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Chesster

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Everything posted by Chesster

  1. Here is a closer comparison of the two kill events triggered at the same time. Note the Weapon name, and that all the tables are replaced.
  2. I still have lots of issues with the getGroup() bug. I have been trying to figure out exactly what is going on and have created a test mission where there is one apache(client) throwing hellfires at red BTR-80(ROE: weapons hold). I notice that every time a unit is killed, it is rather instantly followed by another kill event. Now this causes some issues obviously since Event is then overwritten by this new Event and Event.target. So to test my theses, I set up a few if statements which each had a outText involved, so I could see where in the code I was. if Event.id == world.event.S_EVENT_KILL then trigger.action.outText("Kill event registered", 5) if Event.initiator:getPlayerName() ~= nil then trigger.action.outText("Object was killed by a human player", 5) UnitID = Event.target.id_ -- Made global so i could call a function and test the code below a little while later for index, data in pairs(mist.DBs.deadObjects) do if UnitID == data.objectData.unit.id_ then trigger.action.outText("Database match found", 5) local GroupName = data.objectData.groupName break end trigger.action.outText("No databasematch found", 5) end if GroupName ~= nil then trigger.action.outText("Group name of killed vehicle is: "..GroupName, 5) end trigger.action.outText("Groupname has not been defined", 5) -- Notice this is the last output on screen, before a new killevent is triggered. end -- The loop above doesn't provide any data. end Note the two kill events in line 1 and 4. Note also that the for loop in the code does not capture data from the mist.DBs.deadObjects database. If I just a few seconds later, trigger my function from the F10 menu, the image above is shown, with the data from the same database. Unless I'm missing something here, it seems that when the kill event occurs and I write a code to get the groupName off from the database, the data has not been written yet. Of course I can't tell what getGroup() method does to fetch data, but if it is done in a similar fashion then timing here seems to be the issue. Any thoughts ? Oh, here is the code from the test fuction called from the F10 menu: function test() for index, data in pairs(mist.DBs.deadObjects) do trigger.action.outText(mist.utils.tableShow(data), 5) if UnitID == data.objectData.unit.id_ then trigger.action.outText(data.objectData.groupName, 5) -- This is the outtext displayed at the very bottom end end end
  3. Yes you are right given the info I provided. What i forgot to write in the code, is that the Command resides in a submenu, therefor I don't think you can simply use the string text as an identifier when removing the item, you need the path. And this is where the problem arises. Grimes has answered this before stating that the path is a table, not a string. "Adds a command to the "F10 Other" radio menu allowing players to run specified scripting functions. Command is added for the specified groupId. The string name is the text that will be displayed in the F10 Other menu and is also used in the function to remove the command from the menu. Path is an optional value that defines whether or not the command will be in a named submenu." However when I create an item for Group, I was unable to remove that same command using missionCommands.removeItem, for some reason I had to use removeItemForGroup. Hence my question. Im very open to the fact that I messed my code up somehow
  4. It's a mission I've created more or less only to learn how to script using Lua and MIST. I've basically used the 4YA servers as inspiration and tried to achieve something similar. Again, only for the learning experience.
  5. Hi, If a menu item is created for clients at birth using: Menu["Path"] = missionCommands.addCommandForGroup(GroupId, "menuitem", Path, function, variable) can you then only remove this item from the menu using: missionCommands.removeItemForGroup("GroupId", Menu["Path"]) It appears using: missionCommands.removeItem(Menu["Path"]) wont work on a command added for the group ?
  6. Appreciate your answer Grimes! Thank you
  7. My apologies if this question has been asked and answered before. I have an F10 menucommand "Mission Status" that runs a function returning an on screen text. Due to the font used in DCS, all characters have different pixel width. So even when adding blank spaces to make each string x-numbers wide, it still doesn't look good: So the question is: Is there a clever way of formatting the text so that it aligns properly without creating a new line ? ("\t" doesn't work)
  8. Hi all, I've been having problems boresighting the Mavericks with the TGP for a while in the F-16. The TGP and Maverick seeker simply won't align, which makes it useless in PRE mode. The idea behind PRE mode, I presume, is to use the TGP's better optics to locate and lock targets that are difficult at max range for the mavericks seeker to distinguish. The way it manifests itself, is that after setting the TGP in point track, then making WPN SOI, slewing the maverick seeker to the same location. TMS up to lock, and then hit BRSGT button on the MPD. Everything seems fine. But when I uncage the maverick afterwards you can see the seeker jumps back to a point somewhat off from the target. I'm of course open to the fact that I may be doing it wrong, but I've followed the exact same procedures that several have posted on youtube. No luck for me. Is this a bug, or is the AGM-65 PRE mode not really useful ? Best rgds Chesster
  9. Balanced power plan drops about 40% framefrate. I'll stick to performance! Fly Pretty
  10. I have reset almost all settings in Nvidia Control Panel, and I have set all settings in DCS to absolute max. I've turned off Game Bar, and set power plan to "Max Performance". (Not really sure if the game bar made a difference though) I also increased the Voltage to the GPU by about 50mV. (About half of what is max allowable in ASUS GPU Twerk) STUTTERING IS GONE! I notice in MSI Afterburner that there are no limits reached anymore. The purring from the GPU is even and the stuttering is gone. With all AA settings set to highest levels, I get an even 50fps. Turning off SSAA doubles the frame rates to 100-120 fps On the ground in DCS Liberation missions I get around 80fps, which increases to around 120fps during flight. Man it's now an absolute delight flying again!!!! Thank you all for your helpful inputs. I really appreciated it! FLY SAFE!
