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FlightControl

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Posts posted by FlightControl

  1. Guys sorry for the interruption, but there is something

     

    IMPORTANT

     

    For those running the DCS world version beta; make sure you do a ROLLBACK to the version 2.5.4.27430.

     

    The latest beta of DCS WORLD has severe issues with the event broadcasting system in the software. As a result; scripts won´t work properly, including MOOSE.

     

    Revert your DCS beta using DCS_Updater.exe update 2.5.4.27430, from the bin folder.

    Bug report to ED is to be found here:

     

    https://forums.eagle.ru/showthread.php?p=3820282#post3820282

    Sorry for the inconvenience.

    Let's hope that ED is not publishing this beta to the official release version next week!

    FC

  2. Once we have something nearing completion to show, we will do so gladly. Sadly, we have some in this community that tend to focus on anything remotely negative they can find in work in progress, because of this we tend to hold on to things a little longer.

     

     

    Guys, please ...

     

    We are very fond of what you do. amazing things. Please appologize for those single ones who are negative; and please endorse those who make DCS thrive.

    Those who are blasting negativity are either extremely frustrated. But those who keep ongoing doing their stuff (in my case MOOSE) are completely in admiration of what you do. We also wanna show some respect, therefore this mail. Even if ED is not perfect, it is still a great simulator.

     

    We earn this respect, as we give respect to your ambitions and achievements.

     

     

     

    Sven

  3. @A Hamburgler

     

    There are several problems involved as far as I can tell.

     

    First off, this will only define the task, it won't execute it:

    Grp:TaskAttackUnit(Unit)
    

    In order to execute it, you'll need to store that task in a variable and then set/push it:

    GrpTask = Grp:TaskAttackUnit(Unit)
    Grp:PushTask(GrpTask)
    
    [color=Blue]--OR[/color]
    
    GrpTask = Grp:TaskAttackUnit(Unit)
    Grp:SetTask(GrpTask) 
    

    Unfortunately, that only seems to solve half of the problem.

     

    The other half is that :TaskAttackUnit() and :TaskAttackGroup() don't seem to work.

     

    EDIT: After more testing, I've concluded that :TaskAttackUnit() and :TaskAttackGroup() work, but only if the attacking group has one of the following roles assigned in ME:

    CAS, CAP, Fighter Sweep, Intercept, SEAD, AntiShip

     

    From what I've seen, CAS seems like the best option, since it can be used for both air and ground targets.

     

    In any case, I wouldn't use :TaskAttackUnit() or :TaskAttackGroup() if I were you, there are better / more practical ways of handling AI behaviour (ROE, Alarm states, zone detection, etc).

     

    Btw, if someone can provide an explanation of why :TaskAttackUnit() and :TaskAttackGroup() only seem to work when specific roles are provided in ME, I'll be grateful!

     

     

    Indeed. I can explain. try to model a task to attack a unit, using the pure mission editor, using a role Transport ...

    It is modelled like this in DCS. No other way.

  4. Cargo classes provide enhanced means to handle cargo transportation. Cargo requires a bit more explanation. MOOSE has implemented a separate system for cargo handling. It combines the capabilities of DCS world to combine infantry groups, cargo static objects and static objects as “cargo” objects. It also provides you with AI cargo transportation classes, and Tasking classes for human players, to transport cargo as part of a mission goal. In order to use these MOOSE cargo facilities, you’ll have to declare those groups and static objects in a special way within your scripts and/or within the mission editor. It is not a rocket science, but requires a bit of reading to learn this new method. Once you’ve learned this, a new world will open :-)

    Add the cargo capabilities, so that your mission scenarios are dynamically managing the combat resources.

     

     

     

    https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Moose_Cargo.html

     

     

    We would be interested to learn how you use this stuff in your missions.

     

     

    FC and FF

  5. Is there any place where relevant bugs are listed, maybe with a ranking? So it would be a little bit easier to remind ED to work a little bit on it and to rethink their priorities.

     

     

    Polite but visible.

     

     

    Prioritization of bug resolvement is the most complicated algorithm that exists my friend. Especially for end-users.

