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Everything posted by cfrag
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An option for a 90's style basic LOD visual filter.
cfrag replied to MoleUK's topic in DCS Core Wish List
Agreed, although I believe this to be highly hypothetical. It could indeed open up DCS for computers that though equipped with a 4GHz main processor have the equivalent of a GPU from an Atari 800. Yours is a neat trick, especially in VR -- and full kudos (it also evokes the simulator scenes from "Fire Birds", one of the few chances to catch a fleeting glimpse of Sean Young). I wonder if it's practical, though. Given that ED seem to go the other, GPU humbling, direction I doubt if such a setting is on their strategic map to do something like that. This is a wish forum, so sure. I prefer to get my EA toys make it to 'finished product' first, but I'm an egotistical rat. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
heloTroops will in the future support (undocumented) "pickupRang", as it didn't before. All current versions look for "pickupRange", and not finding it default to 100 meters (300 feet). Future versions support "pickupRang" just so that I can retroactively look less stupid -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Uh. Ummm. <blush> I did say almost as ham-fisted, didn't I? Updated manual. -
This breaks my heart, as "Helicopter 66" is a warm, fuzzy memory of my childhood, when I sat in front of the TV, watching that helicopter retrieving the "Moon Astronauts". And seeing that you name is "PilotMi8" makes my suspicion peak - you are just jealous, afraid that the Sea King will steal the Hip's thunder!!!!!!!one Indeed, creating the environment for a sensible deployment of the Sea King will require some (welcome, I'm sure) fleshing out of the naval realm in DCS: wind, waves, naval units and behavior, submarine AI, miscellaneous objects like pilots in floating devices (hey, how about an Apollo capsule as cargo???) etc. Seeing that Fat Amy also requires a complete re-spec of the DCS environs with modern units didn't bother EA, this can be done. But yeah, the Sea King's time period is long gone, and customers from that period are literally dying out, so I get the lower ROI projections on such a product. A pity, really. In case I didn't mention it, I'd LOVE to see the Sea King. <sadly stares across the kitchen floor, where the sun will rise no more...>
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An option for a 90's style basic LOD visual filter.
cfrag replied to MoleUK's topic in DCS Core Wish List
"Beauty is in the eye of the beholder" -- it may evoke the time of years passed, when we were young - and we may have forgotten that those years weren't necessarily better. [Oh, and a nit-picking nag: that Bachman Turner Overdrive sound track is deep 70s, not 90s... ] A few month ago I fired up my Apple][ emulator and played A2FS1 - SubLogic's 1980 Apple II Flight Simulator that I kept fondly reminiscing about. It was a triumph then. And it (subjectively) is terrible -- by today's standards. If you like low-poly games, that's fine. One of the reasons that I pay an arm and a leg for modern GPU is that I don't have to be content looking at flat-shaded polys. It's an art style (similar to cell shaders or these retro 8-bit pixel art that seems to fascinate people). Like all things vanity, it will probably pass. I think it good if we can have a 'low poly' option as a novelty setting, and I would prefer someone in the community to work on that, rather than ED -- at least not before they complete all those EA modules. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
I'll see what I can come up with -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
It is: you are using a dropZone with an auto-despawn value greater than zero: autoDespawn Time interval in seconds after which disembarked troops despawn. Used primarily to clear the drop zone in extraction-based missions that would overcrowd otherwise. Set to a value less than 1 to turn off Note: If autoDespawn is 0 (zero) or greater, any otherwise embarkable troops inside that trigger zone will not appear on the ‘load’ menu and can’t be loaded. Defaults to -1 (no auto-despawn) The Spawner is inside the dropZone, and all spawned units will not appear in the menu as groups eligible for pickup. Also, it seems that you are almost as ham-fisted when in comes to correct spelling as I, so I recommend you check all related zones: and Since that mission features an impressive array of zones (and equally impressive naming scheme - great practice!) I did not check other zones other than zones I needed to home on the issue. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
I can't open the miz since it uses the Herc mod. And that may also be a clue, but I can't verify. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
I seem to get that treatment a lot. Especially from my friends across the French border... It's a well known fact that everyone (even an uncouth, brutish German from the North) understands French when it's spoken slowly and very loud. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
There a many ways to do that. The easiest would be to create a cloner that spawns the AI planes on-demand, and use a command to trigger the cloner. So how do you issue a command? Add a radioMenu to your mission (I.e. add the radioMenu module, then configure the trigger zone to issue the appropriate command to the cloner). [EDIT: after reading @DD_Friar softly-whispered comment, a correction: trigger the csarMission directly with radioMenu, just like you would trigger a cloner] There should be some brief documentation that comes with DML; that might help you out - plus IIRC there are some video tutorials, and once should cover spawn on demand. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
My apologies, I'm a non-native English speaker. Please use multiple, short sentences with me, with simple words, so I can better understand what the issue is. -
Dear NL, thank you so much for chipping in - It is good to see you. My apologies for being obscure. I believe ED when you say that "Eagle Dynamics and all of our third parties strive to make this [EA] period as short as possible" I also believe that, after 7 years, you fell well short of that claim when it comes to the Yak-52. I do not want to quibble over details. The Yak-52 has no damage model to speak of, and adding some minor fixes over the years (to me) fall into the realm of maintenance, not development. The Yak-52 still needs to be developed into a full product. And that is what I feel that you (ED) meant when you sold an Early Access product: that you will finish development as soon as possible. I beg to strongly differ. You (ED) sell the Viggen, you (ED) took my money. I believe that ED knows what accountability is, and that you (ED) will not try to dodge your responsibility. I am your loyal customer, not HB's, nor any of your other valued contributors. I value your products (after all, I own all modules, maps and tech that you sell, including the Hawk, and they are all "ED products" to me), and I do feel that I am entitled to point out the occasional thing that I am not fully satisfied with. The long EA times that (as I feel) belie ED's "as short as possible" statement is a most prominent one; a blemish on ED's reputation that I hope that you (ED) will remedy in the near future. I know and understand the realities of your business. Please understand the realities of my perception of ED - that, after many years of trust, I feel that I did not yet receive what I hoped that you promised to deliver so long ago.
