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cfrag

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Everything posted by cfrag

  1. Understood - but I'm a bit mystified wrt the game mechanics. So you go to your squad's briefing, start your plane only to have it fail/have your chief tell you that it's not ready and then wave to your Alt as they take off? It may be an interesting mechanic from the Alt's point of view, but since planes that don't pass muster don't fly, I'm not sure I see the point except playing the "your'e in, you're out" lottery. Or do you suggest that people knowingly take off in an aircraft that isn't flight-worthy? Since it's a game, sure. I don't think it to be more immersive, but it's surely more thrilling if your plane actually gears up when you know that your hydraulics are on the fritz... Is that what you are looking for?
  2. Version 2025611 - Longest RWY length now shown in info Download here (ED User Files) Do you know that feeling? When you can't be bothered, and you just want to FLY! This mission scratches that itch. Any plane, anywhere, hot or cold, any livery. Just jump into that cockpit and take off into the wild blue yonder. Fly that aircraft from one location to another and have a blast. Switch to any other plane that you own at a moment's notice. Enjoy yourself! And if you *can* be bothered, this mission can suggest some location to fly to, and maybe even navigate to a beacon on the way. Of course it allows you to choose any airfield on the map as destination. And yeah, the mission will look up frequencies and other stuff for you. Because it knows that you can't be bothered otherwise, and you simply want to have fun. This mission is so simple and so much fun, I'm surprised that I had to create it. So here it is - slightly embellished with some bells and whistles like civil air traffic, fog, etc. to keep you interested. For example, it can keep a log of your achievements, per type and a total: IMPORTANT NOTE Due to the way that DCS works, this mission can only grant access to all your aircraft if it is run as "multiplayer" even if you are flying all alone. That "Freebie Plane"? It's only there to mock you in single player. So, press "LAUNCH MULTIPLAYER SERVER" to start this mission for real, join BLUE, and then click on DYNAMIC SLOTS to gain access to ALL airfields, stocked with ALL aircraft that you own. And yeah, the mission does support multiplayer. I never tested it with more than 40 concurrent players, but it should support even more if your server can take the load. NOTE In order to persist your achievements (and to share them with other Ferry missions) you must de-sanitize DCS
  3. Heck no. That's why aircraft get service, usually 1+ hours of service for each hour of flight. Case in point: the PA-28 I fly is older than me, it first flew in 1964 and is still is in top shape. Granted, there are probably no original parts left, they may have all been replaced over time. But properly maintained aircraft do NOT wear down over time. Especially not if their intended use is to carry fuzed ordnance and fly into danger. No pilot worth their salt would willingly enter the cockpit of an improperly maintained aircraft to fly it into harm's way. "There are bold pilots and old pilots. There are no old, bold pilots." So if you do advocate improperly maintained airframes, sure, this is a wish forum. It would not be immersive, just lottery. IMHO it'd be much easier to progressively jack up the probability of an airframe's system failure after each departure, and be done with. I do support a more elaborate "failure" model on individual aircraft for Mission Editor though, as IMHO that can significantly enhance training.
  4. Methinks Lava is using this forum as stress relief: they are here for trolling only. That Herc is hopefully going to refresh the transport/logistics angle of DCS. I can't wait to try my hand at putting together some missions that focus on that aspect. Let's hope that MSE can keep up with it, since currently the logistics API is... insufficient.
