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GeoS72

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Everything posted by GeoS72

  1. I did more testing but have come up short. I can suppress the AI CAP from spawning when a Client is in a jet but once the Client is gone then the AI CAP does not resume. For clarity, I attached screenshots of my trigger system from the Mission Editor. Again, any insight would be greatly appreciated! Switched Trigger: If Red Client Present then turn Flag 971 ON and turn Flag 972 OFF. Switched Trigger: If Red Client is Not Present then turn Flag 971 OFF and turn Flag 972 ON. Once Trigger 1st Wave CAP: If Flag 971 is FALSE (Red Client Alive) and Flag 972 (Red Client Dead) is TRUE then spawn AI Units. Additional Conditions that work: Part of Blue Coalition within LAR's CAP Zone and if Flag 951 is FALSE (Lar captured). Once Trigger 2nd Wave CAP: Very similar trigger mechanics to 1st Wave. Added 2 minute time delay before 2nd Wave spawns. Time Since Flag 952 = 120sec & Time Since Flag 953 = 120sec are the time delays after 1st Wave CAP is dead.
  2. Follow up to my initial question. I didn't find a way to sort triggers as described above. The only solution was to move each Trigger up/down in the Mission Editor until they were arranged to my liking.
  3. I am looking for help with switching (toggling) between a Client aircraft and an AI aircraft. I am at a loss when searching for this topic. Any advise would be greatly appreciated. Could this be achieved? This is my goal for a multiplayer mission: 1. A base is protected by waves of AI CAP. 2. This base also has slots for Clients to join. 3. Simple Slot Blocker will be used to allow/deny Client slots. 4. When a Client is not in a slot, the AI would spawn when an opponent is within its trigger zone. 5. When a Client is in a slot, the AI would be turned off. Essentially, the Client assumes CAP duties. 6. When a Client is no longer present, the next wave of AI CAP would resume when an opponent is within its trigger zone. An example in the Persian Gulf map: Blue forces control Bandar Abbas and Red forces control Lar. Lar has 3 waves of AI CAP, which are triggered to spawn when a Blue Client from Bandar Abbas flies into its trigger zone. If a Client wants to fly a Red aircraft from Lar, then Simple Slot Blocker will allow it since Lar's Red status has Red Client slots unlocked. This would shut off when the base is captured by Blue forces. It may not be relevant, but it is disclosed just in case. When a Client is flying a Red aircraft from Lar, I'd like to turn off the Red AI because I don't want the Blue Client to fight both Red units (Client and AI). Once a Red Client no longer plays the slot from Lar, then the next AI would resume CAP functions when a Blue Client from Bandar Abbas flies into its trigger zone. Did my explanation help? Again, any recommendations or links would help me out a lot!
  4. Yes, that was the weirdest thing. After a few hours, it looks like the problem resolved itself. I still don't know what the cause was nor the solution. I restarted the computer several times. When DCS started working, Discord was closed closed.
  5. Has anyone seen this error when starting DCS? It was working earlier today then attempting to load now. This screen keeps showing up. The lower left section of the screen is cut off because of my multi-monitor configuration.
  6. Thanks for the encouragement, Clutter. I'm sure someone has a good solution for this small problem.
  7. @Schwarze 8 & @TJpek, Follow Flappie's link in the 3rd post and follow the reporting procedures there. The problem in VR and on a GTX1080 card should prove useful. You will need to post the DCS.log file and DxDiag.txt file in addition to any screenshots and track files.
  8. A search didn't answer this question, so I'm asking for help. Is there a way to sort a batch of triggers in the ME? For example, re-arrange a group of triggers by airfield (alphabetically)? Could this be done external to ME, like using Notepad++? Moving each entry up or down the list of triggers in ME is very time consuming, especially when there are 20 entries per airfield. Thanks in advance for the advice and/or links.
  9. @CMD-Wade, I provide an updated DxDiag log only when my video drivers are updated. I don't think it makes a difference but some info may be garnered from an updated DxDiag file.
  10. @Special K, this problem manifested itself with the launch of DCS 2.7 and it still remains. My computer system remained unchanged when DCS migrated from 2.5 to 2.7. It may seem plausible that AMD changed driver codes however, the disappearing icons started shortly after the launch of DCS 2.7. It is more likely that the code DCS uses to interface with the graphics card, albeit DirectX or other methods, may be suspect. Perhaps a coordinated effort between ED and AMD can resolve this issue? If required, the Microsoft DirectX team may be able to shed some light on this problem. I hope that this problem can be resolved with the effort from ED, AMD, and potentially DirectX. Are there any steps taken to contact AMD for developer assistance? P.S. AMD had a recent driver update before Fri, 17 Dec and the disappearing icons problem still persist.
