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Everything posted by FlightControl
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Can anyone explain why load times are so long after a reboot of windows?
FlightControl replied to imacken's topic in DCS 2.9
Also when you start dcs for the first time, it will load longer then when your start it for the second time. Also Windows keeps a cache, on disk level, in memory etc. So when you reboot, it takes longer... -
If I would reduce the radius where templates can be placed from 10km to 4km, which is the average size of an airfield, would that be okay and still be user friendly? The consequence is that mission designers need to be a bit more precise when placing the templates, but I think should not be an impossible thing.... Thinking about it, the radius calculation to catch the templates near airfields could be refined. For example: - A default of 4 km for airbases. - A default of 0.5 km for farps. - A default of 1 km for ships. Many funny things can be added .... ...
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I've done a couple of fixes that you can follow on the MOOSE GitHub site. My availability will be lower the coming weeks. Of course we need multi player further tested. So suggest you download the mission and test. Suggest you download the slack app also, so i can better follow if you are online or not on my mobile. Interactive is much better. @Viff, if you like please setup a test with IAF. @All, Mission is here for download: https://github.com/FlightControl-Master/DCS-World-Missions/tree/release/GOV%20-%20Gori%20Valley%20-%20Iteration%207%20-%20Cargo%20Handling A lot has been fixed, but not all. But the most important bugs found are fixed. Please do you tests and report back here. I releases the pre release to the larger community.
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You may have noticed that DCS 1.5.7 has big performance issues. If you did the upgrade, following the automated process, you can easily rollback your DCS installation to the previous 1.5.6.5199 version. Do the following: 1. Open a command prompt using the windows start menu option. 2. Using the command prompt, cd to the DCS installation folder. Go to the *bin* folder. In my case that would be: c: cd "\program files\eagle dynamics\dcs world\bin" 3. Execute dcs_updater update 1.5.6.5199 in this folder. This will rollback your DCS install.
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Yes. Backward compatibility is important. Were don't want to change hundreds of missions running the old GCICAP script, do we? Just note that DCS 1.5.7 introduced heavy stutters and performance problems. Not sure if using the new AI_A2A_GCICAP of moose will be of help.
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"Houston, we have a problem"... big time! Problem: The latest release of 1.5.7 seems to have big performance issues. Run the attached mission in DCS 1.5.6 and select red coalition , first KA-50. Go to external view and rotate. The mission will do a hickup at the start (this is normal), but should run smooth afterwards... Run the same attached mission in 1.5.7 and select red coalition, first KA-50. Do the same, go to external view and rotate. DCS 1.5.7 seems to have big performance issues at the moment. It stutters everywhere and is not playable. This is not good, sorry. Can I help to identify the root cause? Or, can you run a performance profile on this mission? I think it is either the AI, or the Detection or something. But something is wrong definitely. FC GOV - Gori Valley - Iteration 7 - Cargo Handling.miz
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Before i forget, a big thanks to stonehouse for his feedback and help on GCICAP. Thanks to alpenwolf, pikey, Viff, ironjockel, 132nd.etcher, gunterlund, and many others for helping with the testing. Now there is time to improve the documentation, proof reading, add missing parts. There is still work left to add (small) enhancements on the menu system for the tasking and reports. There is a backlog of requests and enhancements on GitHub to be looked into... But am curious on your experience with this release.
