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Chump

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Everything posted by Chump

  1. @Rhinozherous Are you using the multi-threaded DCS executable? If so, it is a known "bug":
  2. @chumpeagle This is an option in the Mission Editor on the "Additional properties for aircraft" [...] tab: Unfortunately, players do not have this choice on a multiplayer server. It is preset per-mission.
  3. [DCS]\MissionEditor\modules\me_logbook.lua should be 1,783 lines long. You might try a repair.
  4. You would need to desanitize the DCS scripting environment to include this module.
  5. Chump

    DCS crash

    @joojoo Please attach your dcs.log from the crash.
  6. I had a great couple hour fight/flight in the Shark 3 the other night, after updating. Not once did I see the sky falling. Ticket closed, cannot duplicate.
  7. Chump

    DCS Scratchpad

    The first line is in DMS. The second line is in DDM. The third is in MGRS. The F-18 has all three options: if ac == "FA-18C_hornet" then return {DMS = true, DDM = {precision = 4}, MGRS = true} @Harlikwin Do you not see all of the different formats on your side?
  8. Chump

    DCS Scratchpad

    What would you want changed? They are currently, as far as I'm aware, in the correct format for each aircraft.
  9. The Animated Pilot Mod has the correct setting to be placed on the carrier, but as you noticed, they are pretty lost when given a waypoint! I would guess that this is a pathing issue on the carrier since the pilot moves just fine on land. I also tried using the Kuznetsov thinking that maybe it was supercarrier-related. Unfortunately, no difference.
  10. @shalev054 Look for a keybind called: Service hatches open/close
  11. I am continually inspired about your dedication to make DCS the best that it can be! So, I did some digging... The linkUnit property is not available for ground units, and fails in the editor more-than-miserably when inserted by hand force quit DCS Took a step back and tried to determine first what kept ground units from being placed/moved into water eventually stumbled upon a function named getCanSwimUnit which looks up the unit type in the me_db_api module's unit_by_type table, specifically looking at the chassis.canSwim property We do not have access to the unit definition file for normal infantry units, but then I noticed that we DO have access to a few other units, so I tried with a soldier from the VPC addon I added chassis.canSwim=true to the object definition and made a quick mission: carrier moving at 27kts four (non-static) soldiers placed on the carrier deck huey set to cold takeoff on carrier Maybe someone with modelling skills can make this a real thing!
  12. Loading troops has always been hit and miss. I think the way to do it is how CTLD (and others) accomplish it: use radio command to "load" troops, fly to insertion point, use radio command to "drop" (spawn) troops near helo.
  13. Thanks for the correction, @cfrag. I meant Time Since Flag Seconds = 300 (5 minutes, not seconds). The "Time Since" part can be achieved by toggling the flag off/on.
  14. It isn't the dofile() that is the issue. It is the other functions that are called by the scripts. getCloudsPresets.lua will work fine without desanitization, but clouds.lua contains a translation method: readableName = '01 ##'.. _('Few Scattered Clouds \nMETAR: FEW/SCT 7/8'), -- pretty much defined as local function _(text) return gettext.translate(text) end I suppose that you have an option of redefining this function to simply return the passed-in string: function _(s) return s end You could define this in the clouds.lua file so that you did not have to define it globally (not sure what would break). Here is some sample code that should give you an idea of how it works: --[[ NOTE: -- this method is used in clouds.lua for translations -- not translating, just returning string -- redefining it here could have a side-effect on translations -- it will also not allow you to use the throwaway variable in loops --]] function _(s) return s end local function getCoverage(coverage) -- instead of using octals, split into ten parts for cloud density slider in ME if coverage < .3 then -- 1-2 return "FEW" elseif coverage > .2 and coverage < .6 then -- 3-5 return "SCT" elseif coverage > .5 and coverage < .9 then -- 6-8 return "BKN" end return "OVC" -- 9-10 end local weather = env.mission.weather if weather.atmosphere_type == 0 then -- no dynamic weather local preset = weather.clouds.preset if preset then local CloudPresets = dofile("Config\\Effects\\getCloudsPresets.lua") local cloudPreset = CloudPresets[preset] if cloudPreset then for i, layer in ipairs(cloudPreset.layers) do -- NOTE: added index variable here instead of using throwaway if layer.coverage > 0 then trigger.action.outText(string.format("%sm: %s", layer.altitudeMin, getCoverage(layer.coverage)), 5) end end end else local clouds = weather.clouds trigger.action.outText(string.format("%sm: %s", clouds.base, getCoverage(clouds.density / 10)), 5) end end Unfortunately, I have not found a good set of useful methods for clouds from the weather.dll to support dynamic weather. Hope this helps!
  15. I modified the getCoverage() function so that it only contains pertinent information now. You can try something like this to get cloud density now: local function getCoverage(coverage) -- instead of using octals, split into ten parts for cloud density slider in ME if coverage < .3 then -- 1-2 return "FEW" elseif coverage > .2 and coverage < .6 then -- 3-5 return "SCT" elseif coverage > .5 and coverage < .9 then -- 6-8 return "BKN" end return "OVC" -- 9-10 end local weather = env.mission.weather if weather.atmosphere_type == 0 then -- no dynamic weather local preset = weather.clouds.preset if preset then local CloudPresets = dofile("Config\\Effects\\getCloudsPresets.lua") local cloudPreset = CloudPresets[preset] if cloudPreset then for _, layer in ipairs(cloudPreset.layers) do if layer.coverage > 0 then local c = getCoverage(layer.coverage) -- c will contain "FEW", "BKN", etc. end end end else local c = getCoverage(weather.clouds.density / 10) -- c will contain "FEW", "BKN", etc. end end
  16. FYI, there are a few different styles up on the ED files also @ https://www.digitalcombatsimulator.com/en/files/3329587/
  17. If you are talking about the preset clouds, the density property is found at: \Config\Effects\clouds.lua If you are talking about manual settings, the slider has 10 increments so you would need to adjust from octas. I did it like this: local function getCoverage(c) -- instead of using octals, split into ten parts for cloud density slider in ME if c < .3 then -- 1-2 return "FEW", 1 elseif c > .2 and c < .6 then -- 3-5 return "SCT", 2 elseif c > .5 and c < .9 then -- 6-8 return "BKN", 3 end return "OVC", 4 -- 9-10 end
  18. I like it "broken". </2¢>
  19. Same exact boat here. I was leaning heavily towards the 4070Ti + 7900X a week or two ago, but decided to wait a few more months to reevaluate.
  20. Two™ to be exact.
  21. options.graphics.Camera.High.objects = {5000, 80000} Is it possible to be this specific?
  22. If? Here ya go: https://forum.dcs.world/ignore/ Poor @MAXsenna will never be able to sleep now...
  23. I'm sure that they are consulting ChatGPT for the new code! </hugeSarcasm>
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