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FlightControl

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Everything posted by FlightControl

  1. There is an in-game method from stopping team killing idiots. MOOSE has a function for this, but it does not work due to a DCS bug. When on the server a unit is destroyed that is hosted by a player (thus, a client), the unit isn't destroyed and is just kept alive... There is an outstanding bug report for this that was registered in 2015-10-22. FC
  2. Old version You use an outdated moose.lua version in your script. I did a change yesterday evening, specifically for the hang. https://forums.eagle.ru/showpost.php?p=3211599&postcount=595 This post was made at 19:03PM 01584.898 INFO SCRIPTING: *** MOOSE STATIC INCLUDE START *** 01584.898 INFO SCRIPTING: Moose Generation Timestamp: 20170802_1247 01584.898 INFO SCRIPTING: Init: Scripts Loaded v1.1 01585.124 INFO SCRIPTING: *** MOOSE INCLUDE END *** Please refresh your moose.lua and retry. By the way, i don't see any of the MOOSE scripting logging beside the above lines. Are you using any mods on the server? This IS the log of the server, correct? FC
  3. In your script, add the following two lines: BASE:TraceOnOff( true ) BASE:TraceAll( true ) Reload the script into your mission file. Rerun your mission until it hangs. Let it hang for 2 minutes. Then send the DCS.log file here (zipped).
  4. I think the issue is caused by "depart from runway", which is a special case... you see, only 2 planes can depart, that means only 2 planes are "visible" when spawned, even if you spawn 4. i think that is the cause of the issue... I will fix this later.
  5. That is what i meant, but it has low priority for me at the moment.
  6. Guys, Suggest you have a good look at the following videos to get GCICAP live: yMx4tVYRHno e4plpnqqhC8 DRG8DbH3d-4 p9LMCYFbgdE KPKo3VMxnhw XjzAJtyP6zU 2oNkNYVgzeY They will help you to understand: - What it does. - How it works. - How to set it up.
  7. OK. So that was the issue then. I think this is solved. Now, you'll notice that when you do a 1 by 1 calculation of the resources, that it still doesn't make a lot of sense. I need to work on that, but at the moment this has ... low ... priority for me. Unless you say otherwise :D
  8. Let me ask a question first to John. You aren't using AI_A2A_GCICAP are you? Because I just did a fix regarding an app hang... When the squadron would be out of resources and a ground intercept request would happen, the logic would go into an infinite loop, causing a hang. I fixed this. Can you please reload the newest moose.lua from release 2.2.0.pre and retry the issue if it is fixed? (It should). https://github.com/FlightControl-Master/MOOSE/releases
  9. I think I found the root cause and done a fix on the system. (Release 2.2.0.pre). The root cause was that when the squadron got out of resources, and a GCI request would happen, it would go in an infinite loop, blocking your mission and it looked like a crash. Can you please confirm you stopped the mission, and there was no spontaneous error box popping up or anything? So, the fix will break the loop when there isn't anymore resources to GCI. So I fixed your mission, and reuploaded it in this post. I must say that this is an excellent test mission by the way :-) Release has been updated on github. https://github.com/FlightControl-Master/MOOSE/releases FC Pinned Down.miz
  10. I ran your mission and I got a hanging system, but no crash. So need to look why that happens. I think this can be resolved. Thanks for telling! FC
  11. Excellent graphic!!!! And you are right, where are the ladies !!! Any ladies out here?
  12. I have bad experiences with polling on this forum here. I almost got a mental depression after I did once a poll on a topic that i thought made totally sense but it seemed the community was offended by it. The reactions were destructive. So I didn't here and am hesitating to do a poll. That being said, I am really curious what is your age :-) Are we all veterans or are there also young people interested in piloting stuff, who take time to study a manual of 500 pages and fly ... FC
  13. hi, I always wondered ... What is the average age of flight simulation enthusiasts? If you would take the member count of this forum per age band... How would it look like? 11 - 20 : x members 21 - 30 : x members 31 - 40 : x members 41 - 50 : x members 51 - 60 : x members 61 - 70 : x members 71 - 80 : x members 81 - 90 : x members 91 - 100 ??? Just out of curiosity :-)
  14. Done a couple of more fixes and optimizations. Fixed a problem with grouping. Now the required amount of groups are spawned. When a Disengage range is reached, the planes go on hold for a while and orbit. Improved the tactical display panel showing now also fuel and damage status of each defender. Apply randomization at start for schedules. This is a core change. You can download the new moose.lua from: https://github.com/FlightControl-Master/MOOSE/releases FC
  15. You mean, to define an other spawn location than an airport? Is this an urgent requirement? It is doable, but need to think a bit about the module, because squadrons are linked to airports. Maybe register your requirement here: https://github.com/FlightControl-Master/MOOSE/issues Note that the page is about "issues", but these are not all issues, but also requirements, enhancements etc... There are flags on which you can filter.
  16. Hi, Added a new couple of methods upon request of the moose community: Added method :SetIntercept( InterceptDelay ) for AI_A2A_DISPATCHER and AI_A2A_GCICAP. DETECTION_ classes can now also calculate the intercept point. Added method :SetDisengageRadius( DisengageRadius ) method for AI_A2A_DISPATCHER and AI_A2A_GCICAP. See here for the intercept point calculation. See here for the disengage radius. Download the new Moose.lua here for use within your missions: https://github.com/FlightControl-Master/MOOSE/releases FC.
