I forced a SPAWN, the spawned troops attacked the FARP resources (including the helo on the pad!). I thought maybe I had it wrong, and the masterOwner should be the FARP itself (Name or Unit Name) vs. the FARPZONE name, but that threw an error message. I fixed it by giving the SPAWNER a country attribute part of the same coalition as the helo, but I wonder about the masterOwner thing. Does the FARPZone need another attribute like country? (I tried that and it didn't seem to work). I also put ONE Blue unit on the FARP to trigger DCS ownership, but that didn't help. Thanks in advance. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Finally getting around to this! Trying to wrap my head around these undocumented EXPANSION zones while I accept my punishment! Let me know if I am on the right track: - when the milHelo, milWings etc.. are configured to dynamic, the units will attack the (closest?) available TARGET zone of the opposing faction set to accept them (e.g., CAS, SEAD) -seems like helos have a casz qualifier. Is this specific to helos, where regular cas is for fixed wing? never mind. found it!! "casz", -- engage in zone for target zone's radius - can the DYNAMIC parameter be replaced with a zone to force attack there? If so, and the target is owned by the same faction, will they call it off, or otherwise error out? -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Another dumb question from forgetfulness or ignorance. - To use ownedZone functionality (e.g. heloCAP) for a FarpZone, does an ownedZone need to be overlayed on the FARPzone, or will the FarpZone understand the ownedZoneConfig for this. - If overlayed is it best if OwnedZone inheritsownership from the FarpZone or vice versa? -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
@Priest Thanks!!!!! -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Finally getting back to DML mission building.. Quick (DUMB) question on Unit Types. I am using the https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB reference and either things changed or I am mis-remembering usage. For example, I always recall using (e.g.) the SOLDIER M4, SOLDIER M249 types, but in the reference, they are referred to with an INF (infantry) prefix. Safest just to use the latest from the ObjectDB reference? Ahhh never mind. Now I remember, it isn't the .lua name, it is the type name within. Thanks!! -
There is an external program: "DCS DTC" https://github.com/the-paid-actor/dcs-dtc Where you can pre-program them and load them into the jet. Loading even works in VR (via a button on the UFC) as long as the DTC GUI is open in the background (You can program MP(C)D's by MODE as well in the cockpit, or using the DCS-DTC) I recall NOTSO saying somewhere (maybe in the Razbam Discord) that IRL, they seldom used the MODE programming because the need for various MPDs varied with the situation, and it was bad to have the setup you wanted only to have it switch to the programmed set when switching Modes. I actually find it useful as I do tend to use the different setups between AG and AA modes, (e.g. usually TPOD in AG but not in AA, though it can be useful there as well). That's where stacking the top 3 to be switched with front seat short castle (or appropriate Back Seat command) is helpful I realized there is a built in Training mission for this as well Another video if you are not GR averse
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thanks, as always. Hard to keep up!! I have been meaning to ask for another QOL update to BANK, maybe making MORE things available for accumulated credits. Right now, it seems like REAPER is the only thing for Players to buy. Again, basing this on many many hours in FOOTHOLD. Buy CAP flights, AWACS, flights, SEAD support etc. Not sure if this is possible without creating a whole bunch of new modules like REAPER to support it, but I was thinking it could be accomplished with an update to a CLONE ZONE attribute, so you could put a Clone Zone with the desired support item, but have an attribute for a cost associated with it via BANK before the CLONE flag was activated. Not a big deal, just looking for stuff to spend the big bucks on!!!! -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Thanks, as mentioned, making smokeOn/Off a flag would probably accomplish it and make it even more versatile. No idea if this is easier or harder than messing with the GUI -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Small (?) QOL request. Hi, do you think it would be possible to add a command to the REAPER UI to enable/disable the doSmoke option that is currently in the Reaper zone attributes? Smoke is useful when prosecuting targets, but when using purely Laser Spot Trackers/Laser Guided weapons, sometimes the smoke gets distracting. Be nice to request it/disable it via the UI vs having it always on or off from the zone settings. Alternatively, adding a smokeON? smokeOFF? flag in the zone would allow control via Radio menus and not clutter up the UI. -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
Maybe some accidental input from Voice Attack?? -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
The .txt file is persistent which is good for retrieving coordinates. You can even take notes, and add tabs (which create new files). Can be useful. About your window opening with DCS, longshot, but did you by any chance change the keybind for opening the scratchpad window to something that gets activated when you start DCS??? Not sure what that could be, but I know my WinWing Orion 2 throttle sends some default inputs for some of the switches, and possible they could be bound to a command that also has a keyboard shortcut. I am thinking maybe of the IDLE detent maybe, or some other rocker switch that has a default and might be sending the same keystrokes as ScratchPad. Or maybe you have some script that runs to setup your jet? By default, I think the scratchpad is CTRL-SHIFT-X but it is editable. Check C:\Users\YOURNAME\Saved Games\DCS\Config\ScratchpadConfig.lua -
In-Game Scratchpad Mod Available - Works Great In VR!
