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Everything posted by Stonehouse
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Yeah I know but I tend to prefer not to use it. Bad habits I got from my Saitek time and avoiding the odd flakey problems that came up occasionally with their profile software. Once I got my head around the lua changes I put together my P51 setup for the Warthog in probably about 4-5 hrs spread out over a couple of days. Very happy with it.
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You can actually edit the default.lua file for the aircraft in question to give you three position switches as well as true on/off switches so you don't have to double switch a switch to turn something off. For three way switches you basically need to think of it as 2 2 way switches with the off state being the middle position. So for example the P51 flaps mapping to the Warthog throttle flap lever for instance is shown below, note the value_up is 0.8 for both. This corresponds to the middle position of the three way switch and gives me combat flaps. The up position is flaps retracted and the bottom position is landing flaps. You can do this for any HOTAS. Recommend you take a copy of the default.lua make your edits and then use JSGME to load or unload it to avoid patches messing it up. lots of info here: http://forums.eagle.ru/showthread.php?t=89226
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AntiAliasing in DCS 1.5 and 2.0
Stonehouse replied to YoYo's topic in Utility/Program Mods for DCS World
FYI new Nvidia Inspector version has split the profile side of things to a separate exe. So you won't find the little tools symbol now on the hardware settings window to launch the profiler and you need to run NvidiaProfileInspector.exe instead to tweak graphics settings. It's in the change log but easy to miss seeing it if you aren't (like I wasn't) paying attention. -
Saw this today too. DCS 1.x so may not be fully relevant but background info etc may be useful http://forums.eagle.ru/showthread.php?p=1133542#post1133542
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Thanks Chromium, apologies for the mix up in accreditation. I just couldn't remember where I have got that document from.
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Found this in my collection of references hope it is of interest. K-14 Gunsight.pdf
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Found this lurking on my HDD, not my work thank DAWS I am just the messenger. Will do some more looking around to see if I took any notes or other downloads from the old thread. <edit> and one from yakbeard Cheers, Stonehouse DAWS Weather-pkg-rev.03.zip DCS Dynamic Weather v1.pdf
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Better still - learn how to set up JSGME to manage all your mods so you can unload them prior to a patch and then load them up again. Otherwise patches tend to kill mods. JSGME info http://forums.eagle.ru/showthread.php?t=98607
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I think you just made several people's day much better with that link Markindel :) Thank you! <edit> PS Big thank you to Cadarth too. Works so far
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lol not fair I am at work for another 8 hrs :D Will download it when I get home. Thanks!
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Pretty sure they are already up and ready for d/l. Thanks Strut these (as did the original ones you did) look great and bring back a lot of air show memories.
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Two suggestions: (1) stop using ONCE triggers to load mist and GCICAP and even CTD etc unless there is a real need to do so which the script author says to do. Instead use a mission start trigger with no condition and have the do script file for mist as the first action and then the do script file for GCICAP as second action. It's much more reliable then what you are doing and guarantees that mist will be loaded prior to anything else. I have always recommended the mission start method during the roughly 2 years I supported GCICAP and have never had any issues and avoided the problems of some of the people I've helped. (2) the second will make you go DOH! :music_whistling: I'm pretty sure you've forgotten to add any trigger zones for airfields for GCICAP to use. So you are getting this in dcs.log 00574.436 WARNING SCRIPTING: GCICAP|getAirfields|880: No airbase for red found 00574.436 WARNING SCRIPTING: GCICAP|getAirfields|880: No airbase for blue found
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another 4 or so hrs before it starts. 2am my time so I'll be catching it after work lol
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Thanks Cadarth glad to help. Thanks to you also for your contributions to these mods, enjoying them a lot.
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Hi Markindel, It looks like these Autocannon.lua and CannonSounds.lua files are different for each ship, I think that the Roma includes the Hood and the Bismarck set up but not the other way around. So if you load these mods in the wrong order you will lose/ruin the sound from between 1 and 2 of the ships (I could easily be wrong but that is what I believe) depending on whether you load Hood or Bismarck last. You may want to merge these files so it doesn't matter in order the user loads them to avoid issues being reported to you. IE so they all have all the entries for Hood, Bismarck and Roma. The other thing I noticed which I wanted to ask you about is that when comparing to the current stock DCS files I see the new entries for the ships as expected but I also see that there seems to be changes in your versions to some of the sound entries higher up in the file like howitzer_M185 has a different start_reload and end_reload, same for tank_gun_105mm and howitzer_2A18 also gets a different sound for the shot. There are a few more with similar changes. Anyway I just wondered if that was deliberate and required to get the ships to work right or if you started the mods a long time ago and accidently used an old Autocannon.lua and CannonSounds.lua as a base? I don't have a problem either way but wanted to know so if doing a ground war style mission I can disable your mods to get back the normal tank sounds or if you accidently used an old file I can just update your new ship entries into a copy of stock so everything works without enabling/disabling mods. Thanks again for your great work, these ships really look great in game. Cheers, Stonehouse
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Possible P51 AI bug?
Stonehouse replied to Stonehouse's topic in Release Version Bugs and Problems (Read only)
Sent you a PM Sithspawn if you can have a look when you have a spare minute or two. Cheers, Stonehouse -
Really nice work. Thanks Markindel
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Unfortunately the net connections from downunder just aren't up to it. Best latency 457 pilots could get was about 380ms. Average was about 430ish. Good luck all to both sides.
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Cross posting here to increase the chance of feedback. http://forums.eagle.ru/forumdisplay.php?f=437
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Possible P51 AI bug?
