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Chesster

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Everything posted by Chesster

  1. Trying to make a Cargo handling script of AI aircrafts transporting stuff around according to needs at different airbases, but the skill of the Cargo AI planes are amazing and prevents the aircraft from landing on many airbases. Video below shows what happens after landing. It veers off the runway, retracts it landing gear as if it's going going around, then goes into reverse and accelerates until several thousand knots before the mission crashes.
  2. Nevatim is missing 1 parking spot to be indicated on the map. (Index 9) Hatzerim is missing 26 parking spots to be indicated on the map. (Index: 146-171) Ramon is missing 9 parking spots to be indicated on the map. (Index 129-137)
  3. Airbase: Celle have duplicate parking spots 27 and 42. Merseburg have duplicate parking spots 81. Luneburg have triple parking spots 01. Lubeck have duplicate parking spots 09. Larz have duplicate parking spots 101, 102 and 103. Wittstock have duplicate parking spots 75 and 88. Dedelow have duplicate parking spots 47. Neubrandenburg have duplicate spots 20. Werneuchen have duplicate spots 69. Finow have duplicate spots 105. Schonefeld have duplicate spots 30. Edit: Airbase name Glindbruchkippe has been corrected in last update (removed blank space at the end)
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  4. Kabul parking spot 6S-01 and 6S-02 are duplicated.
  5. At Airbase Comandante Luis Piedrabuena parking position F01 and F02 appear twice.
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  6. Airbase Tiyas have two parking spots named 38 (One of which is probably meant to be 40) Airbase Eyn Shemer have two parking spots named 01 (One of which is probably meant to be H01)
  7. When Patriot sites run out of missiles they don't rearm in multiplayer server environment as they do in single player with an ammotruck nearby. According to Grim Reapers video: It should take appx 18 minutes to reload 1 tube on the Patriot launcher.
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  8. Update: Turns out after I made the video that other do experience the same thing. That begs the question: Is it supposed to be this way ? Makes you feel sick flying at night with it
  9. Hi, I've asked fellow sim aviators whether this problem extends beyond my set up. Seems I might be the only one experiencing it but so far no solution has come my way. I'm using a Quest 2 headset. During flight using the PNVS the projected image displays on the monocle of the PHMD when NVS is set to NORM. But when I tilt my head, the image does not. Here is a video showing the issue: Flying at night without visual cues is not pleasurable task Is there just an option I'm missing to enable or is the issue something else ?
  10. Just tested @shaji test mission, same thing.
  11. @Moezilla I still have the same issue with SWG on 2.9.8.1214. Slot won't release after despawn/respawn/takeoff. Only a mission restart will allow another spawn.
