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MissionCMDR

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Everything posted by MissionCMDR

  1. Do you have Late Activation set for these units? You will want to leave this unchecked when not utilizing scripts etc. Without learning more, it's a best guess on what to check.
  2. So removing 1 Million feet of forest for science, in the Caucasus takes 20-25mins to process, and yielded worse performance than just leaving them there. Without the trees, FPS was bouncing between 54 and 90 literally and had a weird pause every few seconds. With the trees, it's a butter smooth, solid 90 (I have it locked there).
  3. Ignore me, it was still happening with your jets, so I deleted and recreated them, and the issue was more or less gone. I bombed one set of 3 before eating a MANPAD I am not sure what it could be at this point as the default alignment for a hot start should be accurate. I haven't experienced this before, but then again I haven't used the cluster munitions really at all up to now, so maybe it's different with them? *shrug* I dunno... Alignment of something that was supposed to be automatic, is problematic getting ready to launch off CAT1
  4. Could probably leave them, personally I never really put those types of waypoint actions into a client/player slot, I was just trying to eliminate some possible factors. The wind thing needs changing, as the settings are too high, and most likely the actual root cause of the issue.
  5. you have the aircraft setup to attack the BTR's under the waypoint actions tab, remove those. Your wind settings are fairly high (I lowered the wind turbulence by alot to 0.2), and will contribute to our problem, as the CCIP reticle is uncaged and according to wind data. mission runs perfect out of the box now, I will give it a proper run possibly later this evening.
  6. Uncheck Unrestricted SatNav in the mission options. The issue appears to be corrected. -Nope, seemed fine low alt, once up to a decent height it was all screwed up again. Remove your waypoints from the main flight just leave EPLRS on. The CCIP reticle acts normally now...so I will test in VR now
  7. I just flew this mission a couple times and received the same result as you did with your jets. I tried a bunch of things but could not get the reticle to "hang freely" it follows the orientation of the plane and then sticks there. Brand new unit placed, from cold and dark, nothing else changed, CCIP works fine. It's unique to the jets you created. Could try starting from the ramp? Cool mission btw, I liked what I played.
  8. My current practice mission is evolving everyday, yesterday was adding the keyhole positions as I just learned about what that is and how to navigate one, awesome stuff. I will have to dig into what the scripting side will actually support for full JTAC, which would be amazing. My current testing is around the IP points and how JTAC will see them and react with them in game. Surprisingly very little documentation on IP points, had to look it up in the old A10 manual, lol. As for story writing, 100% agree, might as well start every story with 'Once upon a time, there was an F18...eww' I think we can train it to produce better results, but full literary chops, probably not for a long time.
  9. I have a practice mission that involves AAR, and plugged twice specifically in turns due to poor fuel management practices. Both times it was no different than the base legs for smoothness. This was a KC135-MPRS Anything else in the mission that the AI could be reacting to? We would need something to observe or test in order to dig deeper and find what's going on.
  10. I use it with the MOOSE Framework, with positive results. Granted the missions are somewhat simple in that they are merely solo practice, and don't carry much complexity, but the potential is there. As my scripting powers accumulate, I will be more adept at refining the tool in the future so I believe it only gets better. ChatGPT whipped up a simple JTAC practice mission that worked "out of the box" this morning. To circle back to the question, my answer is 'Yes' you can use OpenAI to create working missions.
  11. From what I can initially observe, almost all Artillery will natively fire on targets within visual LOS ~2+NM without additional settings in the editor. The longer distances seem to work best with the setting 'Fire at Point', with a defined radius set, to function. Which kind of makes sense?, as artillery has an area of effect more than pinpoint accuracy. That's the setting that worked for me most if not all the time during this test and these were stationary targets. I had initially thought that certain units might require a RECCE unit to designate, but I couldn't make that work to a satisfactory level. MLRS however and the other multi launchers, remain mysterious in their mechanics, as I could not get the units to fire at anything regardless of setting. Again there's most likely a 'click this, then that' process that makes this all work like magic, but I haven't acquired this level of DCS sorcery yet. I agree that this really shouldn't be this hard, and should work or not work for obvious reasons
  12. I did some limited testing with this and came to a similar conclusion, as it seems a bit clunky to get working. Do you have a test scenario that I could build to test? Or is it just place a target, place artillery and fire?
  13. VR for me is a go big or go home endeavor, and the time sink of many many hours of tweaking on a budget GPU, mine is an RTX 4070 and I have the Pimax Crystal. You will not be 100% happy with anything other than top end for VR. You may get 90% there, but that 10% will bug you, and you will chase it, but it's a horsepower issue. So no, there is no such thing in the VR space as a GPU that is too big only how much you are willing to spend...just ensure that you pair all the components properly to ensure that you mitigate bottlenecks. Also I believe this topic goes somewhere else?