Recluse replied to Fubarbrickdust's topic in Virtual Reality
I noticed something interesting... In Multiplayer, with Dynamic Spawns, if you try to use ScratchPad on the Map screen that shows when you are selecting a Dynamic spawn, it does NOT write the last line (which is the one that gets input into the aircraft). Yes, I know there is a Route Planner in that screen, but, if you use it and the aircraft is using a Template with existing Waypoints, the Route Planner will remove them and only put in the new ones. Hence, Scratchpad to grab Coords to add or replace existing WPs without removing all of them. Still works fine in GAME F10 Map. -
Nav Lights not showing on Starboard Stabilizer
Recluse replied to Recluse's topic in Su-33 for DCS World
Thanks! It looked like there was a lamp there, but on closer inspection it is something else... -
As in the title, at night, when NAV/AntiCollision lights are toggled on, the lights are missing from the Right Stabilizer (Tail). nightFlanker.trk
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DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Maybe late to the party, but the new manual in the MODS/TECH/SUPERCARRIER/DOC folder has information and pictures starting around Pg 54 of various parking areas and routes. Some routes and info on the new Deck Crew on PG 44. So, there would seem to be a difference in how the Supercarriers are handled vs. the STENNIS which currently does not have the new deck crew (but I think still has the Launch crew at the CATs as before. Similarly, the Special Options for Supercarrier lets you disable Deck Crew (does not disable launch crew) which might change things up a bit. Seems like covering all the eventualities for Carrier Ops would be pretty tough at this point. -
DML - Mission Creation Toolbox [no Lua required]
Recluse replied to cfrag's topic in Scripting Tips, Tricks & Issues
Guessing he means for the Community Hercules Mod (which I also use and would be interested in). Currently there is some scripts released with it that work with CTLD, if that is of any help. -
Just a single Datapoint for now, but again flew the same Multiplayer mission after increasing Pagefile to constant 32GB, dropping Preload Radius from 100000 to 60000. NO crashes. No out of memory errors (still seeing LOTS of VRAM usage >100% on airbases) and relatively good framerates. Hoping it continues!
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Thanks for the advice. Yeah, the actual crash was definitely out of memory. The other mods (other than the Hercules, Bronco and UH-60L) are not even in the mission that caused the crash. What is odd is that I have flown this mission (Foothold Sinai) multiplayer for a long time, and the CRASHES only JUST started to happen (though, of course, I was always watching for spiking VRAM). I did disable the VIETNAM ASSETS, SAM ASSETS, and OCEAN ATLANTICO. Will put them back if a mission requires them. I don't recall which patch put the Massun Asset back into CORE FILES. Definitely flew the mission previously without the standalone mod, so I didn't even think it was required. Maybe a coincidence that these were the straws that broke the RAM's back. I'll up my PageFile and see if it helps. Thought I was OK leaving it Dynamic and letting it expand. My Preload Radius was 100,000 but I will crank it down. I actually thought a Higher Preload radius gave BETTER performance as it reduced the number of loads during a mission. My Depth of Field was SIMPLE. I could try turning it off. I thought DOF was mostly for EXTERNAL views anyway. I prefer not to lower the other graphical settings if I can avoid it. DCS runs smoothly and looks good in VR for most Single Player missions, and Multiplayer MOST of the time. FOOTHOLD is a pretty taxing mission, but it runs OK most of the time (LOL until DCS crashes to desktop!!).