  5. Update 20250602 Maintenance Update Changes: Hamburg: - Moved Hospital - Added Hospital ("AKH Altona") Berlin - Moved 2 Hospitals Frankfurt - Moved 1 Hospital - Added 1 Hospital General - All helos: made them more "civilized" - Updated codebase, more DCS bug hardening
  6. The radio file currently only holds the eastern names ("callsigns") for airfields, even though in the game they use their western name equivalents in airbase:getName(). This isn't a problem unless a script tries to tie an airfield to a tower frequency by parsing radio.lua to get to an airfield's frequencies. The radio standard already has provisions to provide multiple names, so 'all' that would need to be do is to provide the western name for an airfield along with the eastern. Currently, the callsign erroneously is given as 'common', when it should be split into "nato" and "ussr". Strangely enough, the comments show the correct name, the data simply does not reflect that. WRONG: { -- Allstedt radioId = 'airfield157_0'; role = {"ground", "tower", "approach"}; callsign = {{["common"] = {_("WADAJOM"), "WADAJOM"}}}; frequency = {[HF] = {MODULATIONTYPE_AM, 4500000.000000}, [UHF] = {MODULATIONTYPE_AM, 251500000.000000}, [VHF_HI] = {MODULATIONTYPE_AM, 132500000.000000}, [VHF_LOW] = {MODULATIONTYPE_AM, 39900000.000000}}; sceneObjects = {'t:35072399'}; }; CORRECT would read { -- Allstedt radioId = 'airfield157_0'; role = {"ground", "tower", "approach"}; callsign = { {["nato"] = {_("Allstedt"), "Allstedt"}}, {["ussr"] = {_("WADAJOM"), "WADAJOM"}} }; frequency = {[HF] = {MODULATIONTYPE_AM, 4500000.000000}, [UHF] = {MODULATIONTYPE_AM, 251500000.000000}, [VHF_HI] = {MODULATIONTYPE_AM, 132500000.000000}, [VHF_LOW] = {MODULATIONTYPE_AM, 39900000.000000}}; sceneObjects = {'t:35072399'}; }; Or simply use "Allstedt" for common. Thank you so much
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  7. While scouting for a nice location for a mission, I came across some scenery anomalies. It looks as if the roofs of these buildings are missing of have their normals inverted. The location is directly east of MV, see attached miz and trk Note that I will delete the TRK file due to storage restriction to my account in this forum within two days. roofs missing.miz
  8. The Caucasus is old - people say venerable - and it is flat out the best performing map. It is also very harsh to mission creators who want to throw a bone to our helo drivers. To keep the map as performant as it is, I'm asking for a set of tiny enhancements: Please add Hospitals with helo ports for a few select cities. I'm recommending Batumi, Tbilisi, Kutaisi, Pyatigorsk, Krasnodar and Novorossiysk. Adding just 12 objects could make this entire map so much better for everyone driving a whirlybird (tbh, just adding the H ports could suffice, but adding hospital buildings would be grand).
  9. Hmmm. Interesting, if inelegant. I'll have a look, thank you for the idea! -ch
  10. I do hope that you like purple; it seems that your grasp on legal procedures is somewhat tenuous. A cease and desist (letter) is the threat of legal action in the future should the other party continue to do something. It's like a child threatening another that "if you don't stop calling me 'booger brain' I'll tell mommy!". That's a cease and desist order. It is usually not a legal procedure. It can be part of one, but unless it is backed by a judge or court it's not a legal procedure. No. Lawyers are advisors, and they advise on many matters and in different capacities, few of which are legal matters. I regularly receive advice from a lawyer. She lives with me. Telling me how to better cook Parmigiano is not a legal matter. When she mows the lawn, that is not legal action. When she looks at my tax statements in her legal advisory capacity, it's still not a legal matter, just some advice that I receive and to act upon in my cognizance lest my actions turn into a legal matter later. In other words: what I do with that advice is my responsibility. The main advantage of legal advice is usually their procedural knowledge; receiving that advice does not magically turn a task into a legal matter. Example: A good half of the letters that I send to clients are checked by legal counsel. Not because they are part of legal proceedings, just for compliance and risk mitigation purposes - in case they might become part of some legal proceedings. It's merely policy in my company to have correspondence to clients checked. Put differently, the opposite is true: If your lawyers are good, less than 1% of anything that they are involved with becomes a legal matter. Unless you redefine 'legal matter' as anything pertaining to laws, a meaningless definition: in that case even parking your car on the street would be a 'legal matter' since parking on public roads is governed by local laws. It usually becomes more expensive, yes, but the dynamics stay the same. Lawyers are advisors, they do not decide. The principal does. That's why, when the they lose a case, lawyers usually don't go to prison nor pay a fine, the person(s) that they defended/advised do. When legal counsel is added to a proceeding, the goal is usually to cover that flank (legal exposure). A flank that always existed and that is now better covered. The situation doesn't change at all.
  11. OK, this newflangled "noSpawn" thang can be really helpful. Here I'm using it to set up three randomly located SAM sites around Baksan, but avoid them being set up in forest or across rivers.
