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FlightControl

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Everything posted by FlightControl

  1. I confirm this error. These crashes annoy me greatly. How to reproduce: 1. Load a mission. 2. Run the mission. 3. Don't join a slot. 4. Quit to mission editor. 5. Fly again. Do this process until the editor crashes. CTD i mean ... If you can't with one mission, try another one. It crashes right in the middle of the loading ... You don't even get a slot screen ... when the bar is not even at the end => CTD. Can this be reinvestigated pls? Sven
  2. They have to. Thanks silvern. It frustrates me that ED is releasing stuff of this magnitude without a decent announcement to its dev community. This thing had laterally fallen on my head now. I'll try. But I do have a family and private life. I'll stop wining now and go for a fix.
  3. Can we please reconsider the ideas reflected in the first post?
  4. Hi Grimes, I think I found the issue now playing with your test mission. The group controller does not react right after the group got activated. See your test mission added with the change. It also occurs when you spawn a new group and right after that give it commands. It seems the controller has some "delay" time in reacting. I don't think this will be an easy solve for the ED team. I guess we will have to live with this side effect in DCS. What's your opinion on this side effect? FC side note: What would however be extremely interesting is to know in what state or task the controller is at. Why is there no GetTask() method in DCS? If this would be possible, if only an "indication" could be given what the controller is controlling, that would be a great feature to have. Shall i open a new request for that? give_task_after_RTB-Sven.miz
  5. MOOSE Release 2.3.1 Release 2.3.1. fixes compatibility issues with the news DCS world release 2.5, concerning the new markings functionalities on the map. When marks are placed, DCS generates S_EVENT_MARK_ADDED, S_EVENT_MARK_CHANGE, S_EVENT_MARK_REMOVE events. The internal event handler in MOOSE would crash when it would see those new events. This is fixed now. As a result, you will now also see these mark events in the dcs.log appearing, including its contents etc. Please update your missions with this new version. FC
  6. Hi Grimes, let me try to resimulate this myself :-) It can be it is something else then, or the type of object. I am having this at the moment with helicopters. Maybe it is the command or the method that I use that is wrong. I'll have a view at your simulation mission. thanks for helping out.
  7. I mean, I really don't want to be a pain. I can image the RTB process is not so easy to deal with, especially with multiple planes involved where one is damaged and the other is not. I guess also that this is old logic in the sim. So, there is no real hurry, but there are many things like this which could be improved. There are other things too ...
  8. When a group goes into RTB because of the last waypoint reached, the controller will not react anymore to any new route command. This is a really annoying thing. New spawned groups with no waypoints, will immediately return to base and won't react to anything, when a route is not specified within microseconds! Would the ED dev team consider this as an improvement point for the SIM to be reworked? So when a group goes into RTB, and the units have no damage, that the group would still listen to new commands given? Not sure if this is a bug, but it is a very annoying feature of DCS. FC
  9. This is great work Habu! As we discussed I will include this in the moose repo somewhere.
  10. Hello everyone, Find here a first publish of Release 2.4.a ... (Click on the link) Note that this Moose.lua is all work in progress, and contains: - bugs - misses features - no real quality documentation But with this you can start and try out those new CARGO classes. There are test missions, the links are included on the release page. Find below a long introduction video demonstrating some of the new ideas on Cargo Dispatching for AI Helicopters(and APCs). N0rqgf6XQhw Enjoy! FC
  11. There is more to come, this is only the start :-) And these videos are about AI only. There is also a human tasker, the TASK_CARGO_ classes, which handle cargo transportation tasks for human players. It just is a lot of work to make all these videos and document and make demo mission et all... Sven
  12. All, Would like to let you all know that I've posted some new videos as part of the Release 2.4 beta. The first video series is about APC cargo transportation. Check in the comments of the video the download location of the demo mission. Ensure you watch all the videos, but if you don't have a lot of time, watch video 4 then... PE1URmcxIp8 i8F3AEwS-Zs tN59Pwh_1jw DSuK31YuoL8
  13. @ED, DCS version 2.5.1.16543 In a "land" task set to a helicopter group, when the helicopters are executing the task, the helicopter group crashes. All helicopters are trying to land at exactly the same point!!! Find a demonstration mission attached. No scripting was required for this. Sometimes i've also seen only one helicopter landing and the other helos flying away to the 0,0 coordinate. FC BUG-013 - Helicopters land at same point and crash.miz
  14. OK. I understand. That means that players will have to live with how it was designed and no workarounds on this one. I'll flag off this bug report with your feedback as "no bug". Sven.
