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Everything posted by cfrag
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	Great news - thank you, @BIGNEWY
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	I believe the feeling is that realism is a nice-to-have, not conditio sine qua no.
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	I know it's an anachronism, and people may dislike their existence. Personally, I like the fact that TACAN is present, as I'm not trained in Eastern nav procs.
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	  DML - Mission Creation Toolbox [no Lua required]cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues It's not weird, merely an artifact I left in because goldfish brain. It should not be a factor in the issue. The zone looks fine, I can see no obvious mistakes so hopefully we can resolve this quickly. If you can't get it to run, please pm the mission (no mods please) to me so I can have a look.
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	  StopGaps - Script to fill empty player slots with planescfrag replied to cfrag's topic in Mission Editor This unfortunately is a DCS/Mission Editor issue that I do not think currently has a work-around. I believe that it works for Helos, though, so it appears to be some ME idiosyncrasy.
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	  How big is the biggest possible DCS installation with all maps/modules?cfrag replied to warmachine79's topic in DCS 2.9 1.1T, without missions. All maps, modules, tech, no unofficial mods nor liveries.
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	Check the other signs on the map (e.g. what VW becomes) and I think you have your answer. I still think that Ugra should go the Arthur C Clark underhanded ribbing way like he did in 2001: calling the computer "HAL", as in "One step ahead of IBM": H->I. A->B. L->M. "Luftganza" does sound tongue in cheek, though
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	No kidding. I've just dropped an ungodly amount on an PCIE 5 M2 just so DCS can wholly fit (along with some other choice titles) on my main disk. DCS already exceeds 1T, so hit me, Ugra, I now have 3T for you. AND my credit card still is lukewarm.
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	Update 20250412 - Fog & Maintenance - added player-controllable fog - Hardening against DCS bugs WARNING: DO NOT USE DCS' "SAVE MISSION" FEATURE - THAT *WILL* DESTROY THIS MISSION. DO NOT REPORT BUGS FROM A SAVED MISSION. IF YOU SAVE A MISSION IN DCS, IT IS DCS THAT IS F***ING UP THE MISSION. HARD. DCS'S "SAVE MISSION" FEATURE IS NOT PRODUCTION-READY.
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	  DML - Mission Creation Toolbox [no Lua required]cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues Version 2.4.7 - minor update - 20250410 I'm still reeling from the near-trollish low quality of DCS' new 'Save State' function that is generating a steady stream of bug reports from people who trustingly used 'Save Mission' and it then destroyed their mission. I'm exasperated that anyone at ED green-lit releasing to production something that is this obviously broken. DCS can't "save state", period. Create a new mission, add a vehicle, set ROE to 'weapons hold'. Start mission, immediately save mission, run saved mission. The vehicle's ROE state now is weapons free. Failing on such a trivial level can perhaps be explained, but IMHO it's inexcusable if you want to claim any level of quality or professionalism. Furthermore, calling this function "SAVE MISSION" in the game's UI to me demonstrates a strong disconnect between ED dev team's abilities and their users' expectations. Communication is difficult, I know. This is a complete failure, though. I strongly recommend that ED removed "SAVE MISSION" from the UI for now. So I spent the last weeks telling upset players some truly sad facts: No, DML isn't broken - DCS's "Save Mission" feature is. No, unless you have a backup, the mission that you crafted is gone, you overwrote it with "Save Mission"'s broken version. No, I'm not joking, the joke's on you, and ED are the jesters. No, I don't think it funny either. I had very little time (and energy) left to do actual work on DML. The biggest item is that I provided a playerScore API for @Special K's Bot - and that's completely under the hood. Changes Documentation Manual QuickRef Demos Modules csarManager 4.5.0 - better playerScore integration heloTroops 5.2.0 - better playerScore integration playerScore 5.3.0 - API / callbacks unGrief 2.0.1 - DCS bug hardening -ch
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	Thank you so much for the feedback! It helps a lot. @Ebphoto! That's the one I do not worry about. I have tracking stations, and find them so much superior to inside-out tracking that not supporting them would be an issue to me
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	  DML - Mission Creation Toolbox [no Lua required]cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues It's the Scribe module. Yes Valet currently does not support this. You could assemble this functionality with unitZones and messenger, messenger can be de-activated.
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	  We need better trees now that MSFS2024 has set the barcfrag replied to rocket302's topic in DLC Map Wish List We don’t really need to do that, and yes, it would be nice to have. REALLY nice. I believe that the issue why wo currently don’t is two-fold: one is performance, and I think that this can be well-controlled. The other is cost. IIRC, DCS uses a licensed version of SpeedTree, licensed a very long time ago. Adding new trees to e.g. Caucasus (which is free) can add significant cost with little to no tangible returns (the occasional better-looking tree will not convince many players to buy more modules). I’m too hoping for a generational leap in wooded quality, maybe in DCS 3. Seeing how little ED invests in the core versus new modules, I’m not holding my breath.
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	  DML - Mission Creation Toolbox [no Lua required]cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues It needs DCS to issue a 'landed' or "runway touch" event, whatever those may be. From my tests, DCS regards an aircraft as landed when the main gear (and probably nose/tail-gear) or skids (helos) are firmly on the ground for longer than a second. Moreover, DCS seems a bit particular when invoking those events for fixed-wing (helicopters can generate those events outside of airfields; fixed wing only in some versions of DCS. This may become relevant if you are setting up missions with road-based runways). So whatever is coded into DCS, the LZ module uses that to determine a landing / runway touch-down. This arrangement may make it difficult to count the number of 'hops' -- i.e. if players bounce on their landings it may only register as one landing. Also be aware that an LZ doesn't differentiate between players, so counting touches on a runway doesn't work in MP.
