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Rex

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About Rex

  • Birthday 04/01/1968

Personal Information

  • Flight Simulators
    DCS, MS Flight Sim 2020, Arma 3, Kerbal Space Program
  • Location
    Seattle, WA
  • Interests
    Software Development, Playing Guitar, Computer Simulations, Getting Jiggy Wit' It
  • Occupation
    Software Development Engineer

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  1. I'm more partial to sed and awk, but I understood your point and it worked. Thank you very much!
  2. It would greatly help if we could abort a load that was just not happening. For instance, I've been stuck here for 20 minutes: 2024-04-08 04:24:05.236 WARNING BACKENDCOMMON (12032): Need to reprocess [DDS] image '/textures/land_rover_101_fc_exterior_Normal.dds' 2024-04-08 04:24:12.595 ERROR LUA-TERRAIN (Main): getObjectPosition: object is not exists 2024-04-08 04:24:12.687 WARNING LOG (28412): 1 duplicate message(s) skipped. 2024-04-08 04:24:12.687 ALERT LUACOMMON (Main): Error: GUI Error: [string "./MissionEditor/modules/me_mission.lua"]:1996: bad argument #1 to 'loadstring' (string expected, got nil) GUI debug.traceback: stack traceback: [C]: ? [C]: in function 'loadstring' [string "./MissionEditor/modules/me_mission.lua"]:1996: in function 'load' [string "./MissionEditor/modules/me_toolbar.lua"]:594: in function 'func' [string "./Scripts/UI/ProgressBarDialog.lua"]:140: in function 'updater' [string "./Scripts/UpdateManager.lua"]:64: in function <[string "./Scripts/UpdateManager.lua"]:40> And I'm going to have to change tasks and kill -9 the DCS task. It would help if we could just exit out of a load that wasn't working ... for whatever reason. Or better yet, the load itself should time out after a sane amount of time, 90 or whatever, instead of hanging for eternity.
  3. This is the error I see in the logs when trying to save it (I tried 3 times in succession): 2024-04-08 00:50:17.065 INFO EDTERRAIN4 (21900): ITerrainContextImpl4::setTrafficDecimation(0) 2024-04-08 00:50:17.065 INFO EDTERRAIN4 (21900): ITerrainContextImpl4::setDate( day=1, month=7) 2024-04-08 00:50:17.065 INFO EDTERRAIN4 (21900): ITerrainContextImpl4::setTextureMode(full=1) 2024-04-08 00:50:17.066 WARNING SCENE (21900): Scene was removed with 102 alive objects 2024-04-08 00:50:17.081 ERROR LUA-TERRAIN (Main): getObjectPosition: object is not exists 2024-04-08 00:50:17.169 WARNING LOG (20056): 1 duplicate message(s) skipped. 2024-04-08 00:50:17.169 WARNING VISUALIZER (21900): terrainSampleOptions aren't set for DemoScene with terrain rendering 2024-04-08 00:50:34.943 WARNING LOG (20056): 2 duplicate message(s) skipped. 2024-04-08 00:50:34.943 INFO LuaGUI (Main): Loading Static Template: Ships - Post-Invasion.stm 2024-04-08 00:50:51.308 ALERT LUACOMMON (Main): Error: GUI Error: [string "./MissionEditor/modules/me_mission.lua"]:3955: attempt to index field '?' (a nil value) GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_mission.lua"]:3955: in function 'unload_static_groups' [string "./MissionEditor/modules/me_mission.lua"]:4282: in function 'unload' [string "./MissionEditor/modules/me_mission.lua"]:4445: in function <[string "./MissionEditor/modules/me_mission.lua"]:4432> (tail call): ? [string "./MissionEditor/modules/me_toolbar.lua"]:767: in function 'saveMission' [string "./MissionEditor/modules/me_menubar.lua"]:777: in function 'func' [string "./MissionEditor/modules/me_menubar.lua"]:261: in function 'onChange' [string "./dxgui/bind/Menu.lua"]:26: in function 'callback' [string "./dxgui/bind/Widget.lua"]:368: in function <[string "./dxgui/bind/Widget.lua"]:363> 2024-04-08 00:53:02.590 ALERT LUACOMMON (Main): Error: GUI Error: [string "./MissionEditor/modules/me_mission.lua"]:3955: attempt to index field '?' (a nil value) GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_mission.lua"]:3955: in function 'unload_static_groups' [string "./MissionEditor/modules/me_mission.lua"]:4282: in function 'unload' [string "./MissionEditor/modules/me_mission.lua"]:4445: in function <[string "./MissionEditor/modules/me_mission.lua"]:4432> (tail call): ? [string "./MissionEditor/modules/me_toolbar.lua"]:767: in function 'saveMission' [string "./MissionEditor/modules/me_menubar.lua"]:777: in function 'a_fun' [string "./MissionEditor/modules/me_menubar.lua"]:222: in function 'hotCallback' [string "./MissionEditor/modules/me_menubar.lua"]:229: in function <[string "./MissionEditor/modules/me_menubar.lua"]:229> 2024-04-08 00:53:06.290 ALERT LUACOMMON (Main): Error: GUI Error: [string "./MissionEditor/modules/me_mission.lua"]:3955: attempt to index field '?' (a nil value) GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_mission.lua"]:3955: in function 'unload_static_groups' [string "./MissionEditor/modules/me_mission.lua"]:4282: in function 'unload' [string "./MissionEditor/modules/me_mission.lua"]:4445: in function <[string "./MissionEditor/modules/me_mission.lua"]:4432> (tail call): ? [string "./MissionEditor/modules/me_toolbar.lua"]:767: in function 'saveMission' [string "./MissionEditor/modules/me_menubar.lua"]:777: in function 'func' [string "./MissionEditor/modules/me_menubar.lua"]:261: in function 'onChange' [string "./dxgui/bind/Menu.lua"]:26: in function 'callback' [string "./dxgui/bind/Widget.lua"]:368: in function <[string "./dxgui/bind/Widget.lua"]:363> 2024-04-08 00:55:14.900 ERROR_ONCE DX11BACKEND (20444): texture 'soldier_wwii_us_spec' not found. Asked from '' 2024-04-08 00:55:14.903 WARNING BACKENDCOMMON (20236): Need to reprocess [DDS] image '/textures/shovel_summer_normal.dds' 2024-04-08 00:55:14.907 WARNING BACKENDCOMMON (20448): Need to reprocess [DDS] image '/textures/jerrycan_summer_normal.dds' I obviously can't attach the mission file since it's an empty file.
  4. I've been playing with manual prop pitch, trying to eek outa bit more speed, but I'm a little confused. Everything I read says higher RPM = more power = faster, but given that the blade bites less of the air, I don't understand why this is. Does anyone know how to use the manual prop pitch to get more speed than you can get with the auto setting? I keep thinking back to this excerpt I snipped a couple of years ago (from where I forgot to record):
  5. Do yourself a favor. Get this tool called "JoyPro": https://github.com/Holdi601/JoystickProfiler Grim Reapers has a YouTube video on how to use it, but you can use it to configure all of your devices for all of your planes at once, and backup the config. It will save you a ton of time and effort. P.S. Here is the GR video. I love this guy's videos. He's made DCS so much more of a joy to fly for me.
  6. I don't think they lowered the resolution on 1.0, but you're doing yourself a significant disservice by not upgrading to 2.0 Not trying to be flippant about finances, I'm not rich and I know budgets can be tight, but the upgrade is grossly underpriced IMHO. The addition of London and Paris alone is worth three times the upgrade price. The level of detail is so different we're lucky to even get an "upgrade" price. Get it, quick, before they realize their mistake. When I was a small child, my mother used to tell me, "Rex, some day you must avenge Germany's terribly loss, but you must do it virtually, using the technology of days to come." It wasn't until Normandy 2.0 came out that I truly understood just what she meant. Now, I drop Spitfires like Dave Chapelle drop microphones ... I drop Thunderbolts like well-fed horses drop road apples ... I drop Mustangs like Justin Timberlake drops panties ... I drop ... well, you get the idea. Join us, and may the force be with you!
