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mousepilot

ED Closed Beta Testers Team
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Everything posted by mousepilot

  1. I'm also experiencing this issue as of 2024-11-13. The ammo settings for the ship are ignored. Burke_Ignores_Ammo.miz
  2. I understand your point, however, the game already knows where the unit has been placed. It can take weapons and fuel from the correct inventory when you call the re-arm window already. When you exit the slot, it also returns the unit, fuel, and weapons to the "nearest" inventory, so the behaviour seems inconsistent from that point of view. In any case, I think your idea of explicitly stating that there is a link between a certain base and a slot, regardless of the "spawn method," via a Mission Editor setting (and corresponding API option) would be the best solution. Perhaps someone can move this to a "suggestions" or "nice to have" section. Thanks again for your feedback.
  3. Hi everyone, I'm exploring more the warehousing capabilities in DCS and I believe I found an issue/inconsistency. When we have a "Ramp" slot, the behaviour is to deduct the airframe type, fuel and weapons from the airbase inventory on the first spawn. Unfortunately, if we have a "Ground" slot in the same airbase, the airframe, fuel and weapons are not deducted on the first spawn. Yet, if we "re-arm", both fuel and weapons are deducted from the airbase inventory. I would expect that the behaviour should be the same as a "Ramp" slot, given that the warehouse can be correctly identified the same way it is for the re-arm. I've attached a Miz and Lua code that demonstrates the issue. If you start on the "Ground" slot F15 you'll see that the quantity of airframe and fuel are not affected (this is shown as a message in-game). However, if you start on the "Ramp" slot, the quantities are immediately affected. Thanks in advance. mission.lua Warehouse.miz
  4. Hi everyone, In an MP server with the Voice Chat Server off, if you slot into an F-15C you'll get the static noise from the radio. Unfortunately, because the VCS is off, the shortcut to show the VCS window won't show it. Therefore, I can't "turn off" the static noise. I'm unsure what more information to provide as this is not an "error" in the code. It's just an inconvenience and it makes flying with that noise very annoying. Please let me know if you need logs or tracks anyway. Thank you.
  5. Hi everyone, I've noticed a minor issue today and couldn't find any report, so I'm creating this topic. When using the airport information panel in the F10 map the unit of measure (UoM) is not updated after changing the UoM setting on the top bar.
  6. Hi everyone, I've experienced this issue today and noticed the forum only has an old post without a solution: In my case, the issue was that I had two statics with the same name. This triggers those log messages (and wreaks havoc in the spawning). I'm leaving this post here as a reminder to myself and possibly it will help others. Cheers.
  7. Thank you for this important update. There is wild speculation running around, and this kind of information helps curb the sensational stories.
  8. Hi everyone, Currently, we have in the API a setUnitInternalCargo function that allows us to set the "mass" in kilograms of cargo to add to a unit. Unfortunately, there is no way to retrieve the current "mass" of the cargo inside a unit. In some cases, we can track in the scripts the cargo mass of a particular unit, but in cases where other 3rd-party scripts may have added cargo to a unit, tracking the cargo mass becomes impossible. If you can provide a getUnitInternalCargo, then a script creator can "add" or "remove" just the mass of the cargo he intends and leave any existing mass in the unit untouched. Thank you.
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  9. Hi @Flappie I've just re-tested this issue with the latest patch (2.9.3.51704) because of this item on the changelog: I'm happy to report it has been fixed. Thanks again for your help and everyone at ED.
  10. Sorry for the late reply. I could only test today with DCS 2.9.2.49940, but I can confirm everything is working as expected. The issue can be closed. Thanks, @Flappie and everyone at ED.
  11. Hi @OzDeaDMeaT, You may already be able to do this as long as your slots are a single-unit group. The existing API for the group will apply exclusively to that group. Cheers.
  12. Hi everyone, The Mi8 is great, but I'd like to see some crew interactions. Simple callouts for altitude, dangers (missiles, contacts,...), speed and systems malfunctions would greatly increase immersion. It would also be great if the voices could be customized by the player. Just a suggestion for an already magnificent helicopter. Cheers.