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RELEASE 2.2.0.pre bringing new A2A capabilities to the DCS community Hi everyone, I have worked today to pre-release the MOOSE framework Release 2.2.0.pre to all of you. The new Release 2.2.0.pre of the MOOSE framework had a focus on bringing or extending the A2A capabilities! You can download this release from here on GITHUB: https://github.com/FlightControl-Master/MOOSE/releases/tag/2.2.0.pre Find here a short summary of each added function block, with a link to the documentation. Note that this is a pre-release, some of the documentation needs to be fine-tuned or added. 1. AI_A2A_DISPATCHER The AI_A2A_DISPATCHER is a new class, that brings a GCICAP capability to be used by mission designers. It is very versatile, introduces squadrons located at specific airbases. The GCICAP is not a one to one conceptual copy of the existing GCICAP script, a lot of new stuff has been added, lots of improvements have been made, and more flexibility has now become possible to tweak the behaviour. Per squadron defined, specific options can be set: Execute Control Air Patrol (CAP) at defined zones. Execute Ground Control Intercept (GCI) towards intruders. Define the defense overhead, meaning, the amount of defending planes to be spawned based on the attackers counted. Define the grouping of the defenders, group per 1, 2, 3, 4. Define the border zones Define the take-off methods. Define the landing methods. Resource management A derived class from AI_A2A_DISPATCHER is AI_A2A_GCICAP, which brings a more end-user friendly implementation, where noob users can configure easily a defense system and visually place the squadrons on the defending airbases and define the zones. A lot is defaulted. 2. TASK_A2A_DISPATCHER The TASK_A2A_DISPATCHER defines tasks for human players to engage upon in order to accomplish a larger mission, and is the human counterpart of the AI_A2A_DISPATCHER. The system provides a true dynamic environment for mission designers and players to define exciting missions. The system uses the DETECTION_ class suite to detect targets, which are reported to a COMMANDCENTER. The COMMANDCENTER is then collecting and grouping the detections and planning or assigning tasks to individual players who are logged onto the server. A complete menu system is defined that allows players to interact with the tasking system: enquire the briefing, enquire reports on the different tasks, enquire status and engage/abort tasks... The TASK_A2A_DISPATCHER works together with the SCORING class to setup exciting scoring schemes to allow mission designers to accomplish individual scores on a score board. 3. TASK_A2G_DISPATCHER The TASK_A2A_DISPATCHER is built on the overall TASKING system, which also the TASK_A2G_DISPATCHER is using. As a result, the TASK_A2G_DISPATCHER has also been improved, especially the menu system and the overall coordination of the difeerent tasks. 4. SETTINGS The SETTINGS class is a new capability within MOOSE that allows to define various settings for different moose classes, and are kept persistent per server for players. The current settings that are modeled are for A2G and A2A formats used during communications, like BR, LL, MGRS, BULLS, BRAA ... Additionally, an imperial and metric measure system has been setup. So players can use this menu to configure their own preferred settings, and automatically the system will use the right communication format during routing, briefings etc. On top, COMMANDCENTERS will have menus to setup the default settings for a server. The system is automatically included within the MOOSE system and these menus will be automatically available when you design missions using MOOSE. 5. CLEANUP_AIRBASE This class has been a while in MOOSE, but has now been completely revised and improved. Use the the class to keep your airbases clean and to guarantee airbase operations (airbases stop operations if a plane crashes on the runway, or if any missile or bomb is dropped on the runway). 6. TASK_CARGO_(TRANSPORT) The release 2.1 of MOOSE introduced the TASK_CARGO_TRANSPORT capability. The system has been heavily debugged and more functionality has been added, like automatic respawing of cargo when it is destroyed in the field, or when a carrier crashed when the cargo was loaded in the carrier etc. The menu system to transport cargo has been optimized, and the overall workings have been improved and bugs have been resolved. I hope that Release 2.2.0.pre of MOOSE will increase the fun level for DCS fans while using the MOOSE framework. Questions and remarks to be asked here: https://forums.eagle.ru/showthread.php?t=138043 There are many more optimizations done, but all this is too much to mention and to be honest, hardly anybody will read it. Thanks all, FC
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Airbase operations are bugged big time in DCS. I mean, really bugged. There is no real solution for this other than be patient until they land. You can try to avoid a lot of planes from landing at the same time. This may help... Try to keep 3 minutes between each landing attempt.
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I have mobile access and can answer questions. Now there's also a good demo published in the forums, which helps a lot. I suggest you try out the different parameters and placements of the airbases, zones, attackers etc. If you wanna add a defense system for the blue coalition, then define a dispatcher for blue, and setup EWR, airbases, squadrons and other attributes facts for blue also. You can remove the info panel by commenting or deleting A2ADispatcher:SetTacticalDisplay( true ) Sv.