  15. It has very low priority :-(
  16. Have a look at this example: self:GetCommandCenter():MessageTypeToCoalition( self:GetText() .. " has been completed! Good job guys!", MESSAGE.Type.Information ) You miss the second parameter, which uses an enumeration MESSAGE.Type. I guess you're looking at flags, correct? In order to ensure that you're understanding the errors that may happen when building your scripts, are you familiar with the tracing and debugging of your scripts? In order to provide some guidance, have a look at this explanation: hope this helps FC
  17. I agree. Actually, this is a question to ED. @ED ... Are we going to invest time in this to find ways to work around this problem. I estimate we need some time to make something work in a good way that solves this problem. Or... Is ED going to implement a solution, and by when? And I really mean the following, this is bug going to stay in the system for the coming 2 years? Sven
  18. However, each unit has a parking_id. You can specify the parking_id and it'll spawn on that exact parking spot. So we need to build a database of all parking spots, and select the right one depending on the type of plane. And no guarantee that the one selected will be free ... this is bad. ["units"] = { [1] = { ["alt"] = 18, ["alt_type"] = "BARO", ["livery_id"] = "US Air Force", ["skill"] = "High", ["parking"] = 15, ["speed"] = 138.88888888889, ["type"] = "C-130", ["unitId"] = 83, ["psi"] = 1.7843802287377, ["parking_id"] = "30", ["x"] = -317688.125, ["name"] = "DictKey_UnitName_186", ["payload"] = { ["pylons"] = { }, -- end of ["pylons"] ["fuel"] = "20830", ["flare"] = 60, ["chaff"] = 120, ["gun"] = 100, }, -- end of ["payload"] ["y"] = 636897.0625, ["heading"] = 1.2738607139997, ["callsign"] = { [1] = 1, [2] = 1, [3] = 1, ["name"] = "Enfield11", }, -- end of ["callsign"] ["onboard_num"] = "010", }, -- end of [1] }, -- end of ["units"] Anybody knows also what ["parking"] = 15, means?
  19. A very needed request of Grimes, now that parkings spots aren't anymore searched for automatically when a new group spawns in. This is not good, this new feature of 2.5... This really isn't good.
  20. MOOSE Release 2.3.0 MOOSE Release 2.3.0 Assets 2.6 MB Moose.lua 996 KB Moose_.lua Moose.lua (with comments, larger file) ... For mission designers, who are developing missions and want to check upon errors appearing in the dcs.log or have a detailed code reference etc. Moose_.lua (without comments, smaller file) ... For runtime environments, to facilitate quicker downloads of mission files and performance. You can download the files in the Downloads section below. To use, include the Moose.lua in your .miz file using a DO SCRIPT Trigger. Mission Designers need to read here for a detailed usage description. Consult the MOOSE documentation for further details on the framework. 1. RANGE Practice The RANGE class enables easy set up of bombing and strafing ranges within DCS World. Implementation is based on the Simple Range Script by Ciribob, which itself was motivated by a script by SNAFU see here. 476th - Air Weapons Range Objects mod is highly recommended for this class. Features Impact points of bombs, rockets and missils are recorded and distance to closest range target is measured and reported to the player. Number of hits on strafing passes are counted and reported. Also the percentage of hits w.r.t fired shots is evaluated. Results of all bombing and strafing runs are stored and top 10 results can be displayed. Range targets can be marked by smoke. Range can be illuminated by illumination bombs for night practices. Bomb, rocket and missile impact points can be marked by smoke. Direct hits on targets can trigger flares. Smoke and flare colors can be adjusted for each player via radio menu. Range information and weather report at the range can be reported via radio menu. 2. Zone Capturing Models the process to capture a Zone for a Coalition, which is guarded by another Coalition. This is a powerful concept that allows to create very dynamic missions based on the different state transitions of various zones. Models the possible state transitions between Guarded, Attacked, Empty and Captured states. A zone has an owning coalition, that means that at a specific point in time, a zone can be owned by the red or blue coalition. The Zone can be in the state Guarded by the owning coalition, which is the coalition that initially occupies the zone with units of its coalition. Once units of an other coalition are entering the Zone, the state will change to Attacked. As long as these units remain in the zone, the state keeps set to Attacked. When all units are destroyed in the Zone, the state will change to Empty, which expresses that the Zone is empty, and can be captured. When units of the other coalition are in the Zone, and no other units of the owning coalition is in the Zone, the Zone is captured, and its state will change to Captured. 