  6. Dear ED,

     

     

    As you know, we've been reporting earlier a couple of errors regarding the multi player mode of DCS world and more specifically with the CA module! There are a couple errors that we see occuring in comparison with SP mode, when running a MP mission on a MP server... These are all related to scripting, and more specifically, we believe to a single thing within the core DCS world MP engine.

     

     

    So a player joins a ground unit in MP mode using RALT-J, we see the following errors:

     

    1. There is no S_EVENT_PLAYER_ENTER_UNIT event triggered on the MP server.

     

    2. The DCS world scripting API on the Unit object Unit:getPlayerName() is returning a nil value for those units where a player has joined the unit!

     

    3. The DCS world scripting API on coalition coalition.getPlayers() is not returning any players that have joined the ground unit!

     

     

     

    These 3 errors are now known and within the system for more than 3 years. (Which is very long). We know that there were a lot of hurtles moving to release 2.5. But now we are already at release or patch 2.5.3???

    Our question is if the ED team could PLEASE investigate the root cause of these errors and go for a fix? Please communicate your viewpoint on this, we would highly appreciate it.

     

     

    We believe this will be highly appreciated by the community, as we are moving forward with our new cargo transportation capabilities within the MOOSE framework, which we want to release very soon.

    When these errors are fixed, ground forces can come into action to execute cargo transportation missions executed by players seated in these moving vehicles.

    We kindly thank you advance for your swift and considered feedback

     

    thanks,

    FC

  7. Those who use bitdefender 2019, may experience STUTTER issues with the sim in an active gaming session!

     

     

    It was driving me crazy, so I started to search for the root cause!

     

     

     

    You notice that during game play, the following lines appear in your dcs.log on regular intervals:

     

    [color=#839496][font=Consolas]2018-09-21 15:00:50.585 INFO    INPUT: Device [Keyboard] created deviceId = -1[/font][/color]
    [color=#839496][font=Consolas]2018-09-21 15:00:50.764 INFO    INPUT: Device [T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}] created deviceId = -1[/font][/color]
    [color=#839496][font=Consolas]2018-09-21 15:00:50.764 INFO    INPUT: Joystick created[T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}], ForceFeedBack: no[/font][/color]
    

    It will show this regularly, and the sim will STUTTER, for about a few seconds, making a fluid simulation impossible!

     

     

    The root cause of this issue is bitdefender 2019. BD2019 is causing due to a bug the USB devices to be rescanned at certain time intervals (with my every minute), causing these messages to appear and a heavy stutter as a result. BD2019 is causing DCS World to believe that ALL usb devices are plugged into the machine, on a regular basis.

     

    The bitdefender team is aware of the issue though, please consult the following:

     

     

    https://forum.bitdefender.com/index.php?/topic/79745-usb-sticks-going-crazy-after-2019-update/&_fromLogin=1

     

     

    There is a workaround available, which is executing the following commands (quote out of the BD forum post):

     

    So for now, the "net stop winmgmt" and then "net start winmgmt" workaround works for me. Hope they fix it soon though.

    Or uninstall BD219..., which is what I did ...

     

     

    kind regards,

     

    Sven

  8. Hi ED team,

     

     

     

    Don't know if this was raised already, but ...

     

     

     

    It would be really good if ED would add some

     

    world war 2 helicopters

     

    to the list for transport ...

     

     

    These could be added to the World War II asset pack?

     

     

    Are some of these planned?An example for use is to make some real good medic rescue transport scenarios :-)

     

     

    Here are some examples:

     

    https://en.wikipedia.org/wiki/List_of_rotorcraft_used_in_World_War_II

     

     

    Sven

  9. Anybody having a clue why i get these lines in the dcs.log?

    And when I get them, the game stutters heavily, hangs actually.

    Also on simple missions without any overhead!

