

ironstrike
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Alternate 6dof Head Tracking with FaceTrackNoIR
ironstrike replied to jireland607's topic in PC Hardware and Related Software
@V4Friend: Certainly I'll help you troubleshoot if a bugs thread comes up - since it is your software though you probably ought to make said thread. :) I can say that I went back and tried sam's implementation of the headtracker and that had no crashes or issues at mission-end. Since I'm primarily a freetrack user, I'll be sticking with that for now. If I can help you troubleshoot yours though just let me know. And again, well done both of you! -
Alternate 6dof Head Tracking with FaceTrackNoIR
ironstrike replied to jireland607's topic in PC Hardware and Related Software
Amazing work both of you, and thank you so much for what you're doing for the community! V4Friend, I've been trying your solution first and unfortunately I get a crash any time a mission is ended and DCS is going back to the post-mission stats/menu application. The tracking works perfectly and without issue; the crash happens when I choose to exit the mission. Having the headtracker dll installed will cause the crash at mission end 100% of the time. I haven't yet got FTNIR setup as smoothly as freetrack so I primarily stick to the latter, but I was able to produce the end-mission crash with the headtracker dll installed and no tracking program running at all. Is there any way I can submit some kind of a crash log or otherwise help you troubleshoot this? The file windows error reporting mentioned as describing the crash is nearly 1.5gb in size. I'll upload it somewhere for you if you like, but if know of something smaller that would be helpful, let me know instead. ;) My specs and such are as follows, just let me know if you need more. steam version of A-10, 64-bit, 1.1.0.8, just installed over the weekend Win 7 Ultimate 64-bit Core i7 920 GTX 285, 270.61 drivers MS LifeCam VX3000 -
Short version: Because Wags posted here: You just got two more sales of DCS A-10. Thank you for listening to your community! Keep up the good work, and I'm sure I'm not the only one who will now happily throw money at you. :D Longer version: ED, I love your work, but the removal of your own head tracking solution because NP said so really hurt. I sincerely hope you guys were paid well for that. It was the primary concern preventing me from purchasing two copies of A-10. Now, I'm also no fan of the master-server requirement for LAN play, nor do I enjoy the activation-based DRM (it may be less insulting than other systems but it still hasn't stopped the pirates, so it's still a failure and inconveniencing only your paying customers). The three of these complaints were enough to convince me not to give you my financial support, but I decided I would be happy to change my mind if you guys also did on any one of the above. Not only did you, but you picked the most important of the three for me! You have listened to the pleas from your community to support them over the noise of a company that is bitter about not being able to compete with a product that is so superior, it requires nothing but a webcam and a face. ;) Those of you who were clamoring for ED's support for head tracking, now that we have it and the clever folks are building solutions for us, don't hesitate to chime in if it also motivated you to support ED. They're a business after all and I'm sure they'd like to know their decision was a good one. Thanks again ED, and well done. You're up two sales already and I can now happily recommend A-10 to my friends.
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So this is an old thread, but rather than make a new one I'll just reply here, since I'm just repeating Sharkster64's question. flanker0ne, can you can explain how one might actually make this change? No offense, but simply telling me "yes, you can do this and I did" doesn't really clear things up much. ;) If I can't add a new entry into the Anti-Armor submenu, then I'd like to replace the Ferry->Empty option with 2x Vikhr and 2x S8-OM illumination rockets. If adding a new entry isn't possible, could you explain how to change the existing Empty loadout setup? Thanks much. Note: I know how to add them as a starting loadout in the mission editor. I'm specifically talking about editing the in-mission rearm menu in order to access them as needed.
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What is the Best Way To Purchase Black Shark?
ironstrike replied to ErichVon's topic in DCS: Ka-50 Black Shark
And if my objective is to support ED - because I do greatly enjoy their work - but also convey the fact that I prefer Steam's more-often-problem-free DRM solution to the one used in the non-steam version? (This isn't a debate between DRM's, I'm very clearly stating steam is my preference based on my experiences and nothing more.) The developers get most of my money, and they deserve it, but I am happy to also send them a message that I prefer a less onerous DRM solution. As you said, my purchase location reflects my objectives. And no, I'm not some self-entitled pirate; I was frustrated at how FC2 regularly freaked out at me whenever I would swap joysticks or webcams or other ancillary pieces of hardware. Merely taking my computer to a LAN and back would regularly use up two activations - at the LAN and then returning home with my other hardware! I'm not at all sorry to say that was a deal-breaker for me and I bought Black Shark through Steam. Black Shark and A-10 use the same system, and I wasn't about to gamble on Black Shark being more polite. I'll happily pick up A-10 if it is ever switched to Steam DRM or another digital distribution vendor's version. (I doubt it'll ever happen, but I can hope.) -
Multi player mission preparation
ironstrike replied to KosPilot's topic in User Created Missions General
Kos, I've just been dealing with some of this myself, so maybe I can shed some light. I can't speak to getting manually entered PVI points to save through the Prepare Mission stage using the editor because I haven't tried it yet, however I can clear up airfield #2 and nav target points. Airfield #2 in the PVI can be automatically set to the second airfield landing waypoint you assign to a unit. Path the player helos like you would an AI unit and give them a second airfield/farp to land at (it doesn't need to be the last waypoint in the route, just a "landing" waypoint during the route at some point), and it'll be automatically entered into the PVI as airfield 2 at mission start. However, this will also create an abris route to the airfield, and if you don't want that to show up for whatever reason, well... I haven't found a way to override that. Nav targets are much easier. Again, just like you would an AI unit, in the mission editor assign the player helo a target to attack. You can assign all the targets from the very first waypoint if you like, up to 10 of them, and they'll be automatically entered into the PVI nav target section in the same order as the editor. Target radius and target types don't matter for player helos obviously; just put the point on the map and they'll get a PVI target it. :) -
Different ABRIS data for opposing coaltions?
