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Megagoth1702

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Everything posted by Megagoth1702

  1. Hey guys, this annoyed the hell out of me today since I was not really sure what was going on, I did some testing and this is the result. If you change your gun ammo type with the reload & refuel menu it will give you the proper gun ammo type. That's cool. If you proceed to changing your gun pipper to fit the new ammo type the problems start. The NEW gun pipper is not loaded correctly (within the game engine I mean, wrong scripts) and following examples occur: -start mission with CM, change to HEI, change pipper to HEI, all rounds will fall SHORT because gun pipper (although only showing 1 point) thinks its still CM. -start mission with HEI, change to CM, change pipper to CM -> new pipper will NOT have 2 points (one for hei one for AP) and also if you aim with the pipper most of the rounds will OVERSHOOT the target, only the HEI rounds will hit target. Check out the tracks. Dont fiddle with game speed, just sit back and watch. I did it all for you. I am running the latest DCS World with the latest A-10 module. I run the updater every day. Basically - the pipper will always represent an aiming solution for the ammo that you had at mission start. CM to HEI.trk HEI to CM.trk
  2. Thanks man, it's just that the difference in movement is so subtile that I was insecure about experimenting even more with this whole view thing - I have no experience with it whatsoever (besides the snapviews) so I just wanted to make sure everything will still be working. I read your readme, but it's always good to double check. Thank you a lot!
  3. Hey guys, I want to use SLmod's unitsFiring function and I know that all weapons have specific names. Is there a list of these weapon names somewhere in my DCS folder? Thanks in advance!
  4. THIS POST and THREAD IS OUTDATED, ED changed something and setting your net settings to ANY setting does not make ANY difference whatsoever. ****. Hey guys, I did not find anything similiar in the forum search and that's why I will show you guys a way to optimize DCS for your network so DCS will be using your network capabilities to it's fullest without overloading it. let's take a look at net_types.lua in DCS World\Scripts\Net. gettext = require("i_18n") local function _(str) return gettext.translate(str) end local kBit = 1024/8 local Modem = _("Modem") local ADSL = _("ADSL") local LAN = _("LAN") return { -- {name, download_speed, upload_speed} -- add new network types after this line [b]{Modem.." 56", [u]56*kBit, 32*kBit[/u]}, {ADSL.." 128", [u]128*kBit, 64*kBit[/u]}, {ADSL.." 256", [u]256*kBit, 128*kBit[/u]}, {ADSL.." 512", [u]512*kBit, 256*kBit[/u]}, {ADSL.." 1024", [u]1024*kBit, 256*kBit[/u]}, {ADSL.." Megas NET", [u]32000*kBit, 1900*kBit[/u]}, --my custom network setting {LAN, [u]10240*kBit, 10240*kBit[/u]}[/b] -- add new network types before this line }, 3 -- index of default connection type The bold text represents the settings we can choose in the Multiplayer Options. Also as UNDERLINED text we see that there are settings for connection "power". One for download and the 2nd one for upload capability of the network. PROBLEM? The highest setting before LAN represents a pretty old standart of connection and because of that when people joined my server they were loading the mission file very slowly and I suppose there were bottleneck issues with many units doing lots of stuff. But hey, my connection can do much more than in that setting! Why not use "LAN" mode? LAN mode makes DCS think I got a crazy ass connection and the amount of KB I send out to clients is waay to high. I can barely handle more than 3-5 clients with that setting. If you use LAN you are offering DCS much more ressources than your connection might handle. THE SOLUTION? I went to speedtest.net and did a connection test. Here are my results: 32 Mbit download and 2 Mbit upload. So it's 32000 kBit download and 2000 kBit upload. This is all I needed, I copied and pasted a line in the net_types.lua, adjusted the name, the settings and I was done with the file. All I had to do now was to go to my multiplayer settings and SELECT the just created setting. NOTE that my upload speed setting is about 5% less than my actual maximum upload speed. That is because I want to use VOIP tools in the background and I don't want DCS to hog my whole connection. RESULT? DCS now sends mission files to clients with 3x the speed that it did before, connection is way more stable, there is less warping and lagging when there are many units around and DCS never kills or overloads my connection because I told it EXACTLY what to use -> PROFIT! I suggest to EVERYONE - set your connection settings to values that FIT YOUR CONNECTION! A machine only runs perfectly in an environment with perfect settings FITTING the environment, so why not try to make it as perfect as possible? I have no idea how this will affect "connection lost" or "connection interrupted" issues but I wanna let you guys know that I NEVER had issues with that. Give it a try. Thank you for your attention, I hope someone finds this interesting. @MODS: I am not sure but I think this is a useful tip and I'd be happy about a sticky.