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Windows 10 Intel CORE i7 10700K MSI Z490 Plus Motherboard 32 GB RAM NVIDIA (ZOTAC) RTX 3070 Meta Quest 2 I see a couple of other odd mod related things, but the CRASH seems to be related to the MASSUN objects. My Pagefile is dynamic with max of 32 GB. Currently sitting at 19 GB, but I don't know what it was during game. BTW, I posted in the VR forum because I seldom, if ever have crashes in DCS in 2D, but I also noticed my VRAM spiking throughout the mission as well so I think VR taxes everything in the system quite a bit. dcs.20241130-041908.log dcs.20241130-041908.crash
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I did NOT have it installed as a standalone mod, but I did check my MOD Folders and I had a VietnamAssetsPack and the SAMSITESASSET Pack (which I probably needed for some mission(s) I had downloaded. I disabled them, so we'll see what happens. It looks like the IC fail is happening from the COREMODS folder, though not the SAVED GAMES mods folder. : IC fail: /textures/m92_metal02_roughmet @ coremods/tech/massun92-asset pack/textures/
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Variable, but set to 32 GB max (32 GB physical RAM onboard)
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Been having frequent DCS CTD in Multiplayer. My log shows the following: Anyone else see this? Any way to fix? I never downloaded the standalone mod, but obviously the objects now part of core DCS are being loaded into the mission we are flying: 2024-11-30 04:19:21.036 ERROR EDCORE (26144): More out of memory in ed_malloc for 22369808 bytes. 2024-11-30 04:19:21.036 ERROR EDCORE (26144): More out of memory in SharedBuffer for 22369776 bytes. 2024-11-30 04:19:21.036 ERROR EDCORE (26144): Not enough memory to decompress: M92_Camouflagenet01.dds 2024-11-30 04:19:21.037 WARNING SECURITYCONTROL (26144): IC fail: /textures/m92_camouflagenet01 @ coremods/tech/massun92-asset pack/textures/massun92_textures.zip 2024-11-30 04:19:21.037 ERROR BACKENDCOMMON (26144): Can't load image '/textures/M92_Camouflagenet01.dds'. Reason: The parameter is incorrect. 2024-11-30 04:19:21.063 ERROR EDCORE (26144): More out of memory in ed_malloc for 11184984 bytes. 2024-11-30 04:19:21.063 ERROR EDCORE (26144): More out of memory in SharedBuffer for 11184952 bytes. 2024-11-30 04:19:21.063 ERROR EDCORE (26144): Not enough memory to decompress: M92_Camouflagenet01_Roughmet.dds 2024-11-30 04:19:21.064 WARNING SECURITYCONTROL (26144): IC fail: /textures/m92_camouflagenet01_roughmet @ coremods/tech/massun92-asset pack/textures/massun92_textures.zip 2024-11-30 04:19:21.064 ERROR BACKENDCOMMON (26144): Can't load image '/textures/M92_Camouflagenet01_Roughmet.dds'. Reason: The parameter is incorrect. 2024-11-30 04:19:21.064 ERROR EDCORE (26144): More out of memory in ed_malloc for 11184984 bytes. 2024-11-30 04:19:21.064 ERROR EDCORE (26144): More out of memory in SharedBuffer for 11184952 bytes. 2024-11-30 04:19:21.064 ERROR EDCORE (26144): Not enough memory to decompress: M92_Camouflagenet01_Roughmet.dds 2024-11-30 04:19:21.064 ERROR BACKENDCOMMON (26144): Can't load image '/textures/M92_Camouflagenet01_Roughmet.dds'. Reason: The parameter is incorrect. 