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Everything posted by Rex
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I am a software dev (C, Python, Java, the list is actually kind of long), but I’m brand-spanking-new to Lua. Fortunately it seems pretty straight-forward (it reminds me of Ruby a little). Anyway, apparently Lua does not have a built-in sleep() or wait() function, and the workarounds I’ve found so far all require libs of some sort. It looks like I can also write a C wrapper for it, but I don’t fully understand how DCS implements the language. I imagine a Lua interpreter is packaged in DCS, but I don’t know how it would use something like LuaRocks packages, and I don’t know if wrapping C will work in DCS. Hence a couple of questions: #1. Does the DCS interpreter include any common libs. Like ‘os’’? #2 How do you deal with time delays. For instance, start 3 uncontrolled groups, at 120 second intervals. I include Mist and Moose in all of my missions, but I haven’t delved into all the docs yet. I needed to include Mist to get witchcraft running, and I’ve only used Moose for RAT so far. Any advice is appreciated. Thanks.
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you're welcome, have a nice day
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I'm willing to bet that neither himself or next of kin would give a rabid dog fart about any of it, and are probably well aware of the wide variance in senses of humor amongst the human population at large. They also no-doubt possess the wisdom to realize that attempts to dictate the funniness, or lack thereof, to each person they encounter, is a futile effort which is completely unworthy of their time and consideration. And I don't think you have any idea what the people in these forums have achieved. In fact, I'm 100% sure that you do not. I may indeed be immature and have an infantile sense of humor, but in my opinion, you're a ... (gee BigNewy ... how can I legally express this?) ... donkey cavity? I don't think your hold on the moral high-ground is as tight as you think it is. This whole "you've sullied the name of a hero by finding amusement in it" routine just feels silly and contrived. Like most Internet outrage, it just feels "everyone look at me" phony. In my humble opinion, of course.
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Agreed 100%. Declaring one's superiority for thinking differently than another person is the ultimate sign of human maturity. Me good/you bad is also the most prevalent type of post on the Internet by a pretty wide margin, meaning that you're clearly in the sizable company of fellow mature folks.
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Sounds like a great guy. I bet he had a sense of humor too.
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I was looking up remaining F-15E squadrons in the USA, and I discovered that the main ones left are in the USAF 4th Fighter Wing stationed at ... Seymour Johnson AFB in North Carolina. I'd definitely ask for a transfer if they tried to send me there.
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In case you didn't notice, there's a really cool e-Book called "Be Afraid of the Dark" in Mods/aircraft/F-15E/Doc/ Thanks RAZBAM!
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Wow, the new F-15E is superb! It's even better than I expected! Awesome job, fellas! Quick question, I'm putting it through its paces and pushing the limits and seeing what I can get away with. I notice that when I go full burner and enter a medium dive, once I hit IAS ~840, one of my wings will catch on fire. Just curious, what is it simulating? Heating from air friction?
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reported Gunner Issues - Accuracy and engagement problems
Rex replied to RafaPolit's topic in Bugs and Problems
Been trying but I cannot get the Third Reich AI can't pull off a 4-man infantry group embark in Normandy 2. I can do it on other maps / times, so I'm familiar with the process. I'm trying to get 4 infantry from Colleville to Omaha in a Halftrack, but it always fails, and does so differently each time. Sometime the soldiers won't get in. Sometimes they will get in and the Halftrack won't move. Sometimes they'll stand there and do nothing at all. Is there a trick to it, or does it just not work? The log is showing some stuff about corrupt damage models and _flir textures for planes , but I'm not sure if it's related. 2023-06-12 03:22:17.508 INFO APP (Main): MissionSpawn:spawnCoalition blue 2023-06-12 03:22:17.508 INFO APP (Main): MissionSpawn:spawnPlanes 2 2023-06-12 03:22:17.794 ERROR APP (Main): Error: Unit [TF-51D]: Corrupt damage model. 2023-06-12 03:22:18.595 INFO APP (Main): MissionSpawn:spawnVehicles 2 2023-06-12 03:22:18.732 INFO APP (Main): MissionSpawn:spawnPlanes 80 2023-06-12 03:22:18.733 ERROR APP (Main): Error: Unit [I-16]: Corrupt damage model. 2023-06-12 03:22:18.848 WARNING LOG (3880): 7 duplicate message(s) skipped. 2023-06-12 03:22:18.848 INFO APP (Main): MissionSpawn:spawnPlanes 4 2023-06-12 03:22:17.508 WARNING LOG (3880): 2 duplicate message(s) skipped. 2023-06-12 03:22:17.508 INFO APP (Main): MissionSpawn:spawnCoalition blue 2023-06-12 03:22:17.508 INFO APP (Main): MissionSpawn:spawnPlanes 2 2023-06-12 03:22:17.794 ERROR APP (Main): Error: Unit [TF-51D]: Corrupt damage model. 2023-06-12 03:22:18.595 INFO APP (Main): MissionSpawn:spawnVehicles 2 2023-06-12 03:22:18.732 INFO APP (Main): MissionSpawn:spawnPlanes 80 2023-06-12 03:22:18.733 ERROR APP (Main): Error: Unit [I-16]: Corrupt damage model. 2023-06-12 03:22:18.848 WARNING LOG (3880): 7 duplicate message(s) skipped. 2023-06-12 03:22:18.848 INFO APP (Main): MissionSpawn:spawnPlanes 4 2023-06-12 03:22:19.832 ERROR_ONCE DX11BACKEND (20484): texture 'Bf-109K-4_DIF_flir' not found. Asked from '' 2023-06-12 03:22:19.836 ERROR_ONCE DX11BACKEND (18320): texture 'FW-190_02_flir' not found. Asked from '' 2023-06-12 03:22:19.843 ERROR_ONCE DX11BACKEND (18320): texture 'Fw190_Fuselage_D_flir' not found. Asked from '' 2023-06-12 03:22:19.855 ERROR_ONCE DX11BACKEND (20484): texture 'Junkers_88_Vint_D_flir' not found. Asked from '' 2023-06-12 03:22:19.861 ERROR_ONCE DX11BACKEND (18320): texture 'B_17G_ROTOR_D_flir' not found. Asked from '' 2023-06-12 03:22:19.874 ERROR_ONCE DX11BACKEND (20484): texture 'A-20G_Dif_Wings' not found. Asked from '' 2023-06-12 03:22:19.874 ERROR_ONCE DX11BACKEND (20484): texture 'A-20G_Dif_Wings_flir' not found. Asked from '' 2023-06-12 03:22:19.880 ERROR_ONCE DX11BACKEND (20012): texture 'C-47_Vint_D_flir' not found. Asked from '' 2023-06-12 03:22:19.893 ERROR_ONCE DX11BACKEND (18320): texture 'p51D_DIF_Fuz_Front_flir' not found. Asked from '' 2023-06-12 03:22:19.919 ERROR_ONCE DX11BACKEND (14332): texture 'P47D_Fuz_Front_flir' not found. Asked from '' 2023-06-12 03:22:19.934 INFO EDTERRAINGRAPHICS41 (17672): surface5 gc() LOD 0 4 squares 2023-06-12 03:22:19.934 ERROR_ONCE DX11BACKEND (14932): texture 'map_2_i16_flir' not found. Asked from '' 2023-06-12 03:22:19.934 INFO EDTERRAINGRAPHICS41 (17672): surface5 gc() LOD 1 4 squares 2023-06-12 03:22:19.935 INFO EDTERRAINGRAPHICS41 (17672): surface5 gc() LOD 2 38 squares 2023-06-12 03:22:19.936 INFO EDTERRAINGRAPHICS41 (17672): surface5 gc() LOD 3 78 squares 2023-06-12 03:22:19.936 INFO EDTERRAINGRAPHICS41 (17672): surface5 gc() 2.369100 ms 2023-06-12 03:22:19.945 INFO TACVIEW.EXPORT.LUA (Main): Loading C++ flight data recorder from [C:\Users\Rex\Saved Games\DCS.openbeta\Mods\tech\Tacview\bin\] 2023-06-12 03:22:19.945 INFO TACVIEW.EXPORT.LUA (Main): Tacview 1.9.0.102 C++ flight data recorder successfully loaded. 2023-06-12 03:22:19.956 WARNING FLIGHT (Main): NO ATC COMM Saint Pierre du Mont:4050000:39050000:118600000:250600000 2023-06-12 03:22:19.990 ERROR_ONCE DX11BACKEND (20012): texture 'Mosquito_blade_D_flir' not found. Asked from '' 2023-06-12 03:22:20.026 ERROR_ONCE DX11BACKEND (20012): texture 'SpitfireIX_DIF_flir' not found. Asked from '' 2023-06-12 03:22:20.124 INFO VISUALIZER (Main): Preload() radius: 150000.000000 2023-06-12 03:22:20.124 INFO EDTERRAINGRAPHICS41 (Main): ITerrainGraphicsImpl4::forceLoading(): pos=(-109687, 144.415, 49103.1), radius=150000 2023-06-12 03:22:20.301 INFO EDTERRAINGRAPHICS41 (17672): surface5 clean up LOD 0: left 0 released 26 2023-06-12 03:22:20.303 INFO EDTERRAINGRAPHICS41 (17672): surface5 clean up LOD 1: left 0 released 80 2023-06-12 03:22:20.303 INFO EDTERRAINGRAPHICS41 (17672): surface5 clean up 3.209500 ms 2023-06-12 03:22:21.211 ERROR_ONCE DX11BACKEND (20012): texture 'lights_bano' not found. Asked from '' 2023-06-12 03:22:26.319 INFO VISUALIZER (Main): Preload() finished 2023-06-12 03:22:26.329 INFO TACVIEW.DLL (Main): Tacview Flight Data Recorder 1.9.0.102 Loaded. 2023-06-12 03:22:26.329 INFO TACVIEW.DLL (Main): Config={tacviewModuleEnabled=1, tacviewFlightDataRecordingEnabled=1, tacviewSinglePlayerFlights=2, tacviewMultiplayerFlightsAsClient=2, tacviewMultiplayerFlightsAsHost=2, tacviewBookmarkShortcut=1, tacviewAutoDiscardFlights=60, tacviewDebugMode=0, tacviewTerrainExport=0, tacviewRealTimeTelemetryEnabled=1, tacviewRealTimeTelemetryPort=42674, tacviewRealTimeTelemetryPassword="", tacviewRemoteControlEnabled=1, tacviewRemoteControlPort=42675, tacviewRemoteControlPassword="", tacviewExportPath=""} 2023-06-12 03:22:26.329 INFO TACVIEW.DLL (Main): Running in single player mode. 2023-06-12 03:22:26.329 INFO TACVIEW.DLL (Main): Tacview is set to [Record All Available Data] 2023-06-12 03:22:26.329 INFO TACVIEW.DLL (Main): Export path: [C:\Users\Rex\Documents\Tacview\] 2023-06-12 03:22:26.436 INFO Dispatcher (Main): precache units resources in slots 2023-06-12 03:22:26.438 INFO LUA (Main): Lua CPU usage: metric: average mission loading: 2.3977 % 2023-06-12 03:22:26.438 INFO EDCORE (Main): Create game pool. 2023-06-12 03:22:26.439 INFO Dispatcher (Main): loadMission Done: Сontrol passed to the player 2023-06-12 03:22:31.089 INFO LUA (Main): Lua CPU usage: metric: average mission execution: 0.0000 % 2023-06-12 03:22:33.197 INFO APP (Main): MissionSpawn:spawnLocalPlayer instructor_red_1,instructor 2023-06-12 03:22:33.408 INFO LUA (Main): Lua CPU usage: metric: average mission execution: 4.1934 % 2023-06-12 03:22:33.414 INFO TACVIEW.DLL (Main): Recording flight data in [C:\Users\Rex\Documents\Tacview\Tacview-20230611-202233-DCS-Battle_of_Britain-SANDBOX.zip.acmi] 2023-06-12 03:22:34.855 INFO TACVIEW.DLL (Main): Export rights granted by the host: PlayerPlane=[1] PlayerSensors=[1] OtherObjects=[1] 2023-06-12 03:22:34.860 WARNING WORLD (Main): ModelTimeQuantizer: ANTIFREEZE ENABLED 2023-06-12 03:22:34.863 WARNING WORLD (Main): ModelTimeQuantizer: SAME MODEL TIME -
This is fair, and I appreciate your suggestion. The problem is, if I actually use your suggestion, who's going to raise my kids? I mean, I pretty much confine my parenting to the time it takes for DCS missions to load, and if I speed it up, they might forget what I look like. Not that that would be the worst thing in the world, I suppose. If you'd ever seen me, you'd know what I mean.
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I do the same. I have my Windows box mounted from my *nix box and run and `tail -f` on the log.
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I'm going to bet that you are a real hit at parties. Don't ask me how I know, I just know these things. And BTW, I'm not sure what an SSD is, but I still save all of my programs on a cassette recorder. It's a good one, though, Walmart said it's the fastest one they sell, so I'm pretty sure I'm doing this whole thing right!
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DCS load screens are very helpful in that they give us time to engage in some other of life's pursuits. I'm just curious which ones you do? P.S. This isn't serious, they really aren't that bad at all, I just hate load screens in general and grow impatient after 2-3 milliseconds.
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How much more resources do uncontrolled aircraft use when they have not yet been started? How does a fourship of, say, Uncontrolled F/A-18s compare with a four ship of Static F/A-18s when it comes to FPS? I want to build a mission where there are several POTENTIAL active aircraft (Triggered Actions -> Perform Command -> Start) at every airfield, which I will activate with triggers (Part of coalition in trigger zones or random on-mission-start) and/or scripts. The overwhelming majority of flights will never be started during an instance of any particular mission, and the un-started flights will act as defacto static flights, to serve as scenery and potential targets for the enemy. A mission like this would contain scores of 'Uncontrolled' flights, possibly even approaching 100. Does anyone know how Static Units and Uncontrolled Units behave from a resource-usage perspective? P.S. In a related question, how to "Late Activation" flights effect Framerates? Can you have 1,000 L/A flights queued up, that use zero resources until activated, or do they always use something, active or not? Edited to Add: I found a year-old thread related to my question. It looks like Uncontrolled does use more, about double, and I wonder if the practical implications of this have improved with multi-threading?
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Wow, thank you very much for all of the excellent info! This was very educational.
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Apologies! I'll check for that in the future before posting.
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I've been searching around, but I cannot find the answer for this ... If there was a group of, say 16, B-17s going on a bombing mission, how many escorts were they usually accompanied by? Was it typically 1:1 Fighters:Bombers, or did they go with 1 fighter for every 2 bombers, or something of that nature?
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I dunno, I'd kind of like to have a girlfriend that could create high-fidelity fighter jet sims. Imagine the roleplaying possibilities. Her: Is that an M61 20mm autocannon or are just happy to see me? You: 20? Pfffft. This one here's 30mm, baby, and not a millimeter less, wanna see it fire?
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Space Shuttle! Come on, who's gonna make it?