  11. dcs.log.old Sorry, I forgot to add the DCS log file.
  12. Here is an updated DxDiag because of updated video drivers. The link is to the track file while playing in Multiplayer. The track file is LARGE (45 MB). The time at which the icons disappeared was around 21:00 EST. The track file ends at 21:09 EST. https://drive.google.com/file/d/1gNDMpSClVWC9MnvaCkmwaeMuNVXM66VO/view?usp=sharing DxDiag-2021-09-18.txt
  13. FA-18C MFD & AMPCD Colour and Clarity Mod for DCS 2.7 ONLY link: https://www.digitalcombatsimulator.com/en/files/3311626/ This mod alters the colors of the F/A-18C Hornet DDIs (MFDs) to a yellow-green color and sharpens the fonts on the AMPCD. This file was further modified to suit my personal color preferences. Affected files: mods/aircraft/fa-18c/cockpit/scripts/materials.lua mods/aircraft/fa-18c/cockpit/scripts/multipurpose_display_group/common/indicator/mdg_strokesdefs.lua mods/aircraft/fa-18c/cockpit/scripts/multipurpose_display_group/ampcd/indicator/ampcd_specifics.lua DiCE: DCS Integrated Countermeasure Editor v4.2 by Bailey (F18C, F16C, A10C, A10C2, AV8B, M2000C) link: https://www.digitalcombatsimulator.com/en/files/3312680/ This mod adds chaff and flare programmability to suit the user's preference. It prevents manual CMDS setup EVERY time the player spawns in a new aircraft. Affected file: mods/aircraft/fa-18c/cockpit/scripts/tews/device/cmds_ale47.lua F/A-18C Controls Indicator : scale for trimming link: https://www.digitalcombatsimulator.com/en/files/3300978/ This mod adds a scale to the Controls Indicator axes and also adds white tick marks to identify trim settings. This is especially helpful during take-off and landing. This file was further modified to account for my personal multi-monitor configuration. Affected file: mods/aircraft/fa-18c/cockpit/scripts/controlsindicator/controlsindicator_page.lua
  14. @BIGNEWY, Thank you for the reply and the reminder that this bug affects all aircraft. I am disappointed that very little attention and action was given to this previously reported bug. At least this thread accurately documents the fuel bug. I'm certain the ED team has a laundry list of bugs to work on. I ask this one gets moved up on the list because it's been around for far too long.
  15. The point to make here is to address this fuel bug instead of releasing less important features, such as HMD alignment procedures. As @BIGNEWY indicated, this fuel bug is a known problem. From my experience with DCS, this bug has been present for at least 2 years. While I applaud ED for focusing on a near-realistic flight sim, I am critical of the development of new features, such as HMD alignments while fuel quantity issues are pushed to the side. I argue that refueling an aircraft is performed far more times than aligning an HMD. Furthermore, this fuel bug has a greater impact on adding to the realism than aligning a new gadget during an aircraft cold start procedure. I'd bet dimes to donuts that the DCS Community will openly sigh in relief once this issue is resolved. So pretty please and with sugar on top...can ED address this known (and old) fuel bug before adding other features to the Hornet?
  16. @BIGNEWY, That's an interesting concept for refueling drop tanks. Is there also consideration to separate the rearm and refuel functions? I'm sure that I'm preaching to the choir when I say that having to rearm & refuel twice just to get the correct fuel load is a PITA. That process is ever so frustrating when attempting to get back into the fight while on a mission. If one is rushed, then it may also cause 3 refuel/rearm attempts. I am glad to have this bug documented so that others may chime in and create awareness to this very frustrating bug.
  17. @BIGNEWY, et al, Thanks for responding. I have not encountered this problem on other aircraft. I primarily fly the Hornet and I'm familiar with the its fuel loads. In a nutshell, you must remove the tank(s) during one rearm/refuel event. Then add the drop tank(s) during a second rearm/refuel event in order to get the correct fuel load. Since this is a known issue then what is the long term solution?