  12. NoSpawn zones Name Description noSpawn Marks this ME Zone as a noSpawn. To work, the center of the trigger zone must reside inside a clone zone. NoSpawn zones only work when the attached clone zone’s rndLoc attribute is active. The following rules apply to noSpawn zones: · A noSpawn zone attaches to the closest clone zone that it is inside. Thus, if a noSpawn zone comes to reside in multiple clone zones, it always attaches to the clone zone whose center is closest to its own center · A noSpawn zone attaches to a maximum of one clone zone · Clone zones can have from zero to many noSpawn zones attached · During cloning, situations can arise when the clone zone cannot find a free location where it can place the clone. In that event, the clone zone simply places the new clone and ignores all noSpawn zones inside it MANDATORY
  13. Something like this? Time to uncork that flask of Pandora Aalto. clone here - but not here.miz
  14. Thank you - that is some interesting data. What is your point, though? IMHO relative speed is what matters in most encounters, doesn't it? And mostly not at ground level. Uh. That's roughly from 2400 to 3900 MSL (a 1500 ft difference), and "uphill" or "downhill" depending on the direction and part of the leg. What weather and wind factors? Pressure alt and temp? Humidity? Also, I'm a bit confused wrt what these numbers tell us. Most fighters aren't designed for top speed at or close to ground level, they shine high up, where the air (and drag) is rare. IIRC, the eagle gets to top speed (some Mach 2.3) above 20k, and the Mig-29 allegedly is even faster than that. So why are you looking for "top speed" outside their respective performance envelopes? Are these numbers relevant? "Mostly"? So when did you not, what route did you use instead, and and for which planes?
  15. I'm looking into this. My first step is trying to put this into mathematical terms so I can easily transcribe to code. Subtracting an arbitrary mask from an arbitrary shape is a b¦7ç%, and can take enormous processing. Consider the following simple example: Only the green edges are open to populate, and when green surfaces approach a small fraction of the total (i.e. the masked surface is larger than unmasked) a simple randomized approach can fail, and when the entire green area is covered, it will always fail. There are some trivial approaches to this, and they will fail with a determinable probability. I don't like it. At all. So this idea has hit a definite snag. I'll try a brute-force approach that trades processing time for resolution, and that will have a definite probability to fail if no solution was found within some bounds. I'll also place some restrictions on the masks: a masking zone can at max belong to a single cloner, so cloners cannot share a mask, but masks can share a cloner. Yeah, I feel that I've just twisted the lid on Pandora's flask.
  16. I see that you've already put a lot of thought into this - thank you! I'll see how I can add this idea to cloners. I feel that cloners have become a "DML deity" in their own right (people are using DML just to get access to cloners), and making them more powerful needs to be balanced with usability and code maintainability ("with great power come great bills" and all that). While I like the mask Idea, I think masking the mask may be taking it a step too far, but we'll see what my little mind can come up with. So, thank you! for the great idea, let's see how far we can take it.
  17. Leaving aside my gaffe at not checking the logs, I believe it would help if the code that is invoked has the ability to use the DCS debug feature (using setErrorMessageBoxEnabled(true) ). Invoking the handler with all debug options turned off (and not being able to turn it back on as it seemingly is implemented now) makes developing code for this feature even more bothersome than it already is. So, please allow script authors to turn debugging on in the invoked code. I also recommend that the documentation mentions that the invoked code has all debugging turned off, as simple-minded coders like I might expect the same scope being active as the rest of the code (I usually code with debugging on).
  18. Huh. Now if that doesn't show me as a complete fool! No excuses, I should also have investigated the logs before jumping to conclusions. I stand corrected, thank you BN!
  19. That's good to know, and more power to you. Necroing a thread that rested peacefully for almost 7 years just to tell us that you have nothing to contribute to this thread except that you have never needed Moose nor Mist seems a bit... low effort? Once your missions require spawning, I'm sure that you will re-discover the many wonderful scripts that the community has created, and Mist and Moose may then pique your interest. Until then, enjoy DCS to its fullest.
  20. I've parked my Mudhen next to my Harrier, Farmer, and M2K, to give my Hawk some company. At least I can still fly the first four...
  21. Ah, perhaps it would also be a good idea to ensure that the persistence module loads before playerScore... Perhaps show a screenshot of the "AT START" trigger's right DOSCRIPT action list.
  22. Please make sure that you receive a save notice before exiting. Persistence only saves if and when you get the notice (you have prudently turned the saveNotification on already, that's good). So you may have to wait a full minute until the data is saved.
  23. How did you tell persistence to save? Angels has a saveInterval of 2 minutes, so it saves every two minutes automatically. How did you set persistence up to save?
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