  12. @Grimes There are many items missing when i run it on a full warehouse inventory. If it was only some weird type of inventory missing I wouldn't care much, but it's also missing items for core modules like F-16CM center tank. Here is a list of all items missing that I found: A2G Missiles: Kh-23L (as-7) BOMBS: LGB-50LGB MPS-410 Kopyo Several !!!!! FUEL TANKS: ptb-3000 fuel tank 1000 gal fuel_tank_370gal fuel_tank_300gal fuel tank 330 gal fuel tank 800 l fuel tank mig-25 fuel tank 1150 l fuel tank 1500 l 275 Gal Fuel Tank fuel tank 1500 kg fuel tank 1000 kg fuel tank f-4 (wing) fuel tank f-4 (fuselage) PTB-2000 fuel tank 800 l wing S-3-PTB fuel tank 370 gal PTB-1150-29 Fuel tank FT600 PTB-150 Drop tank 75gal MISC: sppu-22 UPK-23-250 R-73U (RED) R-73U (GREEN) R-73U (BLUE) R-73U (WHITE) R-73U (YELLOW) R-73U (ORANGE) AIM-9S (GREEN) AIM-9S (BLUE) AIM-9S (WHITE) AIM-9S (YELLOW) AIM-9S (ORANGE) MXU-648 OH-58D_BROWNING AB-212_m134_l AB-212_m134_r GUV_YakB GUV_VOG HWAR smote generator ab-212_m134gunner_l ab-212_m134gunner_r ab-212_m60gunner_l ab-212_m60gunner_r mi-8_gunner mi-8_gunner_b AKANM55 GAU_12_Equalizer DEFA-553 AN-M3 ADEN_GUNPOD PK-3 GAU_12_Equalizer_AP GAU_12_Equalizer_HE M134MiniGunner_R_SA342 MI24Gunner MB339-DEFA553_L MB339-DEFA553_R MB339_cal50_L MB339_cal50_R GIAT_M261_APHE GIAT_M261_HEAP GIAT_M261_HE GIAT_M261_SAPHEI GIAT_M261_AP HMP400 HMP400200 HMP400100 AKANM55_NO_TRC DEFA-553 SUU-23 CH47_PORT_M60D CH47_STBD_M60D CH47_AFT_M60D CH47_PORT_M240H CH47_STBD_M240H CH47_AFT_M240H CH47_PORT_M134D CH47_STBD_M134D CH47_AFT_M3M M3P500 M3P400 M3P300 M3P200 M3P100 MK4 HEIPEG Hercules_105mm_Howitzer Hercules_GAU_23A_Chain_Gun Hercules_M61_Vulcan_Rotary_Chain_Gun
  13. Note that after selecting the slot indicated by my player name in the slot window. After releasing that slot and trying to select it again the next image shows the pop up window about the parking slot being occupied. Even if I select a whole different slot and later return to spawn in at the SWG, it still says occupied
  14. This occurs on a mission I've created and running on a 24/7 server. Just created another simple mission with only 1 SWG and it occurs like clockwork. Once you have selected a dynamic slot at the SWG it's as if the only "parking position" is fixed to that slot which essentially blocks other dynamically created slots at that "Carrier". After a crash, or just even after releasing the slot, the parking position is unavailable for other dynamically created units. Here is extracts from the log: 2024-08-20 18:48:15.883 ALERT LUACOMMON (Main): Error: GUI Error: [string "./MissionEditor/modules/me_ship.lua"]:490: attempt to index field 'group' (a nil value) GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_ship.lua"]:490: in function 'onFocus' [string "./dxgui/bind/EditBox.lua"]:24: in function 'callback' [string "./dxgui/bind/Widget.lua"]:375: in function <[string "./dxgui/bind/Widget.lua"]:370> ____ 2024-08-20 19:09:44.424 ERROR Lua::Config (Main): Call error MultiplayerSelectRole.show:[string "./Scripts/UI/MultiplayerSelectRoleMap/MultiplayerSelectRoleDialog.lua"]:1532: attempt to index field '?' (a nil value) stack traceback: [C]: ? [string "./Scripts/UI/MultiplayerSelectRoleMap/MultiplayerSelectRoleDialog.lua"]:1532: in function 'createGrid' [string "./Scripts/UI/MultiplayerSelectRoleMap/MultiplayerSelectRoleDialog.lua"]:1371: in function 'updateGrids' [string "./Scripts/UI/MultiplayerSelectRoleMap/MultiplayerSelectRoleDialog.lua"]:588: in function 'updateFilters' [string "./Scripts/UI/MultiplayerSelectRoleMap/MultiplayerSelectRoleDialog.lua"]:1023: in function 'show' [string "./Scripts/UI/MultiplayerSelectRoleMap/MultiplayerSelectRole.lua"]:570: in function 'onShowSlots' [string "./Scripts/UI/MultiplayerSelectRoleMap/MultiplayerSelectRole.lua"]:737: in function <[string "./Scripts/UI/MultiplayerSelectRoleMap/MultiplayerSelectRole.lua"]:709> [C]: in function 'showInSelectRoleMode' [string "./Scripts/UI/GameMenu.lua"]:382: in function 'onChange' [string "./dxgui/bind/Button.lua"]:22: in function 'callback' [string "./dxgui/bind/Widget.lua"]:375: in function <[string "./dxgui/bind/Widget.lua"]:370>.