  18. I was attempting to demonstrate another bug in this track file. This file demonstrates a bug when replaying a landing sequence on a carrier. In actual game play, the aircraft landed safely onboard CVN-71. When replaying the track file, the aircraft crashes into the sea. I get the impression that the track file doesn't take into account the movement of the carrier. It uses the initial starting point of the ship as the final point. Any thoughts? SP Replay crash in water.trk
  19. The Hornet has been plagued with this refuel bug for the longest time. While some may appreciate incorporating new features like the HMD Alignment process, I would greatly appreciate this bug to be addressed. When refueling with 1 (or more) drop tank(s), the aircraft is no longer topped off to a maximum fuel load. The fuel quantity after a refuel with 1 drop tank barely breaks 12,000 lbs. I frequently see a max fuel load of 11,500lbs. The max fuel load with 1 drop tank is 13,000 lbs. So why is there an approx 1,500 lb discrepancy when refueling? See the attached track file which demonstrates this problem. Here are the circumstances: The bug can be seen early in the track file. The jet had about 7,500 lbs at spawn point. I reconfigured the aircraft with AIM-9X on Sta 1 & 9 and left the drop tank on Sta 5. During the rearm/refuel process on the parking apron, the internal fuel load was 9,160 lbs (internal) with 2,240 lbs in the external tank (Sta 5) with a total fuel load of 11,410 lbs. Then, I reconfigured the aircraft by removing the external drop tank on Sta 5. During the 2nd rearm/refuel process, the fuel load increased to 10,780 (internal) and 2,240 (external tank) with a max of 13,030 lbs. The external tank was removed then reinstalled. The resultant fuel load was 10,750 (internal), 2,240 (external tank) and total of 12,990 lbs. Once airborne, dump fuel down to 7,500 lbs then land at Al Minhad with approx 7,300 lbs. I rearmed/refueled the aircraft after taxiing to the parking apron. The fuel quantity after topping off was 10,770 (internal), 820 (external tank) with a total of 11,590 lbs. I then performed another rearm/refuel to remove the drop tank which brought my fuel load down to 10,770 lbs (internal and total). After rearming again, the fuel load read 10,760 (internal), 2,240 (external tank) with a total of 13,000 lbs. This fuel bug is present in Single Player and in Multiplayer. The interim fix is to rearm/refuel twice when landing with a drop tank but that's one royal PITA! The first rearm-refuel involves removing the external tank then the second evolution involves re-installing it. Can ED please fix this bug? SP-Al Minhad-Incorrect Fuel Qty Drop Tank.trk
  20. Just got the blank overlays again. Here's my DCS log file. The icons disappeared at 19:49 EST. Here is a link to examine the multiplayer track file. It's about 49MB. I was playing for roughly 1hr. https://drive.google.com/file/d/1_WA47oAhDiGIr6ZF61l4KhDRfC_iZ2SH/view?usp=sharing dcs.log
  21. Here is an older DCS log from my game play during the time of the disappearing icons. This may contain indicators around the same time that I mentioned in the above post. dcs.log.old
  22. @Flappie, to answer an earlier question you posed: My icons disappeared without zooming out or in on the F10 map. I selected a unit then the icons disappeared.
  23. This is a cross post because I wasn't paying attention to the correct thread. Here is a link for a squadron buddy that experiences the same problem. There is a DxDiag file and track file in this link. https://forums.eagle.ru/topic/280880-disappearing-icons-in-f10-map-rearmrefuel-popup-and-main-welcome-screen/?do=findComment&comment=4768481 Here is a link to a failure that I encountered while in Single Player testing of my squadron map: https://forums.eagle.ru/topic/280880-disappearing-icons-in-f10-map-rearmrefuel-popup-and-main-welcome-screen/?do=findComment&comment=4768505 @[ED]Obi, here is my DCS log that should cover the Single Player testing failure. The time I encountered the failure was around 23:30 EST on 09/07/2021. That should be around 03:30 GMT on 09/08/2021. If this log does not capture the failure then I'll post another log when the event happens next. dcs.log
  24. Here is a failure that I recorded moments ago. This occurred within minutes of testing my squadron's map in the Mission Editor. See the link for the single player track file. The screenshot below also shows missing icons from the Mission Editor after exiting game play. All of my other information remains unchanged from previous posts. Single Player Track File Launched from ME
  25. Here are two links to track files that shows trains visible on a home hosted server and invisible on my squadron's server. These tracks represent the same mission but one is hosted on a network server (invisible trains) and the second was "hosted" on my PC (visible trains). Jousters Server - Invisible Trains Private Hosted Server - Visible Trains The train locations: 1. West of Havadarya in the port. 2. East of Lar 3. Port Jebel Ali (look for the Jebel Ali Palm - left most Palm Island) The really odd thing about the mission from which these track files are taken - the trains were visible in an earlier version of the Persian Gulf map. P.S. The train does not follow any waypoint actions, such as follow speed recommendations. The speed is always set at 32 kts, regardless of what the user defines.
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