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phrogZ

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  1. Thx ED !!! hope to see more API improvement like that in the future
  2. Hello, I not 100% it's the last patch that change something, and I'm not 100% sure that is not the normal behaviour. With the world.event.S_EVENT_DEAD event, it seems there are more empty events (with only ["id"] and ["time"]). And some other dead Events are coming about 1 minute later, some are coming live. I added a simple mission as a POC. Test_3_DeadEventSimple.miz
  3. What you did to have persistence is awesome. If you do the ratio of benefits/problems... benefits win largely . IMO It was worse few years ago, and now it's pretty reliable! Speedboat issue ( It was not already reported, and I have this issue since 3-4 months ago) will be fixed. It's not a blocking point, you can still open the editor and remove the unit. I also had the second case it happens approximately on 1 of 50 killed unit, not a big deal, kill again the unit a second time and voila!
  4. For the speedboat I'll ask today, but I want to submit an other issue a the same time (I need to build a short miz to reproduce the other problem).
  5. It's has been reported internally, and a fix is coming... I encounter the issue with some static unit (I.E. sandbox) and not all the static unit. There was also an issue with the speedboats that are not saved with the persistence, BUT it's not specific to this update ( I didn't troubleshoot it, neither reported it).
  6. There is a bug. The problem has been reported last week, and it seems there is a fix ongoing .
  7. With the last two patches, does someone saw some strange behaviour with the persistence file and static unit? In SnowfoxUnitInterment.lua, there are entries like SnowfoxUnitInterment[28] = "static" It happens when a static unit is destoyed, normally it shoud go in SnowfoxStaticInterment.lua but it's not. Did I break something, or is it the latest patch?
  8. Hello, this sounds awesome. I have few questions about moving units and how the "load/save part" is working: 1/ In case of unit (naval/ground), when there are loaded do they spawn in there original location? I.E. If they are moving, does they spawn at there original location? or the position is saved and they will spawn to there last saved location ? 2/ If there is a moving unit, what happens after the "next load" do the waypoints are still here?
  9. I don't know if it has been already suggested, but as far as I remember the pilot and name should be exactly the same.
  10. Is you server available online, or like me you don't see it online?

    1. HC_Official

      HC_Official

      just updated it and it should be visible now

    2. phrogZ

      phrogZ

      did you remove slmod?

  11. In i10n\DEFAULT\ look at the file named "something Helo Operations.lua" it should be in the function "function EventHandlerHeloBirth:onEvent(Event)", or just search the line if ( EventGroupType == "UH-1H" or EventGroupType == "Mi-8MT" or EventGroupType == "SA342L" or EventGroupType == "SA342M" or EventGroupType == "SA342Minigun" or EventGroupType == "SA342Mistral" or EventGroupType == "Ka-50" or EventGroupType == "Mi-24P" or EventGroupType == "AH-64D_BLK_II" ) then I guess if you add the getTypeName() of the UH-60L, it should work. Not sure but to give you an idea (I'm unsure of the typeName) : if ( EventGroupType == "UH-1H" or EventGroupType == "Mi-8MT" or EventGroupType == "SA342L" or EventGroupType == "SA342M" or EventGroupType == "SA342Minigun" or EventGroupType == "SA342Mistral" or EventGroupType == "Ka-50" or EventGroupType == "Mi-24P" or EventGroupType == "AH-64D_BLK_II" or EventGroupType == "UH-60L" ) then
  12. Thanks, two d3dx_user.ini file from my computer and my laptop. I added the d3d11_log.txt from my computer (from the test with a new dcs profile). Laptop_d3dx_user.ini NormalPC_d3dx_user.ini NormalPC_d3d11_log.txt
  13. So I updated the result in the previous post above. But I tested on my laptop (new DCS setup + new quest 2 setup + windows 11) and I have the same result. I attached the logs if needed, and It was test during a quick free flight with F-18. nvapi_log.txt d3d11_log.txt
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