  15. It seems that setting a dynamic spawn template at a given warehouse only works if the initial amount of the given airframe is set to more than 0. This causes an inconvenience as that particular airframe might not be available to the initial coalition. A work around for this is to set the amount to 1 unit in the Mission Editor for each airframes with templates and then assign the desired template, and then to avoid that airframe being available to the initial coalition either set a trigger to remove that airframe on mission start or use script to remove the airframe. Once the the airbase changes coalition and airframes are put back in stock, the template (with waypoints) are available.
  16. Dynamic slots on the Sea Wise Giant seems to occupy the only parking spot that is on the SWG. This slot is not released even after "Release slot" nor events crash or similar. Tried to spawn into a different slot at a different airfield, but when returning the message: "All Spawn/Parking spots are occupied, please try again......". Also tried to leave server and go back in but the problem persists.
  17. I would love to be able to see what warehouse items belong to a given airframe so as to make setting warehouse status easier. With dynamic spawns the control of warehouse items becomes even more important given there is no way of blocking a coalition access to certain airframes apart from controlling warehouse inventory through scripting. And of course we need new SSE functions to set allowHotStart, dynamicSpawn and dynamicCargo flags.
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  18. Great addition to DCS. Well done ED! We also need API scripting functions to set those flags at airfields: dynamicSpawn = true, allowHotStart = true and dynamicCargo = true. When FARPS are spawned, they are useless without those flags being set to true and it would also allow controlling coalitions ability to spawn at airfields. Best rgds Chesster
  19. The same issue is also valid when spawning into the A-10C II after having spawned into the Apache first (logs attached). dcs.log-20240320-090158.zip edit: Noticed QbanRambo's post explaining the same thing.
  20. I sometimes add the Airbase name to the groupname of clients like: "Tha'lah F-16 Hot" or whatever. This apostrophe causes the following error in dcs.log when the mission is run from ME: 2024-02-29 11:17:55.042 ERROR LuaGUI (Main): ERROR loading debrief.log: [string "C:\Users\MyName\Saved Games\DCS\Logs\debrief.log"]:685: ']' expected near 'lah' Line 685 in debrief.log: ['20 Tha'lah Blue F-16C-4 (Cold)'] = fairly obvious why the error occurs, but an error never the less, which could be remedied fairly easily ?
  21. Mi-8, Mi24 etc etc does not have access to the newer callsigns available to the likes of AH-64D, F-16C.
  22. Dear ED! I haven't done a thorough search to see if these bugs have been reported before. If they have, then please ignore this post. I've found a couple of annoying bugs in the ME. 1. FARPS when placed will more often than not have underlying terrain penetrate the surface of the FARP. (Image below) 2. Helicopter Clients cannot be placed as "Parking Hot" or "Ramp" unless the FARP belongs to the same coalition. This is opposite of an airbase where clients can be placed regardless of it's coalition. Only workaround I've found is to place two FARPS on top of each other, each belonging to different coalition. (The coalition will change at runtime anyway, but the client slots will still be there). The reason it's important to have "Parking Hot" or "Ramp" is that it will avoid to a certain degree spawn collisions.
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  23. 2023-05-27 11:09:44.620 ALERT WRADIO (Main): Error in wMessage::buildSpeech(), event = wMsgATCYouAreClearedForTO: [string "./Scripts/Speech/common.lua"]:674: assertion failed! stack traceback: [C]: ? [C]: in function 'assert' [string "./Scripts/Speech/common.lua"]:674: in function 'make' [string "./Scripts/Speech/common.lua"]:1009: in function 'make' [string "./Scripts/Speech/common.lua"]:1552: in function 'make' [string "./Scripts/Speech/common.lua"]:3197: in function 'make' [string "Scripts/Speech/speech.lua"]:151: in function <[string "Scripts/Speech/speech.lua"]:130> This error message suddenly popped up in the dcs.log yesterday causing some other issues. What changed yesterday ?
  24. When You rename the group, you need to manually rename the unit too, so that when adding units, the naming convention continues.
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