  14. Fixed it, I had removed the FAC -a task from the start waypoint for testing. It was added and all is working again.
  15. It's a cool challenge for a non-developer type person like me, but it can become a rabbit hole sometimes, especially when bouncing between scripting frameworks. For instance the code I pasted above now doesn't work and I have no idea why, but it's something I did or did not do, so apologies if it was tried and it did not work. DESIGNATE can prioritize targets and is a Finite State Machine. This is how you set it: Designate:SetThreatLevelPrioritization ( true ) Now I am off to see what mess I made in my own script, lol null
  16. Absolutely correct, my apologies, I should test better. The one test I ran, I am not sure how I even arrived at that conclusion lol, but it's definitely at my end. Are parts of these MIST? Autolase is part of the DESIGNATE class in MOOSE used like this Designate:SetAutolase(true), hence my confusion, and a possible additional reason why stuff doesn't work right at my end as I do not have MIST loaded. I implement this in perhaps a more rudimentary way in my own mission scripts, using 3 lines of code (no MIST connections). AFACsetGroup = SET_GROUP:New():FilterPrefixes("JTAC Drone"):FilterStart() AFACdetectionZone = DETECTION_AREAS:New(AFACsetGroup, 1400) AFACdetectionZone:__Start(5) Simple JTAC for practice, no late activation, only a unit placed with a defined route. (it's actually the most fun out of all the scripts I have tried up to now)
  17. I suggest taking a look at Detection classes, specifically DESIGNATE and DETECTION_AREAS. DESIGNATE is actually an FSM, which has a ton of functionality to explore. For :InitLimit, why is the value (1,0)? You want 1 unit alive but no groups? For a single unit placement these definitions are the same. you will need (1,1) to have a unit spawn. The script as it is now will not spawn anything. FlightControl also has training videos demonstrating these classes and their use in high detail.
  18. Place your mouse cursor over any point on the map, and then press ctrl-y, now you have all coordinates at your fingertips plus elevation data. No need to left-click, it merely stamps the coords of your mouse cursor wherever it is, and saves from going back and forth between windows for data. Or trying to use your memory to recall latlongprecise From there, Copy/Paste into your labels/mission briefings etc.
  19. You already have it set to unlimited aircraft so the checkmarks in the A/C window, I believe are not doing anything. If you set Dynamic spawn for Ramat then only the licensed aircraft purchased by the owner will be available to choose from at Ramat from the dynamic spawn list. If other people cannot see it, they do not own it. (Everyone can see the default free A/C that come with DCS) I presume that if someone who does own an F15 occupies the slot, they will show up in game for me visually at that point. The dynamic spawn template is to preconfigure a particular default loadout you want for a particular airbase. which you can assign to the airbase through the 'Group template' option.
  20. I don't believe that is normal at all, might want to check your BIOS settings, and or check the physical sticks. It appears that you are 'seeing' 64GB but only 'using' 32GB if that even makes sense? but it could explain weird high usage like this.
  21. I could not open the attached .miz as the editor would not even see the file. I did however stage a quick test with a basic A10 unit, and the AI bombed a target (static and placed) with both unguided and guided munitions. (iron bombs and mavericks) I used the 'bombing' task for this purpose as it's utilized for placed objects (that we place) on the map. The 'Attack Map Object' is for the stuff you cannot really change on the F10 map, like a bridge or building (static objects). Testing it is easy, simply place an enemy ground unit on the map, place an aerial 'bombing' unit on the map and set the task to bombing. Everything else should be straightforward from there as you are familiar with these settings by now (Note: ensure the main task of the unit is set properly, else you will not have a bombing option, which again you may already know) Do the same test, except for the second test, delete the bombing task, replacing it with 'Attack Map Object', move the 'triangle' over a building somewhere on the map, and proceed with deployment. Hopefully this helps clarify how to use this feature with more reliability for your mission tasks.
  22. Ever click the 'Dynamic' tab in the weather settings? I don't think it 'switches' between cloud types, but it can generate more dynamic weather systems which may change the clouds as well? Maybe messing with some settings and the clouds will roll in as you want after a couple of hours in a natural way?
  23. The M109's worked with 'Fire at Point' in the attached MIZ, with a stationary Naval unit. A moving Naval unit did not yield the same result. It's about 8km to the boat, so fairly close for that unit. (The miz file is 2 boats, the M109, an L118 and the Gepard.) I have setup an L118 LAG as an additional test, as it appeared to be one of the only units that attacks Naval groups/units with reckless abandon. (set 4 of them up and they will erase your Navy) Also the Gepard makes short work of Naval units and attacks without additional logic (Scripting etc) or triggers, which is also on the map for testing as I was curious about it. It's also worth noting that when the M109 has a firing solution (a target to shoot at), it will unlock and aim the turret nearly instantly. When it doesn't appear to function correctly, it only unlocks the barrel and sits there. Good Luck! MissionTesting.miz
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