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Everything posted by Highwayman-Ed
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Female Tanker voice beta
Highwayman-Ed replied to BoneDust's topic in Utility/Program Mods for DCS World
Nice idea, I really like the potential of this and will follow it keenly :) -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
Have you checked to see if there are any commands to import, I seem to remember having to update the command list in VoiceAttack to get the carrier I think. VoiceAttack prompted me to do this when it started though with an Orange warning dialogue. Here's what it guided me to in the manual: [PRO] Import F10 Menu: adds mission F10 (Other) menu items to the keywords database. Enable this option and fly the mission: items are added as new keywords starting with ‘Action’. Go to the Keywords Editor and follow the FINISH steps to update the VA profile to use the new voice commands: using an imported keyword will execute the menu item command. -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
Same here, no issues talking to the carrier with VAICOM 2.5.5 -
Further troubleshooting, I blew away my Open Beta, deleted everything and re-installed and it's smooth as silk... Not sure what had gotten caught up in there, or if it's that DCS has been update, over update, over update ever since 2.5 came out, but a clean start has made it run better than I ever remember it running before! If the DCS guys would like anything from the Stable release build for troubleshooting, I'll keep it on my hard drive for now.
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So further to this I've done some troubleshooting and it seems that the problem is strictly related to Multiplayer or at least when an aircraft is set to 'client' In the attached video in the STABLE release of DCS (I tried it there after noticing the same thing in the Open Beta), the mission contains a carrier group, an F/A-18C cold on the deck and a couple of static objects. Also... I've noticed that with a new mission, textures are loaded into the ME much quicker than in my previous video where a pre-built mission is loaded. To the video... Here you'll see me load up the mission with the F/A-18C set to start as Player, I then quit the mission after loading into the cockpit without any issues at all, and make 1 single change to set the F/A-18C to start as a client. Note how it takes well over 2 minutes for the textures to load in when the client is set to multiplayer. You'll also note some audio 'stutters', this is pervasive throughout the entire multiplayer or client flight with the game effectively freezing every now and then for a split second. NEW BS CASE I - I.miz
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[FIXED INTERNALLY] 2.5.3.21444 Mouse cursor graphical glitch
Highwayman-Ed replied to backspace340's topic in VR Bugs
Starting DCS in Desktop mode (Non VR) and forcing it to go full screen seems to resolve the issue. -
Since the update to 2.5.3.22652, the textures are taking a long time to load at mission start, and when cycling through models in F2 or F7, the vehicle and or terrain textures are doing the same. NVidia Drivers 416.16 and still the same after upgrading to 416.34 It doesn't affect all missions it seems, more any missions that have triggers, and the more triggers the slower it seems to load them. The mission in this video in the last build loaded into the cockpit pretty much immediately. No Mods in use at all. Same issues in the ME as well where it takes almost 8 minutes to load the texture for the carrier and all aircraft in the scene. Please excuse the Fighter Pilot Podcast interview audio with Wags in the background of this video! Occurs in VR or on desktop
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I've taken a quick look at the mission and I'd say that whilst there are a lot of objects, there aren't too many for it to handle. So that's not the problem. I would recommend that any ground units that are not integral to the mission or are required to shoot be replaced with static objects instead of actual units. This will reduce the overhead on the background engine figuring out which unit can see what and which unit can fire at what, etc... No help with what's causing it though, I suspected the B-52 might be the issue, but this fires fine on its own. I'd remove the triggers causing all the units to fire / spawn, and add them in one by one until you find the culprit.