Stonehouse replied to Stonehouse's topic in Release Version Bugs and Problems (Read only)
Ok I think I have found the cause. I reran my test this time using a new copy of the mission with B29s and all the rest still in it. However I removed the call to GCICAP which is solely responsible for launching enemy aircraft as I wondered if there was a connection to the script. So this time the P51s behaved perfectly and held their course. I now wanted to try to prove or disprove that the script was at fault. So I went back into the editor and added a single 109 which takes off well to the far NW and then flies towards the bombers and P51s climbing as it goes. I initially set it to fly up to the same height as the P51s but wondering whether it was the EWR stations telling the P51s about the 109 I made it climb to 23000 ft which is above the P51s alt. The response was interesting. The 109 was outside the EWR detection range and over 200nm from the P51s but as soon as it got near their alt and then went above it the P51s pulled up into a spiral climb trying to regain height advantage. In my mission playtesting using GCICAP it takes roughly the 26 mins I've been noticing for the Luftwaffe planes to take off and climb to the CAP alt which is between 6000 - 8500m or 20000-28000ish ft. In other words as soon as the enemy gets above the P51s they will climb to regain advantage even though they are 204 nm away. Is this the way it's always been and I've just been lucky and not had the issue before or has a problem been introduced in recent patches? I have the P51s set to weapons free. The reaction of the P51s is reliably reproducible for me at least. <edit> sorry I should also have said that I did set 20nm engagement distance on the escort task when I used it and also set 10nm engagement distance on the search then engage route task when I tried changing from the escort to CAP role for the P51s and that didn't make any apparent difference. I suppose the thread now should really be called "Possible AI bug?" rather than "Possible P51 AI bug?" and it may well be a DCS World bug. Thanks, Stonehouse -
Airport AI handling problem ...
Stonehouse replied to FlightControl's topic in Release Version Bugs and Problems (Read only)
I've noticed at Beslan that on the NW parking points that if you place aircraft you need to be careful where you put #1 of the group as they begin to taxi from #1 through to #4. So for instance if you put #1 on the most NW point with the others in the group on the adjacent points and the wind is such that they want to taxi to the SE end of the runway the plane will start to taxi but then stop because of the other group members are in the way. There are marked (painted) taxi paths around these blocking points but the AI pilot doesn't use them so perhaps they are not mapped or have a mapping issue. -
Possible P51 AI bug?
Stonehouse replied to Stonehouse's topic in Release Version Bugs and Problems (Read only)
Actually think it is script related somehow but was thinking that B29s were a possible source of the problem so will sub in something else and try it out. Strange thing is one of my other WIP missions is a Korean war one based on a historical raid and the F86 escorts don't (well haven't looked at it in a few patches) do anything weird when escorting the B29s. -
Possible P51 AI bug?
Stonehouse replied to Stonehouse's topic in Release Version Bugs and Problems (Read only)
Ok not an ED issue I think. I've stripped the mission down to just the P51s but still having mods enabled and the issue doesn't seem to happen. I'll just have to add back the layers until I find the culprit. Cheers, Stonehouse -
I'm building a mission about a B29 raid a long way behind the lines. The B29 formation has an 12 P51Ds flying close escort. I am running into a persistent issue in that for some reason about 26 mins into the mission the P51s go crazy and slow to best climb speed and start climbing like mad and wander off course. The first time through I was using the escort task for the P51s and they were set up with 73% fuel and tanks and about 3000ft higher than the bombers with a similar speed to them. Pretty much that worked until they got to the point indicated in the attached pic. So thinking that the escort task had issues I set them up as a CAP role with the same course and speed as the bombers just starting slightly in front and about 3000 ft higher same loadout. At the same location it happened again and they wander off course. I've done these two approaches about 50-60 times each with the same result. Finally thinking perhaps it was related to the tanks, I removed the tanks from the P51s and put the fuel up to 100%. Unfortunately the same thing happened. I was time accelerating at 2-3 times normal to avoid going crazy with the repeat tests. The bombers and the escorts start as airspawns by the way. I am going to try some other ideas eg remove the B29s and see if that makes a difference (ie mod problem) although the B29s with the same course just soldier on as their escort sails off into the sunrise. However I wanted to mention it here in case someone has any ideas as to the cause or similar experiences recently. In case it is somehow map related I am attaching the location pic - I can't see how it could be but am clutching at straws I guess. Thanks for any help or suggestions that you can offer. Cheers, Stonehouse
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Not sure if it is the best way or not but you can suppress the status bar completely by editing StatusBarDialog.lua in DCS World\Scripts\UI. What I did that appears to work ok is to comment out line 117 window:setBounds(0, screenHeight - 29, screenWidth, 29) and replace it with window:setBounds(0, 0, 0, 29) For me this moves the status bar out of view. Another from one of GlowingAmraams post is to edit server.lua in the DCS/Config folder in your saved games folder and change CameraTerrainRestriction = true to CameraTerrainRestriction = false Of course take copies before you edit or better yet set up a mod under JSGME specifically to be used for making intro tracks. <edit> need to also set up your views to make sure there are no labels etc by default. Just wish you could edit the finished track as you need to really tailor everything to make it look ok and then there's my bad, not smooth camera work. <edit2> ah well, doesn't work in MP and also my try at nobbling the status bar doesn't work if the person running the mission has the status bar allowed. So unless there is a way to do it via the files like view.lua in the config folder in the track it seems like it'll be a problem.