3. ATC Operations The ATC_GROUND_CAUCASUS class monitors the speed of the airplanes at the airbase during taxi. The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned. 4. RAT Lots of improvements on the RAT system. The aim of the RAT class is to fill the empty DCS world with randomized air traffic and bring more life to your airports. In particular, it is designed to spawn AI air units at random airports. These units will be assigned a random flight path to another random airport on the map. Even the mission designer will not know where aircraft will be spawned and which route they follow. Features Very simple interface. Just one unit and two lines of Lua code needed to fill your map. High degree of randomization. Aircraft will spawn at random airports, have random routes and random destinations. Specific departure and/or destination airports can be chosen. Departure and destination airports can be restricted by coalition. Planes and helicopters supported. Helicopters can also be send to FARPs and ships. Units can also be spawned in air within pre-defined zones of the map. Aircraft will be removed when they arrive at their destination (or get stuck on the ground). When a unit is removed a new unit with a different flight plan is respawned. Aircraft can report their status during the route. All of the above can be customized by the user if necessary. All current (Caucasus, Nevada, Normandy) and future maps are supported. The RAT class creates an entry in the F10 radio menu which allows to Create new groups on-the-fly, i.e. at run time within the mission, Destroy specific groups (e.g. if they get stuck or damaged and block a runway), Request the status of all RAT aircraft or individual groups, Place markers at waypoints on the F10 map for each group. Note that by its very nature, this class is suited best for civil or transport aircraft. However, it also works perfectly fine for military aircraft of any kind. 5. User Sounds A simple class for the Management of DCS User Sounds. 6. User Flags A simple class for the Management of DCS User Flags, which are set within the Mission Editor. 7. Upcoming in Release 2.4.0.alpha NOTE: There is also cargo capability in release 2.3. But consider this cargo functionality WIP. The upcoming release 2.4 is focused solely on CARGO, which includes: Cargo Management (Cargo of different types) Cargo Transport Tasking Cargo CSAR Tasking AI Armoured Personnel Carrier moving Cargo AI Helicopter moving Cargo AI Planes moving Cargo AI Ships moving Cargo Slingloading Cargo objects loading/unloading Cargo Infantry boarding and unboarding one by one ... A lot of that can already be tested in the develop branch of the MOOSE Framework... I'll open a 2.4.0.alpha release for this purpose, so you know what is coming. You can download the latest new functions of Moose.lua in the release 2.4.0.alpha from the develop branch of the MOOSE_INCLUDE repository. And a special thanks to FunkyFranky, who is making all these wonderful classes and helping to extend the framework... Other community members have been posting me other classes. We really appreciate the efforts and your contributions. If you are planning to create a new class to be added in the framework, we advise we discuss the approach, design, purpose, just as Frank and myself are jointly doing. Thanks! FC and FunkyFranky and all MOOSE contributors
  21. New demo to handle cargo using a helicopter. Find attached a work in progress ... a helicopter cargo transportation demonstration. A new MOOSE class AI_CARGO_HELICOPTER is handling cargo. (Infantry and vehicles). It is currently work in progress, so not yet on master. The helicopter lands at the pickup zone, and loads cargo from a group. Once loaded, it departs to one of three deploy zones. It lands at a random location in one of the deployzones and unloads (unboards) the cargo. Once unloaded, the helicopter flies back to the pickup zone to load a new cargo. This until all cargo is transported. The code that does this is very small ... --- -- Name: AIC-HEL-000 - Helicopter -- Author: FlightControl -- Date Created: 13 Apr 2018 -- WorkerCargoSet = SET_CARGO:New():FilterTypes( "Workers" ):FilterStart() for i = 1, 10 do local WorkerGroup = GROUP:FindByName( string.format( "Infantry#%03d", i ) ) local WorkersCargo = CARGO_GROUP:New( WorkerGroup, "Workers", string.format( "Infantry %d", i ), 1000, 35 ) end local Helicopter = UNIT:FindByName( "Helicopter" ) CargoHelicopter = AI_CARGO_HELICOPTER:New( Helicopter, WorkerCargoSet ) PickupZone = ZONE:New( "PickupZone" ) DeployZones = { ZONE:New( "DeployZone Alpha" ), ZONE:New( "DeployZone Beta" ), ZONE:New( "DeployZone Gamma" ) } CargoHelicopter:Pickup( PickupZone:GetRandomCoordinate( 500, 200 ) ) function CargoHelicopter:onafterLoaded( Helicopter, From, Event, To, Cargo ) CargoHelicopter:Deploy( DeployZones[math.random( 1, #DeployZones ) ]:GetRandomCoordinate( 500, 100 ), math.random( 50, 250 ) ) end function CargoHelicopter:onafterUnloaded( Helicopter, From, Event, To, Cargo ) CargoHelicopter:Pickup( PickupZone:GetRandomCoordinate( 500, 200 ), math.random( 50, 250 ) ) end
  22. Gents, What is the way to retrieve which player is seated in a ground unit in multi player? FC
  23. @ED, Maybe a cosmetic suggestion for the command panel in the game ... Why not increase the width of the command panel (radio menus). This kind of menu width would be better... It is 400 pixels in size. The current width is only 280 pixels... How? => change one lua file ... Find here the lua file to change: Change the line 44 to or larger ... Suggest you do this change in the core product. The width is so small i guess because of the history of the product, when all screens were in 4:3 aspect ratio. But now we have broad screens so having this kind of a small menu is completely out of date... Also the usage of menus has intensified recently in missions. So I think this would be a welcome small tweak to the core product. FC
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