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	Goodness - that engine sound! No turbine wheezing nor whining, just an authorative rumble, like Santa chuckling while looking at the other helos: "ho ho ho, kids, let's get some!". This thing sounds like god wanted flying contraptions to sound. Turbines may rule the world in aviation, but this grizzled radial gets all the smiles and love. Let's hope it comes to DCS some fine day.
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	You will also find that any options you set at WP1 (for example ROE weapons hold) are gone, so upon reload the AI can behave entirely different. In effect, this is NOT a save state. What we have looks to me like a cheap leveraging of existing, decades old tech: take a snapshot of the current mission, and use Mission Editor's save module to encode that snapshot as a miz file. It fails 99% of all relevant points that a player would expect a save state to have. I would call this a good 5% start of the "real" thing. Hopefully ED agrees.
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	Dang!!!! And ambulances/fire trucks with working/flashing lights too! Please make them available as objects, so we can finally build exciting medevac missions with objects to match. pleas, please, please!
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	Agreed - TBH, I'd really like most of the objects seen in the map to be available as statics: Litfassäulen, buses, cars, airport utils (even better than the venerable virpil pack), the works. These Ugra maps (IMHO) are chock full of fantastic objects that I'd just love to place myself to touch up my mission's focus scenery. Here's hoping for a 'Germany Scenery Pack'.
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	MegX currently do not support eye tracking, and that's fine with me. If we set aside the product inherent differences, what would be the actual experience in DCS, the pros and cons pertaining to DCS -- as that is where I spend most of my quality time -- gaming: how does it integrate with DCS, how difficult is it to set up to run with DCS, what are the pitfalls (for example, I was deeply disappointed to find out how crappy Vive Pro 2's night flying was with LCD VR as opposed to OLED which I used before), what works really well (I think that Lighthouse tracking is so much superior to other forms that it's not even funny any more). DCS can't ad-hoc switch between flat and VR, and I think that's game-inherent, but if one of those headsets find their way around that, it'll be a game changer (I develop missions, and the MegX can snap up, an incredible QoL jump over my current HMD and a leg up over the BS2, which may deliver a halo strap some time later). So (and thanks @speed-of-heat for reminding me to be more precise in my question): what are your current QoL pro/cons for either? Both seem to fit my bill, and it's up to how it integrates with DCS now, the little nuts and bolts of everyday flying.
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	And so, with much of the world's stock market in freefall, I've decided that I can burn my money more productively and invest in some more awesome VR tech. I'm coming from a Vive Pro 2 (which has served me well), and I've decided to go all in with OLED (I'm tired of 'foggy grey nights') at a good resolution. AND, getting older, I want some lightweight HMD. So it'll have to be either the MegX (8k) or Bigscreen Beyond 2. I'm aware that the MegX aren't hipping in quantity, and I also know that if there are people who have them, they'd probably be DCS pilots So, if there is anyone who can share experience/recommendations, I'm all eyes. Let's not look at the price tag too much (the tariff imposed on a US product may be applied soon, I'll factor that in later). As everyone in DCS world, I'm used to painful experiences. So, if you have specific DCS experience with either VR, what can you share so I can make up my mind? I'm planning to upgrade my VR in May/June. Oh, and I'm running this on an R9 9950X3D with an RTX5090, 96GB main mem.
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	Tbh, Altona, Dammtor and Holstenstrasse along with Hauptbahnhof where big stations with vaulted, rounded roofs: they were built for steam locomotives, as the rails north of Hamburg weren’t electrified until the late 60’s. I remember standing awestruck (and a little frightened) when my grandmother took me to Altona station to pick up me grandpa, and I stood in front of this hissing, ticking machine. Then I knew what a dragon would look like. So, no Köhlbrandbrücke, no classic train stations. But the Michel, Rathaus and Nikolai-Kirche look jawdroppingly good, even though theMönkebergstrasse looks a bit timid, and Binnen- and Aussenalster look positively strange. I’m really looking forward to the full product. Wondering if the Dom (free place) and Bunker will make into the map.
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	It requires some strong understanding of both Lua scripting and MSE, in particular the env.mission table. DML does this routinely, as it uses named properties to pass values to its modules, so you might get some strong hints from there. In essence, you need to look at the array env.mission.triggers.zones which contains all trigger zones that are placed with Mission Editor, and of which you are showing element index 3. For example local myZone = env.mission.triggers.zones[3] That contains a table with many attributes, among them the "properties" attribute. Access that to get all properties for that zone local myProperties = myZone.properties The properties are arranged as an array (not a dict as that obviously would have made too much sense) of tables that all have a "key" and "value" entry. You are interested in the table that has a key attribute equal to "PROPERTY_1", and would then fetch and return the value attribute. To do that, you'd normally iterate all property array entries. Since we know that in your example we are interested in the first array entry, we can simply return the value like so (without checking that the property's name is "PROPERTY_1"): return myProperties[1].value For a more in-depth solution, please look at DML 'cfxZones' module's methods readFromDCS (general ME zone parsing) and extractPropertyFromDCS (retrieving a named property with and without case sensitivity)
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	  DML - Mission Creation Toolbox [no Lua required]cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues That would be antithetical to DML. The idea if DML to be enable mission crafters to create missions without Lua. It would also require you to be able to write flawless code to return an altitude for a unit: there is no code validation in DCS so even the smallest typo will halt the mission when the code is invoked. This would IMHO make DML a worse tool. If you can develop flawless code using a dinky 20 char value field, it would usually be far easier if you wrote the entire code to launch a flare in a text editor, and execute that code when you invoke a menu.
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	  DML - Mission Creation Toolbox [no Lua required]cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues Thank you for taking the time to ask this question. You appear to not be using DML, and may want to ask this question again by starting a thread of your own in the scripting forum above this thread (you appear to have gone down one level too far )