  11. I've sort of ruled out the GPU as the culprit, as I've tried the old GTX 1070 with more or less the same stuttering (lower frame rate obviously). I'll have a look at some of your suggestions tomorrow. Thank you all so much!
  12. Thank you all for your feedback so far. As I have upgraded the system the following specs are now in place: Mobo: Asus ROG Strix Z690F Wifi Processor: Intel i9 12900k, no overclocking, Liquid cooling Memory: 2x16Gb DDR5 CL40 Corsair 4800MHz GPU: Asus ROG Strix RTX 3090 Storage: 2x2Tb Corsair M.2 SSD, OS on one, and game directories on the other. I would imagine the system specs should be sufficient to run DCS World, however I still get these annoying stuttering during game play. In Free Flight there's not much of it, but it is there, but during DCS Liberation missions there's many and severe ones. I've turned off virtually all complexity settings in Liberation like: -Infantry - Carcasses ........... etc Still no improvement. I've run several benchmark tests, and the system scores high/as expected in all of them. Disk test, CPU test, Memory test, GPU test etc. MSI afterburner shows two cores running high between 60-90%, and a voltage limit of 1. The stuttering sounds consistent with the sound from the GPU. Sounds kind of like an old HDD reading/writing. GPU load is about 50% CPU load 5 % Temperatures are GPU/CPU: 56/41 Deg C
  13. I just discovered that my radiator fans weren't rotating. Turns out they were not connected to a power source ??? I connected all fans, and tried to fly another mission. CPU temperatures are now halved between 40-50 deg C. Still the same thing happened in the game. FPS are high 80's at the start of the mission, with GPU load of about 70%, then it steadily decreases to where it reaches a minimum of about 8-17 fps with a GPU load of 2%??? I noticed that core 8 runs at 60-90% load while the remining cores run at 10-30% or even lower. Now where do I begin ??
  14. The radiator sits in the front of the cabinet, and yes I believe it's an AIO cooler. Not sure which brand, as I've inherited this system. I'll have my new system up and running on Wednesday and I'll report back then. It will be liquid cooled as well. I would have really liked to figure out what was wrong with the current system though, but it's as you say most likely a CPU heat issue. Thanks for your help thus far!
  15. I've overclocked the CPU about 14% in Bios. It's Liquid cooled. I'll try to throttle it back to standard. But it was worse before, so I guess the bottleneck is around the CPU. Can't wait to get my new Mobo and CPU next week
  16. I'm currently down to 10 fps. GPU load is 16% and 42 deg C. CPU temps fluctuates between 65-80 degrees. Max 92 CPU load is at most 70% but on average 20%. HardwareMonitoring.hml
  17. Monitor runs at 144Hz I've capped fps at 100 in Nvidia as I'm unable to achieve any higher than around 80 at most. CPU temperatures could be an issue here. I installed a core monitor and it shows a max temp of 93 on two of the cores. I would assume BIOS will throttle CPU back when this happens, so that could explain why GPU load decreases mid game. I'll install MSI afterburner and have a look. Thank you!
  18. Thank you for your reply. Here are my Nvidia settings and in game settings:
  19. Hi guys, A newbie to DCS here with the following HW specs: Asus ROG Strix RTX3090 GPU, I7 7700k CPU, 4x8GB 2500MHz Ram, 500GB Evo 870 SSD, MB: Strix Z270F (Pcie3x16) During the initial phase of a mission my FPS runs fairly consistent at 80FPS with 60% GPU load, but after about 20 min into the mission the FPS drops to 5-15 FPS while GPU load drops to single figures. It stays like this for the remainder of the mission. I'm running Dcs liberation for mission generating. CPU, Disk and Memory load are low (20%,3%,55%) Pagefile size is set to 32Gb. I've tried altering in game settings and Nvidia settings without success. My CPU and Memory are somewhat old, so a new MB, memory and disks are under way, but this is really destroying my game experience. Next week I will install Asus ROG Strix Z690F MB, i9 12900k CPU and 2xM2 SSD in Raid0 along with 2x16GB 5.2Ghz PCi5 DIMM's. I'm going crazy over this, so if anyone have any views on current rig and how to improve it, I'll be very grateful. Thank you!
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