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If you equate "reasonable" with "realistic" for warbirds or cold warriors, perhaps. If you ask a player on a server if they think it reasonable that they have to wait 3 minutes for a re-slot, prepare for some colorful language. Humans on average are really bad at waiting. Especially when its in their quality time. A server that tries to enforce a cooldown for re-slotting is going to be a very lonely server. I did toy with such a cooldown (it's not particularly difficult to write a server script for that), and got yelled at from everyone in my merry band of players. They aren't a representative slice of DCS players, but I'd wager an indicative one.
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DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Version 2.4.1 -- 20250116 -- functional update And here we are, in 2025. Still no flying cars, nor jetpacks -- I remember watching the opening ceremony of the 1984 Olympics in LA, and my jaw hit the floor when this guy flew in using a jet pack - straight out of my sci-fi addled brains. Then I thought that it won't be long until everyone will be able to strap on and fly wherever they want. Today I realize that what I saw then was an early rendition of ED's "... and beyond" videos: long on promise... I'm still hopeful for both. And while reminiscing, I remembered the many unfinished things in DML. So this update connects many modules internally, and awakens sleeping potential between them: spawners now can set a lase code that is applied to units that have orders to lase targets vehicles transported with heloTroops now retain their ability to be controlled by players (Combined Arms) after a long time, "Sleeping Beauty" jtacGrpUI has been awakened and made a full DML module with a reporting system that rivals Messenger's flexibility Tied together, the changes significantly increase your ability to deliver broader, more interesting and better integrated missions that involve target lasing, troop transport, and CAS. I've also added a small update to Fogger, to make its use more intuitively: set the 'lcl' attribute, and it will add the local elevation to the fog's thickness, making fog end 'thickness' above the location where the trigger zone is located. It's a small thing, and adds a surprising amount of ease to Fogger. Finally, I heeded the advice of a friend who thought that the demo "Inferno at Sea" that exemplified drop zone functionality was too good not to turn into a fully fledged mission. So I took the demo, embellished it slightly and - presto! out came "Towering Inferno At Sea", a fun little helicopter naval rescue trainer. All changes in Detail: Documentation Main - jtacGrpUI (new) - updates to modules - lazie troops demo documentation QuickRef - various updates Demos - lazie troops (new) Modules - cfxZones 4.5.1 - (internal) support for wildcards - cloneZone 2.5.2 - fix for damaged! issue with verbosity - dcsCommon 3.2.0 - a ton of new and better wildcards infrastructure - better support for twn - fogger 1.1.0 - lcl attribute (new) - onstart attribute (new) - groundTroops 3.0.0 - support for lase code - support for CA 'drivable' - heloTroops 4.2.0 - filer troops with active despawn from pickup menu - code hardening against DCS bugs introduces with past releases - support for individual lase codes - support for CA drivable units - jtacGrpUI 4.0.0 - near-complete re-write - spawnZones 3.0.0 - support for individual lase codes - support for CA drivable with heloTroops Enjoy, -ch -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Simply trigger a large CSAR zone with randomized location. The beauty of that is that you don't need to crash some beautiful AI planes, the CSAR zones creates a new randomized CSAR mission, and no planes get hurt in the process. If used as I describe above, autoCSAR is not impacted. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
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DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Create a trigger rule that never is executed (for example set it to Time more 9999999), and add an action "Sound To All" for each sound that you want to include into the miz. That way they are added to the miz and aren't automatically stripped ME's automated optimizer -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Indeed, scheduled for tomorrow. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Apologies, I thought that this was closed. What item still needs resolution? -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Please do. I'm sure it's just a tiny thing- -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
To get to the bottom of this, let's remove some variables: remove MIST and CSAR, as these are scripts that have nothing to do with DML. Then, when you are inside the Huey, when you go to Communications->OTHER (and remember, it is inside the OTHER tree), what menus do you get? There now should be HeloTroop's "Airlift Troops..." menu. In the "Other..." tree. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
Oh, wait. Are saying that inside an aircraft (helicopter) you cannot see the menu for helo troops? In that case, please make sure that the helicopter that you are using is one of the helicopters that is a 'legal' troop transport, and if not, change the config zone so that it becomes one. -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
So we see that radioMenus (the module) did load correctly - we already are 90% there Let's see the zone that you built to display a menu, check all spelling and then see if and why it does not display. Can you check for simple spelling, and then (if all checks out), post a screenshot from the trigger zone's attributes? -
DML - Mission Creation Toolbox [no Lua required]
cfrag replied to cfrag's topic in Scripting Tips, Tricks & Issues
When the miz starts up, the various modules usually print out some diagnostics, and errors if something goes wrong. Can you have a look at the messages DML puts up during miz start (if you erase them at miz start, you can go to message history) to see what DML is complaining about? That could already help you fix it. If that doesn't work, we can always look at screenshots from your trigger zone setup (look closely for typos, DML is as unforgiving as my elementary school teacher, a veritable Ms. Wormwood, here), and if all fails, post a simple version of your miz (without any mods), and we can try and find out what's going wrong.
