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Everything posted by FlightControl
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Waypoint Type: Turning Point and Lead Turns
FlightControl replied to Kyridious's topic in Mission Editor
There is a bug list internally for ED. This is the core list. Only insiders know what is in it, others can guess. Although there's a couple of public lists floating in various threads. Only a fraction of the raised issues get reported to ED. -
Well... Once the AI has a life and is spawned, it will follow the route outlined using the route parameters. But AI has its own brain... You have this fenomenon with every airplane and helicopters? And also in 1.5.6 (forget 1.5.7, because that is a mess)...
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Waypoint Type: Turning Point and Lead Turns
FlightControl replied to Kyridious's topic in Mission Editor
There are more problems with dcs than this. Try to route a plane for landing at an airbase. Does not work. All these things are dcs issues which are already for ages in the system. -
Hi! Which dcs version?
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This is not possible. Once an AI is activated at a parking spot, it will start the engine if not already started and will Taxi... Unless you use uncontrolled or place a static. But you need scripting to do such tricks.
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A good practice is to backup your entire DCS installation after each upgrade or patch with version control enabled. Keep the last 3 versions or so. - DCS release - DCS alpha - DCS beta to an external drive on USB 3.0. If there is something wrong, you can easily restore the installation. I mean, an external drive costs you $80 for 1TB and it is an easy backup solution. Maybe also consider to backup your entire system, so that when you have an issue you can restore and you don't use the license keys ...
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Google it
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Drew, I understand but let it loose. The problem is that those who only play DCS connecting to servers don't see the problem. And they will think, "why is the caucasus server offline"? So a message to all those that have stated 1.5.7 is great: There is a showstopper issue in this version. It prevents servers running a lot of AI to function well. ED is working on the issues. But as a result, a lot of serves are down in 1.5.7. Once 1.5.7 is fixed, you may see the server population growing again. Advise to rollback to 1.5.6, as there isn't any significant functionality added.
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The issue is clear: 1. A beta test stream exists. End users can contribute, not replace quality assurance activities. 2. The scripting engine makes or fails DCS depending on what works or not. The devil is in the details. 3. A subset of end users, called mission designers can verify the scripting engine. 4. It takes a lot of effort to verify a beta and scripting engine. With a large update more time is needed. 5. Clearly there was no thorough test on the last update 1.5.7 by those who are responsible, end users in beta and mission designers in beta. (I am also in fault). 6. Communication between ED and the community could be better. The better the change log, the better the Q&A. I get the feeling that this thread is a waste of time. Wrong audience maybe. Each update can make or fail DCS. It is impossible for the ED team to test all. So the suggestions are: 1. ED tries to add info on what has changed, also in core and engine. Not just modules and graphical visible things. 2. Beta is important. We use it. 3. On big updates, this is told to the community. So we are aware. 4. Community checks and provides feedback to ED team. Go/nogo. The last one is important for ED. Sven
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Please don't pull things out of context.
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History repeats itself. No politics involved, why waste time on that? My god! No. We wanna get things working and help ED. Seriously. Do you know how much time we are spending in creating assets for the dcs community?
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Don't know where else to put this. Please read, let it sink in a bit... In the light of 1.5.7. Would it be an idea to actively involve a selected bunch of community members before such an important update is done. Patches, ok... But updates should be better Q&Ad involving the community. The tools are there, the process can be improved. Beta is an important asset. But who can do a test run every 2 weeks, and still survive their marriage? To do a complete test I need at least 4 hours. 2 for single player, and two for multi player in a client/server setup. The devil is always in the details. Guys, I am not talking modules here, but scripting engine. And try to keep motivated that bugs may be introduced, and are likely not to be solved for months, if not years. People have missions that cover 99% of the DCS api, and friends and squadrons can help to test the stability of the modules and do Q&A of the functionality and graphical consistency. Don't want to reinvent the wheel here or make people upset. Just suggesting there are people willing and able to help with Q&A. Communication can be improved, expectations can be better aligned, activities can be synced. Where are the lines in the release announcements from Chiz and Rik, that indicate something about scripting functions being added? And that the menu and user interface was adapted? Maybe I missed it ... There were lots of core changes done. I am sure in this release a lot of improvements were made, and it is a pity that the hard work from the development team from ED and the testing team has resulted in this state. Example, today we are discovering markpoints... A great addition, the api has been adopted and if it wasn't Grimes who takes the time to document all that, we would not know about it. Pls don't shoot the messenger. Sven
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If you take a look at the versioning numbers that ED applies, I think it is unlikely that 1.5.8 will be here anytime soon. The first number "1" stands for "old product". The other development branch has "2", which is "new product", but means also "not backward compatible". The second number expresses the release... "1.5" in this case. On the other branch dcs is at "2.2". The third number "7" is the "enhancement of the release". That means new functions have been added. On the other branch of dcs we see now 2.2.1. This expresses that the release is still backward compatible, and also new functions have been added. And then we also have the "updates" which get a 4 to 5 digit number, which expresses the "patch level"... So bottom line, release 1.5.8 is not to be expected soon. It could also be that the 1.5 branch gets merged into the 2.2 branch... What is also strange is that there is not much feedback to the community. Hundreds of people have questions and an instruction from ED would be useful. So my personal advise is to do the rollback process to 1.5.6. Sven
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Of course there will be an A2G version of it. And a G2G too. I am already working on it. Can you do the framework a favour? Could you upload your mission miz file and the mission script in this thread and in the GCICAP thread? Your experience may be of interest for many of your fellow dcs community members. Thank you in advance! Sven
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There are some new updates to the AI_A2A_GCICAP module: https://forums.eagle.ru/showpost.php?p=3194953&postcount=534
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Fixed Hi Silvern, I've done some good updates: Optimized range of template placement for AI_A2A_GCICAP to 1.5km from center of airbase. Optimized takeoff height when airplanes spawn in the air. Optimized helicopters to be included in detections. There is a demonstration mission that you can download: https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-200%20-%20AI_A2A%20-%20GCICAP%20Demonstration This demonstration mission has been optimized and a few things have been added: Added FARP and template placed above FARP. Added helicopters that are attacked by defending helicopters. Added Ship Kuznetov Added Templates placed above Ship. Range is now 1.5 km to place templates above airbases, so adjusted templates location. Take-off height is set to 200 above the airbase when spawning mid air. The documentation for the GCICAP has been updated: http://flightcontrol-master.github.io/MOOSE/Documentation/AI_A2A_Dispatcher.html#AI_A2A_GCICAP Hope you like the changes! FC
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I thank ED too for trying to fix the problem fast. And highly likely the issue does not appear when your mission is clean from AI or when you connect to a server. It will be fixed soon. Am sure of it.