ironstrike replied to ironstrike's topic in User Created Missions General
Heh, I feel your pain Isegrim. That got me a few times as well! And Dragon, I tend not to use the PVI much myself, but since it is there and I'm also teaching a few people how to fly, I figure I should have as many features work as I possible. This one though? You were absolutely correct when you said a little lateral thinking will come up with a solution for the problem. It won't be elegant, but it will work. Target Points. :doh: You can assign them wherever you like, and when you assign them to a player-controlled craft, they're in the PVI immediately. And since I'm already naming my waypoints to tell people which PVI point to use for nav assistance as opposed to flying a connected route, I'll just put a target point over each point of interest. Ugly, but effective. If anybody does know how to manually define PVI travel waypoints though, I'd love to hear it! -
Different ABRIS data for opposing coaltions?
ironstrike replied to ironstrike's topic in User Created Missions General
Oh yes, I'm not giving up or anything. Indeed, the ABRIS was one of the last few things I needed to do, and I ended up taking a similar approach of just marking out a general line of battle in yellow. Briefing pictures for each team will have to do for showing areas of interest. And the mission editor mod was a boon: mine is complicated with three optional support missions for each team that can increase their chances of winning in addition to a direct attack. I can't imagine having done it without use of the "clone" function and the AND/OR switches. A related question though, for you or anyone else who happens to be reading: If I edit the mission file directly inside the .miz, can I specify which route points are PVI waypoints? That would allow me to let pilots of each team know their defending zones precisely without limiting me to just 6 waypoints and blue route lines crossing all over the place. What I have tried so far: in the editor, placing a basic route with a waypoint over each point of interest so that pilots will have the points in their PVI. I then tried setting up a complicated ABRIS route using Prepare Mission that is a sort of wheel hub-and-spoke design: the helipad is the starting waypoint, and each point of interest has a waypoint at its location then the next in the flight plan is back at the helipad. I named each point of interest appropriately to refence the actual PVI point used to store the point of interest's data. This keeps the route on the ABRIS looking clean by having lines just coming from the pad, at the minor cost of making pilots use the SUSP button frequently. Which is fine, because they're not routes exactly, but just map points they can cycle through for quick navigation information to an area they might need to return to. Unfortunately, I can't seem to get the complicated ABRIS route to save. I'll program it in, then make it the active flight plan, then go to CTRL->DTB and save every type of data I can. Then I press escape to exit the mission and save using the editor. But when I next launch the mission, the waypointed route in the editor (the basic ugly route using only 6 points) is the only route data in the ABRIS. (I have been able to correctly add, save, and recall the Additional Info data, in this case just a yellow line of battle.) Do I need to recheck my process for storing ABRIS data? Do I also need to save my route in the ABRIS as a named route that can be saved/loaded/deleted from the PLAN menu? Or is the route plotted in the editor overriding the custom route I created using Prepare Mission? If this is the case, I suppose I'll need to give the helicopters a spawn with no route, create and save their routes using Prepare Mission, but then I'll be without PVI data... Damn this editor! There always seems to be a way to work around its quirks, but it is also guaranteed to be the most obtuse and convoluted way possible. -
Different ABRIS data for opposing coaltions?
ironstrike replied to ironstrike's topic in User Created Missions General
Drat. Thanks anyway for the fast reply, Dragon. It was your fantastic mission pack that convinced my I should try creating some of my own sometime. I have a newfound respect for what you've done - that editor is a serious pain to work with. Sure it can do some complicated things, but the tools at our disposal are so incredibly primitive, my hat is off to anyone who manages to fight the thing into submission and make something coherent out of it! -
So I'm putting the finishing touches on adversarial mission for a group of friends and I was going to add ABRIS data: target zones, routes, points of interest, and so on. However, when I launch the mission using Prepare Mission to program in my ABRIS data, it then shows up on the ABRIS display for both coalitions, even though I haven't even yet recorded any data from one of the coalitions! Is there a process I'm missing, or does the file format simply not let me have two completely different sets of data? I'd prefer to have each team be able to clearly see where their ground units are for example, but give the enemy team vague box outlines using the drawing tool so they only have a general notion of the target area. Any thoughts or suggestions would be muchly appreciated!