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DCS Won't Run In VR Mode After Oculus Update
Highwayman-Ed replied to Chopper A-10's topic in VR Bugs
Using Skatezillas DCS updater and linking the Oculus software in that did it for me -
[FIXED INTERNALLY] 2.5.3.21444 Mouse cursor graphical glitch
Highwayman-Ed replied to backspace340's topic in VR Bugs
Odd mouse graphical artifacts appeared again in build 2.5.3.21708 but was then fixed last week in build 2.5.3.22176. After this weeks patch to 2.5.3.22652 it's back again. In the DCS GUI: In the cockpit: Highlighting a button in the cockpit: -
+1 same issue here
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I’d like to see an option implemented for DCS to map a command when a Joystick button is released. We know this is possible in the engine already as some aircraft input lua’s feature up and down states, but it would be nice to be able to map these directly in the DCS UI and differentiate the controls with a checkbox to specify “on release”
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Helicopter winching & fast rope capacity
Highwayman-Ed replied to jojo's topic in DCS Core Wish List
+1 -
Yep, this could tie into a recon task for helicopters too (KA-50, Gazelle)
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Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
You are welcome. Damned good script, you guys have done an impressive job :) -
Alerax's LSO AI Script
Highwayman-Ed replied to Alerax's topic in Utility/Program Mods for DCS World
Hey guys. We implemented the script and sound files as recommended in the youtube video, but when the first client joins we get the following error on the server; Any pointers? The Carrier is called Stennis_AI "exactly" as specified and when the mission starts up after closing the error on the server, we get a message stating that the script has loaded. The error seems to indicate an issue with the Advanced Waypoint actions of the Stennis itself. These are set as shown here; Edit: Found the issue. Both of the name fields must be blank in order for the script to pick up the values in the Advanced Waypoint actions. -
I'd like to request an addition of another Advanced Waypoint Action to allow for the aircraft to have their Nav lights turned on or extinguished via a "Set Option" type command
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I'd like to see a method implemented that can track flags, both in the ME and as a debugging output in the mission without having to manually create them with messages. For example, when building a complex mission that heavily relies on triggers and flags, unless you're writing a log to track which flag does what separately, it's very hard to remember which flags have been used without reading through all of the triggers and their actions. To the second point, it would be incredibly useful when the mission is then being tested and de-bugged to have an output on the screen showing the status of various flags, ie Flag 1 = True, Flag 2 = False, Flag 3 = 17, etc.
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+1
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That can be done already in a round about kind of way... You need to create an individual trigger for each potential aircraft group that could trigger it and have one single client in each group, then add an action “sound to group” for that client group. Clone for each group and you’re good to go.
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This morning when starting DCS I was prompted to enter a valid license key for the Su-33. I did not participate in the promotion in any way as I already own the F/A-18, Flaming Cliffs 3 and the Persian Gulf map. Since the free weekend, however every time I start DCS, I get this pop-up.
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Stop AI from flying course lines
Highwayman-Ed replied to Highwayman-Ed's topic in DCS Core Wish List
Please find the track files and mission attached. In this recording since removing the waypoint at the end of the runway, the AI aircraft no longer returns to the ramp starting point, never the less it's behavior is quite erratic as you can see. Start point is on the Ramp, cold Waypoint 1 is set roughly 90 degrees to the left with a speed of 150kts and altitude of 652 ft above ground level set. The aircraft is at max weight, but this is to allow for a long ferry mission scenario. KA-50 Campaign Start.miz server-20180915-085402.trk -
I'd like to suggest a new client type be available for mission building to help make missions more immersive. The request is to make a slot type available that allows a mission builder to create a mission consisting entirely of AI aircraft and flight plans, but have the option of a human joining via multiplayer and assuming one of the nominated AI roles. For example, a mission designer could develop a mission for a division of 4 F/A-18C's to perform a simple mission to take off from the carrier, fly to a waypoint and perform a strike, then return to the boat. When hosting the mission, if only two humans are present, the remaining two slots would be filled with AI pilots. Should the mission start with four humans, no AI is present, etc. I understand that this could introduce some challenges with clients trying to join slots already filled with AI, but maybe it could be coupled with a trigger or timer to state that if the slot is airborne, it can no longer be taken, or if the host toggles a 'commit' trigger via radio menu's, the available slots are closed and filled by AI. I've been achieving this to date by building missions with human pilots leading a flight of AI, and killing off the AI pilots via radio commands depending on how many clients join, but it's clumsy.
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When trying to build a mission for a human to be a wingman off of an AI lead Aircraft, it's crazy trying to stay in formation as the lead aircraft executes maximum performance climbs and turns when turning to line up on a new waypoint. This evening I spent an hour trying to get a KA-50 to take off and fly to a waypoint that was 90 degrees to the left of the runway heading. The AI KA-50 with Excellent skill set, taxied out to the runway, took off nice and smoothly, raised it's gear... Then turned RIGHT at almost 90 degrees of bank and full pedal to overfly where it had spawned on the ramp. Once over that, it then turned LEFT with full pedal and a sharp bank angle and then 'fishtailed' trying to get on the 'course line' between the spawn point and waypoint 1. I tried adding a waypoint at the end of the runway, but it bobbed up and down as it approached it, slowed to an almost hover, then pedal turned toward the new waypoint and stood on its nose to gain speed flying through trees near the side of the runway on its way to waypoint 1. Could you please add an option, maybe an advanced waypoint option to have the AI just fly with conservative control inputs and or to ignore coarse lines?