  5. Hey people, I am interested in this modification, I tried it real quick but I have some questions. Do I still benefit from the mod, even if I set "usedefaultsnapviews" to false in the file that is coming with the mod? I use custom snap views and I would re-do them no problem but I want to make sure that the mod does not lose it's purpose if you know what I mean... So yeah, does using custom snap views break the mod's functionality at all?
  6. Oh wow man! Thanks a lot! Hehe, a simple typoby the creator... :) By the way - I didnt know that lua was sensitive to big/small letters. Thanks again!
  7. Only with the use of "slmod" on the server. There is a script where you define: If units "1,2,3,4" release weapon "maverick" then play audio file "RIFLE!". I don't know the details, go check out the slmod thread! http://forums.eagle.ru/showthread.php?t=80979
  8. Thanks Grimes. Dammit. :-/
  9. Nice addition? Yes. :) Keeping SAMs occupied? Actually... I know for a fact that BUK sites shot down SEAD missiles from my SU25 buddies yesterday on this mission: http://forums.eagle.ru/showthread.php?t=95079
  10. Dude! This mission is a ****ing TOUGH PIECE!!! Loving it! It really requires EVERYONE working together! It's sick. But unfortunately it's hard to find enough competent people to work with... Still - amazing work, thank you very much! I enjoyed hunting the BUKs with my A-10, although I got shot down every time on my way away from the "rifle"...
  11. Bump. Are there vehicles in the game that accelerate the rearm of units? For example a truck that gives soldiers in his group ammo? Thanks in advance.
  12. Dude, why the hell did noboy post here yet? A M A Z I N G !! I played for 2 hrs yesterday with a very competent ground controller and wow, we had a blast. Talking on TS, requesting close air support or ground strikes on enemy AA, just epic. This mission has a lot of potential. Unfortunately it's PvP which will bring out the assholes and cheaters. Yesterday a guy from BLUFOR joined OPFOR for a second, took a screenshot (of the map?) and then went back into his BLUFOR A-10. Asshat.
  13. Yep, I have tested with AI soldiers and for some reason only the russian Ak soldier rearmed ater a FEW HOURS and he didnt even get more than 1-2 magazines... So only he did the shooting and that not for a long time.
  14. For ATI users. RadeonPRO, currently in beta with some bugs, has recently put in 64bit support and also FXAA & SMAA, you can disable/enable that stuff on a per-game basis. :) http://forums.guru3d.com/showthread.php?t=322031 Look for "preview version" in the first post, that is the most recent beta. Read the changelog. The version is pretty stable, I didnt have any crashes. If you want SMAA in DCS and you use ATI that's your best bet.
  15. Hey guys, apparently many arillery units (GRAD, Smerch, you name it) have a minimum target distance. If the target is too close the unit will just not do anything and we as mission makers have to experiment a whole bunch before we can precisely place units in a way we want. Could we please get a "minimum tgt range" circle in the mission editor in addition to the "maximum range" we already have? That would making missions easier, lower frustration levels, "bug" report levels and overall make a better game. I ask for support from all mission makers. Thank you a lot in advance!
  16. I know the following: The triggered action is not playing the sound file for CLIENTS. Only for the host -> not good for MP missions... :-/ Especially bad if you host on a dedicated server. Because then NOBODY will hear the transmission, hehe. :) Its broken.
  17. Bump. EDIT: Feauture request posted, please support this guys. http://forums.eagle.ru/showthread.php?t=96432
  18. It'd be great to see a circle for that minimum distance. :-/
  19. And now suddenly it works... By now I moved the unit somewhere else, added some other units to it, deleted the units again, set skill to exellent, back to average and somehow it works. Man DCS ME makes me crazy.
  20. I can not get infantry or a GRAD truck to fire at point. Why is the task in the mission editor if the units can't use it? @MissionEditorTesting.miz
  21. Hey guys, I want a firefight to continue FOREVER. No shortage of magazines here! Without deactivating and activating groups - is there a way to give units unlimited ammo? I am talking infantry here. Thanks a lot!
  22. Does not work, thanks for the tip though.
  23. It's bugged. It's looping for everybody right now, nothing you can do.
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