  7. I make labels for all of the airfields in Normandy 2.0, and I had Biggin Hill labelled as having 14 slots for AI fighters, but I just used it today and found that it has 20 slots. That's still quite a bit fewer Manston, Kenley, Lymington, Gravesend, etc, but it's still more than I thought. With that said, Biggin Hill does have a whopping 10 ammo stations, which is massive, and speaks to a possible greater importance. I am admittedly quite new to WWII history, so forgive the likely-stupid question, but how major of an airfield was Biggin Hill in reality? I always thought Manston swung the biggest beef jerky in Southern England given it's location to the mainland, but I could be wrong.
  8. I created a new mission and spent an hour+ designing Blue WW2 airplane groups, Nothing at all out of the ordinary. Just fourships of Mustangs, Spitfires, and Thunderbolts, configured for CAP, CAS, Fighter Sweep, bomber formations, etc. Fairly standard stuff, but I figured I could save myself some time for future missions. The most complicated thing in it was a Big Bomber formation of 4 x 4 (16) bombers, and a fourship of Mustangs/Thunderbolts escorting each bomber group (so 16 fighters in total escorting). When I was finished, I saved my groups as a template. Then I fired up my main mission, loaded the template, and only part of the template loaded. I tried to delete the units it had placed and try again, but I couldn't delete some of the units I had placed with the template. I could edit the ones I could not delete, but not delete them. I deleted everything I could, then restarted DCS, but noticed the mission I had loaded the template into now had 0 bytes. It nuked the entire mission. This is what the log has to say when I try to load the template: 2024-02-29 07:50:34.186 INFO EDTERRAINGRAPHICS41 (12872): ClipmapGraphics::init("colortexture") 2024-02-29 07:50:34.207 INFO EDTERRAINGRAPHICS41 (12872): ClipmapGraphics::init("splatmap") 2024-02-29 07:51:02.333 INFO LuaGUI (Main): Loading Static Template: Aircraft - BLUE.stm 2024-02-29 07:51:02.419 ALERT LUACOMMON (Main): Error: GUI Error: [string "./MissionEditor/modules/me_mission.lua"]:2810: attempt to perform arithmetic on field '?' (a nil value) GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_mission.lua"]:2810: in function 'createStaticTemplateObjects' [string "./MissionEditor/modules/me_staticTemplate.lua"]:228: in function 'load' [string "./MissionEditor/modules/me_staticTemplateLoad.lua"]:193: in function 'onChange' [string "./dxgui/bind/Button.lua"]:22: in function 'callback' [string "./dxgui/bind/Widget.lua"]:368: in function <[string "./dxgui/bind/Widget.lua"]:363> And that is exactly where the log ends.
  9. I forgot to set my 1,000+ units (mostly ground units and statics) as "Hidden". Is there anything I can do that won't take hours of menial manual clicking labor?
  10. Ahhhh, okay, got it. Thank you!
  11. I own Flaming Cliffs 3, but I can't figure out how to download the new update?
  12. Oh yes, I forgot about the in-game encyclopedia! Definitely should have checked that. It's weird, it's the only boat I can't really find anything from Google about. Anyway, thanks!
  13. I can't find information on this boat type anywhere.
  14. Gotcha, that makes perfect sense, thank you! BTW, I got the 6-12 guns/battery from ChatGPT. In fact, I just asked again, and now it thinks they "generally consisted" of 12. I don't think it's quite ready to take over the world User How many guns did a typical German Light FLAK battery have in Normandy in 1944? ChatGPT A typical German light Flak (anti-aircraft) battery in Normandy around 1944 generally consisted of 12 guns. These were often the 20mm Flak 38 anti-aircraft guns, organized into three platoons with four guns each. However, the exact number could vary depending on the specific unit, location, and time during the war.
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