  13. Hi everyone, While playing in Multiplayer I witnessed an S60 firing at me and kept firing even after I completely masked my helicopter. I've created a test mission and confirmed that the S60 will fire regardless of terrain. It will even keep tracking you if you move behind the terrain. I've added a track and miz to demonstrate the issue. Thanks for your help. S60_Ignores_LOS.miz S60_Ignores_LOS.trk
  14. Hi everyone, Since the last patch, the seat cushion is not "hidden" when pressing backspace. The stick and the "frame" of the seat are hidden correctly.
  15. @Flappie, sorry for the late reply. It should return the airbase object (much like it does when it's an airfield). That way it will be aligned with the other types. Cheers.
  16. I understand, but it seems that several events are in this "situation" where they work in SP or locally hosted MP, but don't work on a dedicated server. Events being so "foundational" should, in my humble opinion, be harmonized between SP and MP. It's tough to develop a mission (for MP) only to realize you've used an event that doesn't work in MP. I won't presume to know what the technical challenges are that prevent ED from making these events trigger both in SP and MP, but I'm hoping that they can find a way to "multicast" the event so that it can reach the handlers on the clients as well. Finally, it would be even better if they could make all events (not just the ENTER UNIT one) be triggered for MP just as they are for SP. Is there any chance you Grimes could raise it up with the dev team again? Any help is appreciated. Thanks again.
  17. Hi everyone, I've noticed that the S_EVENT_TAKEOFF no longer returns the "place" for FARPs or Ship base types. It works as expected if the location is an airfield. I've put together a mission that shows the issue. It contains 3 helicopters, Rotary-1 at a FARP, Rotary-2 at an airfield and Rotary-3 at a ship. The mission code hooks to the event and simply shows a message with the name of the "place". Let me know if you need more information. Cheers. No_Place_Takeoff_Event.miz no-place-takeoff-event.lua
  18. Hi everyone, Quick disclaimer: I've recently had a tendency to report already reported things, so apologies if this was already reported. As the title says the texture on the FARP does not seem to follow the season. This issue was not present in 2.8. I'm using the latest 2.9 patch (2.9.0.47168). FARP_Texture_Season.miz
  19. Hi everyone, Some labels and tooltip text are missing in the mission editor Overlays mission options. I've attached a screenshot. Cheers.
  20. @Hiob You're right indeed. I did forget to check if it was reported already. Sorry for that. Thank you for your reply. This issue can be closed. Cheers.
  21. Hi everyone, Let me start by saying that this may not be a bug. I'm reporting it only because it's different from how it sounded in 2.8 and it may not be intentional. So the issue is as follows: The Mi8 now sounds a lot like the Gazelle. With the engine running, you can hear the sounds of the Mi8 and the "whining" sound of the Gazelle engine. I'm not sure I can describe it any better. I've tried already to clean and repair (slow) my DCS instance. This had no effect. I'm also not running any mods. I'm attaching the 2.9 track and miz. Since I don't have handy a 2.8 track and miz I'll link a video of an earlier version Mi8: Thanks in advance. Mi8_Sounds_Like_Gazelle.trk Mi8_Sounds_Like_Gazelle.miz dcs.log
  22. Hi everyone, Just wanted to add that I'm also experiencing this issue. 2023-10-22 14:57:32.010 WARNING TRANSPORT (Main): CREATING PATH MAKES TOO LONG!!!!! 2023-10-22 14:58:09.010 WARNING LOG (2004): 30 duplicate message(s) skipped. This happens after I set some units to "move" using the Controller.setTask() function.
  23. Hi @cfrag, Thanks for your reply. Unfortunately, the workaround serves only for a few use cases. While it's appropriate for things like adding menus to the "player", it won't work if you are detecting "entry" into a unit (considering also CA units). I think the event should not be deprecated as there is a very clear distinction between both events' semantics (one deals with a unit being spawned, and the other deals with a unit being "entered"). I've also noticed something peculiar in the logs. There is an entry from the scripting engine about the event "under control". Scripting (Main): event:initiator_unit_type=MiG-29A,type=under control, This occurs just before the "S_EVENT_PLAYER_ENTER_UNIT" event. Unfortunately, it doesn't get passed on to the handlers. That seems odd. But I'm guessing that the event is currently "recognized" by DCS (hence the log entry), but it's not being passed to the scripting engine handlers. In fact, there are several other events where this happens (like the "S_EVENT_DISCARD_CHAIR_AFTER_EJECTION"). Is there something else we can do? Can we provide more information to ED or to a representative? Thanks again.
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