  17. New additi Hi, Added a new couple of methods upon request of the moose community: Added method :SetIntercept( InterceptDelay ) for AI_A2A_DISPATCHER and AI_A2A_GCICAP. DETECTION_ classes can now also calculate the intercept point. Added method :SetDisengageRadius( DisengageRadius ) method for AI_A2A_DISPATCHER and AI_A2A_GCICAP. See here for the intercept point calculation. See here for the disengage radius. Download the new Moose.lua here for use within your missions: https://github.com/FlightControl-Master/MOOSE/releases FC.
  18. Ignore. The error is raised when you start an object scan using searchObjects, where an error is located in the callback function (so searchObjects stops or halts), and if you directly after that spawn new groups, you'll get this error. Took me a while to find the issue though :)) So I corrected the error in the callback function and it worked again. The error explanation was ok, it triggered the search for the root cause of the issue towards the scanning. (Note that this error occurred during a new development of the optimal intercept point calculation, so not on a current production script.) Fc
  19. Anybody seen this error ever? "It is impossible to add new group when traversing of object storage is in process" This is returned by the addGroup method... coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate ) Sven
  20. How can I reach the Russian speaking DCS community with my very limited skills in Russian (I do a have a few though...)? When I check the moose usage in Russia (watching the analytics results), I see Russia as a white space country. And I wonder, why would that be. I am sure that some people would be interested in what is made. Any advice? Sven
  21. Hi, Added a new couple of methods upon request of Sierra99: Added method :SetDefaultCapTimeInterval( CapMinSeconds, CapMaxSeconds) for AI_A2A_DISPATCHER and AI_A2A_GCICAP. Added method :SetDefaultCapLimit( CapLimit ) for AI_A2A_DISPATCHER and AI_A2A_GCICAP. Corrected spelling mistake in :SetDefaultDamageTreshold( DamageTreshold ). Renamed to :SetDefaultDamageThreshold( DamageThreshold ). Actually renamed every wrong spelled Treshold word into Threshold, also in the documentation. This will provide more flexibility to set the defaults for spawning new CAP over all squadrons. However please be noted that the SetSquadronCapInterval method configures for a specific squadron a time interval. Examples are documented in chapter 10.7 and 10.8 in the documentation... Follow the links of the methods highlighted and explained. 10.7. Default CAP Time Interval. CAP is time driven, and will evaluate in random time intervals if a new CAP needs to be spawned. The default CAP time interval is between 180 and 600 seconds. Use the method AI_A2_ADISPATCHER.SetDefaultCapTimeInterval() to set the default CAP time interval of spawned airplanes for all squadrons. Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the AI_A2A_DISPATCHER.SetSquadronCapTimeInterval() method. 10.8. Default CAP limit. Multiple CAP can be airborne at the same time for one squadron, which is controlled by the CAP limit. The default CAP limit is 1 CAP per squadron to be airborne at the same time. Note that the default CAP limit is used when a Squadron CAP is defined, and cannot be changed afterwards. So, ensure that you set the default CAP limit before you spawn the Squadron CAP. Use the method AI_A2A_DISPATCHER.SetDefaultCapTimeInterval() to set the default CAP time interval of spawned airplanes for all squadrons. Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the AI_A2A_DISPATCHER.SetSquadronCapTimeInterval() method. I also did a fix of a spelling mistake upon the advise of Invisiblebull. It is Threshold, not Treshold. Mission AID-012 has been added to demonstrate the default CAP timing ... Download the new Moose.lua here for use within your missions: https://github.com/FlightControl-Master/MOOSE/releases FC.
  22. Hi, Added a new couple of methods upon request of Sierra99: Added method :SetDefaultCapTimeInterval( CapMinSeconds, CapMaxSeconds) for AI_A2A_DISPATCHER and AI_A2A_GCICAP. Added method :SetDefaultCapLimit( CapLimit ) for AI_A2A_DISPATCHER and AI_A2A_GCICAP. Corrected spelling mistake in :SetDefaultDamageTreshold( DamageTreshold ). Renamed to :SetDefaultDamageThreshold( DamageThreshold ). Actually renamed every wrong spelled Treshold word into Threshold, also in the documentation. This will provide more flexibility to set the defaults for spawning new CAP over all squadrons. However please be noted that the SetSquadronCapInterval method configures for a specific squadron a time interval. Examples are documented in chapter 10.7 and 10.8 in the documentation... Follow the links of the methods highlighted and explained. 10.7. Default CAP Time Interval. CAP is time driven, and will evaluate in random time intervals if a new CAP needs to be spawned. The default CAP time interval is between 180 and 600 seconds. Use the method AI_A2_ADISPATCHER.SetDefaultCapTimeInterval() to set the default CAP time interval of spawned airplanes for all squadrons. Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the AI_A2A_DISPATCHER.SetSquadronCapTimeInterval() method. 10.8. Default CAP limit. Multiple CAP can be airborne at the same time for one squadron, which is controlled by the CAP limit. The default CAP limit is 1 CAP per squadron to be airborne at the same time. Note that the default CAP limit is used when a Squadron CAP is defined, and cannot be changed afterwards. So, ensure that you set the default CAP limit before you spawn the Squadron CAP. Use the method AI_A2A_DISPATCHER.SetDefaultCapTimeInterval() to set the default CAP time interval of spawned airplanes for all squadrons. Note that you can still change the CAP limit and CAP time intervals for each CAP individually using the AI_A2A_DISPATCHER.SetSquadronCapTimeInterval() method. I also did a fix of a spelling mistake upon the advise of Invisiblebull. It is Threshold, not Treshold. Mission AID-012 has been added to demonstrate the default CAP timing ... Download the new Moose.lua here for use within your missions: https://github.com/FlightControl-Master/MOOSE/releases FC.
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