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https://forums.eagle.ru/showpost.php?p=3191050&postcount=520
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Hi Silvern, I looked at your first GCICAP setup. It was quite okay. A few things however: 1. The class that you can use is AI_A2A_GCICAP. It will setup for you a complete GCICAP defense system for a coalition with defaults. See the explanation here: http://flightcontrol-master.github.io/MOOSE/Documentation/AI_A2A_Dispatcher.html#AI_A2A_GCICAP 2. You don't need to define the squadrons, they are defined for you when you color an airbase red or blue, and place the airplane template(s) above the airbase. (Just as you did), but then you define in the script the squadrons). The squadrons have the name of the airbase. 3. The CAP zone does not need to be defined in the script. If you define the CAP zone as a polygon zone, GCICAP will pick it up automatically. The place of the helicopter is important, as it will determine from where the planes will take-off doin CAP. The final script is here: -- Setup the A2A dispatcher, and initialize it. A2ADispatcher = AI_A2A_GCICAP:New( { "EWR" }, { "SQ" }, { "CAP Zone" }, 2 ) -- Enable the tactical display panel. A2ADispatcher:SetTacticalDisplay( true ) -- Initialize the dispatcher, setting up a radius of 100km where any airborne friendly -- without an assignment within 100km radius from a detected target, will engage that target. A2ADispatcher:SetEngageRadius( 300000 ) -- Setup the overhead A2ADispatcher:SetSquadronOverhead( AIRBASE.Caucasus.Mineralnye_Vody, 1.25 ) A2ADispatcher:SetSquadronOverhead( AIRBASE.Caucasus.Maykop_Khanskaya, 1 ) -- Setup the Grouping A2ADispatcher:SetSquadronGrouping( AIRBASE.Caucasus.Mineralnye_Vody, 1 ) A2ADispatcher:SetSquadronGrouping( AIRBASE.Caucasus.Maykop_Khanskaya, 1 ) -- Setup the Takeoff methods A2ADispatcher:SetSquadronTakeoffFromParkingCold( AIRBASE.Caucasus.Maykop_Khanskaya ) A2ADispatcher:SetSquadronTakeoffFromParkingHot( AIRBASE.Caucasus.Mineralnye_Vody ) --- Setup the Landing methods A2ADispatcher:SetSquadronLandingAtRunway( AIRBASE.Caucasus.Mineralnye_Vody ) A2ADispatcher:SetSquadronLandingNearAirbase( AIRBASE.Caucasus.Maykop_Khanskaya ) --- CAP Squadron execution. --CAPZoneMiddle = ZONE:New( "CAP Zone Middle") --A2ADispatcher:SetSquadronCap( AIRBASE.Caucasus.Maykop_Khanskaya, CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" ) --- GCI Squadron execution. A2ADispatcher:SetSquadronGci( AIRBASE.Caucasus.Mineralnye_Vody, 900, 1200 ) A2ADispatcher:SetSquadronGci( AIRBASE.Caucasus.Maykop_Khanskaya, 900, 1200 )I added the the modified mission and lua mission file into this post. Download the pre-release of moose.lua from here (release 2.2) for the moment: https://github.com/FlightControl-Master/MOOSE/blob/release-2-2-pre/Moose%20Mission%20Setup/Moose.lua (Press the download button, because it cannot be viewed in the web browser since it is too large). I already included this moose.lua file in your mission. Shoot if you have more questions! sven MooseGCI.lua MooseGCI.miz
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A tutorial (5 minutes) how to keep your airbases clean and keep airbases optional... The CLEANUP_AIRBASE class will be part of release 2.2. But if you wanna test out or use in your missions, give me a ping. Fc
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How does DCS determine if a runway is usable?
FlightControl replied to johnv2pt0's topic in Mission Editor
Check this video: