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Gracey

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Everything posted by Gracey

  1. Yeah I've noticed this a little bit. But not always. I am not sure what is going on there. This is the same for the Apache radar as well oddly enough.
  2. @NeedzWD40 Hmm, I think the initial post of the topic doesn't make sense maybe. All I am trying to do is get the count of the items in the warehouse. It doesn't matter if the item has as friendly name or not because the game should be giving me the item(wsType or typeName) and the amount stored in the warehouse. This is not the case. When I as the warehouse what it has with warehouse:getInventory() is is giving me SOME, not ALL of the inventory. It doesn't matter to me, or my script if it is a wsType or a typeName. For some reason the game is just simply omitting certain objects in the warehouse such as stuff for the F4E and Kiowa. I can however, get all of the wsTypes from the warehouse using Airbase.getResourceMap() which is all well and good, but completely pointless as there is no count. This makes that completely pointless to have. With warehouse:getInventory() there should not be any need for me to guess the quantity that the warehouse has. It should simple give all of the quantities that are in it.
  3. Little update, So I now have all the wsTypes but I am not sure how this is supposed to help me. The warehouse is simply just not giving the amounts of some of these items at all, and that would be a bug no? There doesn't seem to be a work around, and even if there was its still broken as far as I can see. The fact is, if I can't save what is in the warehouse by asking the warehouse what it has, there is no point in having the wsType, or even the name for that matter because there is not way to know what the warehouse has because it won't give that information for those certain items.
  4. Thank you for your reply, I am not sure how I can get the wsType rather than the typeName. When I am dumping the warehouse out into a txt file without any form of formatting I am unable to get all the items that are in the warehouse, and I am not getting any wsType. This makes it impossible to work with as even if I did have a wsType, they change often as far as I know. I have attached the simple script and output. Since the game is giving me the typeName, I would consider it a bug that it is unable to output everything that is in the warehouse to the log, or whatever you put that information in. I am unsure of what I am supposed to do, when the information the game gives isn't even usable. whdump.lua warehouse_output.lua
  5. Hey, seems I am back with another round of issues I would like to report. I have worked on a script to change the warehouse item values so that we can save what was in the warehouse at the mission restart, etc. However, I have come across and issue where some of the items are not being given to the script when using Warehouse.getInventory( ) so we are being left with items in the warehouse, or not being able to change the values that the warehouse has of the items. I set the warehouse values to 100 using the Fill Col in the mission editor. Then I will make sure Dynamic spawns etc is available. Doubt this would matter, but I did it. In my case , I am using "DCS Lua Runner" in Visual Studio Code to run the script this way I can make faster iterations when the script fails. Also, keep in mind, this script will save a few files to your disk, and you will need to set the location you want them to be saved to inside the script. Otherwise, obviously this will fail. First the script will make a small text file so that it knows for later that every other run afterwards is no longer the "First Run" since we do not want to loose the initial set values we started with. Then after each server or mission restart, when run it will then clear the entire warehouse inventory and then set all the values to what is in the CSV file. In this image you can see that certain items are not set to 5000 like the CSV should be. And no, this is not because it is more than the max value, even if I set it to 5 it doesn't make a difference. Anyways, back to the issue... It seems that, when the script asks for the entire inventory of the airbase it is not getting everything that is in the airbase. Some items seem to be omitted, and as far as I can see it is new-er aircraft like the KIOWA, CH-47, and F-5? Of course this is completely breaking any possibility of having a dynamic, warehouse/supply based mission for the time being. I would attach the mission file, however you will need to have your DCS environment sanitized and make some light modifications to the script for it to function. So, instead I will attach a blank mission that's ready to go and you will have to modify and load the script on your own. I attached the CSV's for an example of what the script gets when it is first run. Both on an airfield with items set from the mission editor to 100, and one where it is set to 0 for everything. Hopefully something can be figured out with this, and maybe I am super confusing with what I wrote. I hope not null Warehouse Test Cauc.miz unit and warehouse saving.lua Senaki-Kolkhi_Blue.csv Kutaisi_Blue.csv
  6. Can you give a track, miz, or example scripts you are using so we can try and replicate this?
  7. Okay, that's good. I did test myself and did not see the bug present anymore. Sometimes these bugs get lost and never marked as resolved. Maybe it was fixed and they forgot, or something else they did fixed it and this was never linked to it. I like to check bugs out on here to see if they are still happening or not. Often they are not, or only partially.
  8. Have you re-tested to verify the bug is still present?
  9. With the function 'searchObjects' we can search for objects in a volume. Some of the types are sphere and box. When using a BOX type to search for objects in a area, lets use the MGRS Grid for this, there is only two points available to define to box. This means that we cannot rotate the box in any way to line up with the MGRS grid, this causes the search volume to out of the "bounds" that we intend to have. I created a simple mission showing what happens, and the drawings on the map show what "should" be happening. The Black dotted line is where the SearchVolume see's, and the White to Blue boxes are just showing if the unit is detected. All he does is drives back and forth through the MGRS Grids so you can see what the Volume is doing. It would probably be best to have the ability to give four points on the box rather than two, or maybe I am missing something? I've attached a track file, the mission, and the scripts I made for this. 2 CaucasusAirbases.lua 1 Caucasus ScanZone.lua 3 Caucasus ZoneMarks.lua Cauc-Zone-Detection-Test.miz SearchVolumeTestCauc.trk
  10. They are working on it @sorcer3r in fact the latest news give us a little insight into the changes that the Ground AI will get soon. I am very happy about it.
  11. Can you send a track file of this doing as you say? I would like to test this out. The miz file as well would be great! <3
  12. I do not have this issue with multiple monitors. As you, I have had this for many years as well. I wonder if there is a setting you have changed, or something of that variation. Have you tried this without the other monitor? I would assume you would get the view point you are looking for. One other thing... Could you post your log file? Believe it or not, there is more insight than you think in there. Log file, Tracks, and if a settings issue, the settings you are using for DCS. Any mods?
  13. Seems that the Control surface animations are reversed on the F4E AI. I have a short clip showing that. If this was already posted, sorry about that, I looked for a post but did not see one. Video <3
  14. Sorry to necro this a bit @NineLine but, at least as far as I can see one unit is totally seeing through buildings. This guy here is just a ECS, not even sure why he has a radar, maybe because he is attached to a Radome. I am in the Kiowa, sitting behind the building Using s simple detection script, I got this information from him: Line of Sight, as calculated by land.isVisible, confirms that I am indeed not visible. However he things I am, and one radar at that. I did more testing on this topic after my first post about radars not working correctly. Seen here After that specific type of Radar issue was resolved another user posted an issue he found. Seems it was the same issue, I thought that was odd and decided to further test again to see why or what units it was effecting. Seen here I think I may just make a new post with all my findings over the past week so that they are in one topic. Seems things get lost, specially when marked "Fixed" or "Resolved" Even if they are NOT(after further testing)
  15. Are you doing this on a multiplayer server? If I recall correctly the server will override the client and mission settings(sometimes?) I also cannot replicate this with the Mission Editor and the map options set to map only.
