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charliefox2

ED Closed Beta Testers Team
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    DCS: World

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  1. Yup, that's what I went with (also did 4 or 55 in the first conditional) and it worked fine in multiplayer. Appreciate the help!
  2. So taking a look at the lua code as-is in both Angels of Caucasus and Angels of the Levant, something isn't quite adding up: if ID == 4 then -- landed csarManager.heloLanded(theUnit) end if ID == 3 or ID == 55 then -- take off, postponed take-off csarManager.heloDeparted(theUnit) end I would expect to see `ID == 3 or ID == 54` here - it seems odd to me that the departed check is 3 or 55?
  3. Much appreciated! Do you plan to release a temporary version of the mission until the scripting issue is fixed? Or is there anywhere I can change the event IDs being monitored (assuming it would be that simple)? No worries if not
  4. Off-topic, is there an easy way to adjust the acceptable landing radius? I'm not a dcs mission editing guru, but I am comfortable working with lua. I saw in the csarManager script that it seemed like there was a property at the top for setting it (set to 50 but then the comment says it's 30?), but then 50 seemed hardcoded in cases where a unit was unloaded to be loaded later, or where a player ejects. Does editing the value at the top suffice or will I need to edit them all? I have some friends who aren't that great at helicopters yet so I'd like to make it a bit easier for them Another question: I don't run a dedicated server - when I play with my friends, I typically just use the Launch Multiplayer Server option in the mission select menu. As such, I'm not clear how to add the script for StopGap (or I'd be fine just removing it entirely too). It's awesome to see CSAR being brought back, by the way - I loved the old CSAR server and was sad to see it disappear.
  5. It seems like you got a response in your other forum post about the issue, but I just heard that yeah, it is in fact a known issue. Here's hoping for a quick fix!
  6. Not sure what I'm doing wrong, but I can't seem to pick up evacuees no matter how close I land. Winching seems to work fine for me, but I'm unable to pick up the evacuee if I land next to them. Perhaps I'm doing something wrong, or missing some F10 command that is needed, or something else? I took a hot start Huey out of Batumi in single player for this screenshot, but experienced the same issue on Syria in Nicosia with the Huey and Kiowa (also single player hot starts).
  7. It looks like the Addresses.h file in the arduino library repo is hopelessly out of date. Try using the Addresses.h file in the dcs-bios repo https://github.com/DCS-Skunkworks/dcs-bios/blob/master/Scripts/DCS-BIOS/doc/Addresses.h
  8. Hey Jocman, I took a look at this and it seems like the issue is that you're using a version of bios from between August-September 2023. This old version used to generate ids like this, before we had to change it due to a bug and some control types missing. I'd recommend you update to the latest version of bios, which you can get here https://github.com/DCS-Skunkworks/dcs-bios/releases/latest
  9. It's visible in the clip, and I get the exact same thing (flat-screen with TrackIR, I don't have VR). It's interesting that it doesn't look bad in the clip, but it's really jarring when it's tracking your head. As others have said, the TADS is very smooth. Additionally, there is no stuttering of anything else when looking around at night or during the day - only the PNVS box. You can look ad the MPD displays in the clip to see that nothing else is stuttering, only the PNVS display. I wonder if it's caused by one turning their head slower than the max slew rate of the PNVS, so it moves to my current head position as fast as it can and then stops, again and again very rapidly? I don't notice stutter if I happen to turn my head faster than the PNVS can turn (which is not easy).
  10. Feel free to ping me on discord anytime! The wiki for ViLA has some information, but I'll be the first to admit it's not foolproof and plenty of information is glossed over or missing (I'm no technical writer).
  11. Can confirm, I've seen this behavior as well. There's actually a space so it's formatted as "29: 4" currently iirc, but yeah seems like it should be "29:04"
  12. It's probably worth moving this to the bugs section or creating a new post there reporting the bug to make sure ED is tracking it.
  13. As always, trk files help with any bug reports. Mine was from a 2 hour session in a pretty large mission and I don't even remember where it happened so I'm not sure how helpful it would be to ED (plus we ran into quite a few bugs in that mission - turns out if your cpg disconnects and rejoins your ammo resets lol, may have had something to do with me activating George in the interim), but if you have an isolated demonstration I'm sure it would be really helpful.
  14. For what it's worth, I experienced this exact same thing with my CPG yesterday. He set a new direct to and while everything updated on his end, nothing updated on my end. It seems to be hit or miss as it has worked previously, just not for us in that session apparently. To clarify, we were both in Nav phase and I was in transition mode.
  15. I believe this is a known issue listed in the changelog.
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