2024-11-30 04:19:21.064 ERROR EDCORE (26144): More out of memory in ed_malloc for 11184984 bytes. 2024-11-30 04:19:21.064 ERROR EDCORE (26144): More out of memory in SharedBuffer for 11184952 bytes. 2024-11-30 04:19:21.064 ERROR EDCORE (26144): Not enough memory to decompress: M92_Metal02.dds 2024-11-30 04:19:21.064 WARNING SECURITYCONTROL (26144): IC fail: /textures/m92_metal02 @ coremods/tech/massun92-asset pack/textures/massun92_textures.zip 2024-11-30 04:19:21.064 ERROR BACKENDCOMMON (26144): Can't load image '/textures/M92_Metal02.dds'. Reason: The parameter is incorrect. 2024-11-30 04:19:21.064 ERROR EDCORE (26144): More out of memory in ed_malloc for 11184984 bytes. 2024-11-30 04:19:21.064 ERROR EDCORE (26144): More out of memory in SharedBuffer for 11184952 bytes. 2024-11-30 04:19:21.064 ERROR EDCORE (26144): Not enough memory to decompress: M92_Metal02_normal.dds 2024-11-30 04:19:21.065 WARNING SECURITYCONTROL (26144): IC fail: /textures/m92_metal02_normal @ coremods/tech/massun92-asset pack/textures/massun92_textures.zip 2024-11-30 04:19:21.065 ERROR BACKENDCOMMON (26144): Can't load image '/textures/M92_Metal02_normal.dds'. Reason: The parameter is incorrect. 2024-11-30 04:19:21.065 ERROR EDCORE (26144): More out of memory in ed_malloc for 11184984 bytes. 2024-11-30 04:19:21.065 ERROR EDCORE (26144): More out of memory in SharedBuffer for 11184952 bytes. 2024-11-30 04:19:21.065 ERROR EDCORE (26144): Not enough memory to decompress: M92_Metal02_RoughMet.dds 2024-11-30 04:19:21.065 WARNING SECURITYCONTROL (26144): IC fail: /textures/m92_metal02_roughmet @ coremods/tech/massun92-asset pack/textures/massun92_textures.zip 2024-11-30 04:19:21.065 ERROR BACKENDCOMMON (26144): Can't load image '/textures/M92_Metal02_RoughMet.dds'. Reason: The parameter is incorrect. 2024-11-30 04:19:21.080 ERROR EDCORE (26144): More out of memory in ed_malloc for 2796376 bytes. 2024-11-30 04:19:21.080 ERROR EDCORE (26144): More out of memory in SharedBuffer for 2796344 bytes. 2024-11-30 04:19:21.080 ERROR EDCORE (26144): Not enough memory to decompress: M92_Container_40ft_RoughMet.dds 2024-11-30 04:19:21.080 WARNING SECURITYCONTROL (26144): IC fail: /textures/m92_container_40ft_roughmet @ coremods/tech/massun92-asset pack/textures/massun92_textures.zip 2024-11-30 04:19:21.080 ERROR BACKENDCOMMON (26144): Can't load image '/textures/M92_Container_40ft_RoughMet.dds'. Reason: The parameter is incorrect.
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THANK YOU!! I meant to check it with another aircraft as well. There are SOME aircraft that do better in the grass than others, but most of them get stuck pretty easily.
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Agreed that the ground is not properly modeled, but it is larger than it appears in that map screenshot. Lots of room to taxi in/out/through the Aircraft Shelters. I was wondering why the map shows it up as GREEN as well, so maybe it thinks it is GRASS despite the fact that in game it looks like pavement. Would really appreciate it if you (or anyone) could test and let me know if you observe the same thing. No Taxiway markers, so maybe you are right and it is for support vehicles but not aircraft.