  16. I have completed some more testing regarding this topic. My methods are maybe not the most elegant, however I think we have just enough information now. I can go deeper into this, but not this weekend. Please also keep in mind, this is done with a Ruby script on another machine ~ So, you won't have the same script we used, and it will more than likely be completely useless to you. We wrote a small script in Ruby to pull the information from DCS we need, output it to a CSV file, and also to the log. This way we can see the Info in the log as well, so that we can watch the track and compare. Yes I know I could have done this in DCS itself, but honestly the environment is just not great. I prefer to write outside DCS and gather the information in a less heavy way for the Engine. Seems counterintuitive, but it works better this way. The Line of sight script wasn't working, so... That sucks. I'll see if I can get a even better script to gather a format the information better later on. I also set all the units including myself to Immortal, cause they kept dying from FF lol I set up basically all the radar units, and the ones that are AAA(Tracked), SAM sites even the man pads...Minus the Russian one. I forgot. Once I did this, I took a Kiowa(easy to fly) and proceeded to the targets. I flew all the way to them from initially being completely hidden. This is key because we want them to not see me initially, and if they did, this would break the results. Once I got close enough for even the optical trackers to see me, I then hid in some terrain. Since the point of this is to see if they will drop the Detection, a hole in the ground thanks to the US Department of Energy will be just fine We left the script running for a period of time to make sure that it was not time based for the drop, and then exported the results. Quite a few of the Radars can see me Optically, which is interesting. The BUK is a good example, he is all alone just as a launcher, and he can see me with Radar and his eyeballs. Yet the HQ-7 just doesn't seem to have eyeballs. Anyways, back to the data.... UNIT NAME DETECTION TYPE CORRECT OR NOT 1L13 EWR Radar (4) YES 1L13 EWR Optical (2) YES 55G6 EWR Radar (4) YES 55G6 EWR Optical (2) YES FPS-117 ECS Radar (4) YES FPS-117 ECS Optical (2) YES FuMG-401 Radar (4) YES FuMG-401 Optical (2) YES FuSe-65 Radar (4) YES FuSe-65 Optical (2) YES Soldier stinger Radar (4) YES Soldier stinger Optical (2) YES KDO_Mod40 Radar (4) YES KDO_Mod40 Optical (2) YES rapier_fsa_optical_tracker_unit Radar (4) YES rapier_fsa_optical_tracker_unit Optical (2) YES HQ-7_LN_P Radar (4) YES HQ-7_LN_P Optical (2) YES HQ-7_LN_SP Radar (4) YES HQ-7_LN_SP Optical (2) YES M1097 Avenger Radar (4) YES M1097 Avenger Optical (2) YES M48 Chaparral Radar (4) YES M48 Chaparral Optical (2) YES M6 Linebacker Radar (4) YES M6 Linebacker Optical (2) YES rapier_fsa_launcher Radar (4) NO rapier_fsa_launcher Optical (2) YES Roland ADS Radar (4) YES Roland ADS Optical (2) YES Strela-10M3 Radar (4) YES Strela-10M3 Optical (2) YES Tor 9A331 Radar (4) YES Tor 9A331 Optical (2) YES 2S6 Tunguska Radar (4) YES 2S6 Tunguska Optical (2) YES Osa 9A33 ln Radar (4) YES Osa 9A33 ln Optical (2) YES Strela-1 9P31 Radar (4) YES Strela-1 9P31 Optical (2) YES Hawk cwar Radar (4) YES Hawk cwar Optical (2) YES Patriot str Radar (4) NO Patriot str Optical (2) YES Roland Radar Radar (4) YES Roland Radar Optical (2) YES RPC_5N62V Radar (4) NO RPC_5N62V Optical (2) YES Kub 1S91 str Radar (4) YES Kub 1S91 str Optical (2) YES SA-11 Buk LN 9A310M1 Radar (4) NO SA-11 Buk LN 9A310M1 Optical (2) NO HQ-7_STR_SP Radar (4) YES HQ-7_STR_SP Optical (2) YES Hawk sr Radar (4) YES Hawk sr Optical (2) YES Dog Ear radar Radar (4) YES Dog Ear radar Optical (2) YES NASAMS_Radar_MPQ64F1 Radar (4) YES NASAMS_Radar_MPQ64F1 Optical (2) YES S-300PS 64H6E sr Radar (4) YES S-300PS 64H6E sr Optical (2) YES S-300PS 40B6MD sr Radar (4) YES S-300PS 40B6MD sr Optical (2) YES S-300PS 40B6MD sr_19J6 Radar (4) YES S-300PS 40B6MD sr_19J6 Optical (2) YES SA-11 Buk SR 9S18M1 Radar (4) YES SA-11 Buk SR 9S18M1 Optical (2) YES p-19 s-125 sr Radar (4) YES p-19 s-125 sr Optical (2) YES RLS_19J6 Radar (4) YES RLS_19J6 Optical (2) YES SON_9 Radar (4) YES SON_9 Optical (2) YES Hawk tr Radar (4) NO Hawk tr Optical (2) YES rapier_fsa_blindfire_radar Radar (4) NO rapier_fsa_blindfire_radar Optical (2) YES S-300PS 40B6M tr Radar (4) NO S-300PS 40B6M tr Optical (2) YES S-300PS 5H63C 30H6_tr Radar (4) NO S-300PS 5H63C 30H6_tr Optical (2) YES SNR_75V Radar (4) NO SNR_75V Optical (2) YES RD_75 Radar (4) NO RD_75 Optical (2) YES snr s-125 tr Radar (4) YES snr s-125 tr Optical (2) YES HEMTT_C-RAM_Phalanx Radar (4) YES HEMTT_C-RAM_Phalanx Optical (2) YES Gepard Radar (4) YES Gepard Optical (2) YES Vulcan Radar (4) YES Vulcan Optical (2) YES ZSU-23-4 Shilka Radar (4) YES ZSU-23-4 Shilka Optical (2) YES Soooo.... From what I am seeing, at least as individual units rather than sites, most of them are indeed working. I can mask correctly with terrain. Sadly though, not with buildings I did try that too... I've attached the track file and my log. With the track file you can at least watch what I do, and the log compare. Again, I can and probably will do this a bit better later on. Good luck, dcs.log Detections2.xlsx Detect_Test_Nevada.trk Nevada-Test-Detection.miz
  17. Yeah, I am not sure why this is broken, and they DID fix some of them in a patch a alittle while ago. My project can continue now that the EWRs are fixed at least.