     

     

    2018-09-21 15:18:57.208 INFO    INPUT: Device [Keyboard] created deviceId = -1
    2018-09-21 15:18:57.403 INFO    INPUT: Device [T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}] created deviceId = -1
    2018-09-21 15:18:57.403 INFO    INPUT: Joystick created[T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}], ForceFeedBack: no
    2018-09-21 15:18:57.461 INFO    INPUT: Device [Keyboard] created deviceId = -1
    2018-09-21 15:18:57.640 INFO    INPUT: Device [T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}] created deviceId = -1
    2018-09-21 15:18:57.640 INFO    INPUT: Joystick created[T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}], ForceFeedBack: no
    2018-09-21 15:18:57.695 INFO    INPUT: Device [Keyboard] created deviceId = -1
    2018-09-21 15:18:57.877 INFO    INPUT: Device [T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}] created deviceId = -1
    2018-09-21 15:18:57.877 INFO    INPUT: Joystick created[T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}], ForceFeedBack: no
    2018-09-21 15:18:57.930 INFO    INPUT: Device [Keyboard] created deviceId = -1
    2018-09-21 15:18:58.110 INFO    INPUT: Device [T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}] created deviceId = -1
    2018-09-21 15:18:58.110 INFO    INPUT: Joystick created[T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}], ForceFeedBack: no
    2018-09-21 15:18:58.161 INFO    INPUT: Device [Keyboard] created deviceId = -1
    2018-09-21 15:18:58.341 INFO    INPUT: Device [T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}] created deviceId = -1
    2018-09-21 15:18:58.341 INFO    INPUT: Joystick created[T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}], ForceFeedBack: no
    2018-09-21 15:18:58.394 INFO    INPUT: Device [Keyboard] created deviceId = -1
    2018-09-21 15:18:58.576 INFO    INPUT: Device [T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}] created deviceId = -1
    2018-09-21 15:18:58.576 INFO    INPUT: Joystick created[T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}], ForceFeedBack: no
    2018-09-21 15:18:58.635 INFO    INPUT: Device [Keyboard] created deviceId = -1
    2018-09-21 15:18:58.813 INFO    INPUT: Device [T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}] created deviceId = -1
    2018-09-21 15:18:58.813 INFO    INPUT: Joystick created[T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}], ForceFeedBack: no
    2018-09-21 15:18:58.864 INFO    INPUT: Device [Keyboard] created deviceId = -1
    2018-09-21 15:18:59.050 INFO    INPUT: Device [T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}] created deviceId = -1
    2018-09-21 15:18:59.050 INFO    INPUT: Joystick created[T.16000M {5A2D3E80-A64C-11e8-8001-444553540000}], ForceFeedBack: no
    2018-09-21 15:34:04.739 INFO    INPUT: Device [Keyboard] created deviceId = -1
    

     

     

    Anybody can help with this?

    It is USB related, that is for sure!

  10. This release has been known for some time, and is currently only in Open Beta. Not sure how much more heads up you need.

     

     

    It would be better if @ED could anticipate these kind of changes much more earlier. Now I need to add stuff "quickly", which I could have done with more ease before beta was released. You see, beta is released to all players. So, when beta comes out, the expectations are high for those players (read almost all players). But if the framework is not adapted to the new stuff coming out, I need to quickly add this stuff to test in "beta", especially mission designers are interested in that stuff in beta. Example: new airbase names, new runway locations. Last time it was new events for the markings, suddenly these events appeared ...

    Actually, the development is one, but testing is another. In order to guarantee stability of the code, it would be good if we get some time to test new stuff in advance before it gets broadcasted to the larger player audience. Now this risk is true for all scripters and modders. It is those scripts that make servers and missions great. And the script in this particular case called MOOSE may require some QA before a beta release. At least give us some time to check at each major release if the scripts would work, so that we can add the new stuff and test around these new changes.

     

     

    So, here I am at 5am in the morning, adding that stuff now ... in beta ... I have to drop now everything I was working on and implement these changes.

    Again, not complaining, but just telling my part of DCS world. Beta quickly becomes release without warnings, as history shows. Sometimes after a week.

     

     

    And it is a bit complicated for me. I have new stuff upcoming in 2.4...Now the baseline of DCS has moved on, but only in beta. So, I apply the changes of DCS 2.5.2 in MOOSE 2.4.a, which I later need to upgrade into a new patch 2.3.2, once DCS 2.5.2 moves into the official release. Because then mission designers will require those changes.

  11. It happens when you're designing missions. It happens when you load the run environment. Right in the middle kaboom. And away is DCS.

     

    I think there is an issue with the cache. Because the first load always works. Try switching windows. You run dcs full screen? I run it windowed.

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