  18. Here we go @Flappie I tested this and I have found that a EWR unit, like a Search Radar or Literal EWR does loose tracking on the Air Unit. However I put in just a Tracking radar on my last run, and it seems that it is the Tracking radars that are not loosing the Detection. One test is done with a Mosquito just in case and doesn't seem to matter. VIDEO Everything remained the same, I just changed the Unit name to "SAM" to make it a little easier for me. Then I replaced the whole setup with other units. Think I should test this with SHIPS and more I guess and really see what is going on. While I was waiting for upload, it seems that the SA-15 "TOR" works correctly. I am going to look through some more units on this see what ones are actually broken and which are not. SHORAD(RADAR) SA-15 "TOR" correct SA-19 "Tunguska" correct SA-8 "OSA" correct TRACKING RADAR FireCan SON-9 correct SA-10 S-300 "Grumble" Flap Lid-A TR incorrect SAM SA-10 S-300 "Grumble" Flap Lid-B TR incorrect SAM SA-3 S-125 "Low Blow" TR correct SAM SA-2 S-75 RD-75 Amazonka RF incorrect SAM SA-2 S-75 "Fan Song" TR incorrect With this little bit of Information, it seems it is not as easy as "one type" of Radar being broken. I did try one of the Russian ships, "Moskva" with seems to be correct
  19. Doesn't seem so. I did a little further testing(not much) and I think I confirmed the issue. I'll reply to that thread.
  20. I have completed some further testing as it seems that there was a tag added to the Title of this post "Fixed". They have fixed this radar issue, it now drops the detection when outside of the Radar "Cone" Ground units are also working perfectly. Once I duck behind the coast line, the Unit can no longer see after a few seconds. I did a short little video to cause why not show it in action.... > Video
  21. When testing the Radar(EWR FuMG-401 Freya LZ) systems in the WW2 Asset pack, I have found that the Radar when using controller.getDetectedTargets never looses the target once the target is captured. This only looses target once Destroyed or de-Spawned. Edit: We've also tested this with Ships, Visual Detection, never seems to loose target.
  22. Actually some form of a option for the units or static objects to level them would be nice. It is perfectly realistic to have the s300 on the left to not be level. Frankly you would never set it up on a non-level surface. Anyways, some button to level static objects and units would be great.
  23. I would start with reading all the pinned topics there is to offer on this forums section. 1, I am not sure if there is anything for a setup. Maybe that is something I could work on. 2, As above 3, yes 4, yes, you got that right 5, you can use some tools that the community has created, there is a fantastic developer that has been working on a server admin tool. This would benefit you greatly. I would join his discord and read the info there. Special K's Discord 6, what do you mean by this? Good luck
  24. So the server does not have this on there, but I think it is because the server is not CRASHING, but it is creating the crash and dump files when it is closing. So this file would not exist I think?
  25. Okay not sure the reason it’s crashing then. That doesn’t make any sense. If it’s not using the audio drivers, then why is it throwing the dll?
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