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FlightControl

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Everything posted by FlightControl

  1. Another nice picture of this problem ...
  2. This is not a desync issue. This is something else ...
  3. I agree Grimes. Thanks for picking this up. I already got a confirmation that this bug is fixed internally. So this is good news. But I try to always provide a test mission where possible as a lot of people are involved and also for the community. So people can double check, and also, it provides a good documentation of the error situation. Sven
  4. Well, the feature is essential to keep the airbases from locking up, or to keep the area clean for debris. How can such a thing be low Bignewy. I don't understand. So many people here would want this implemented.
  5. There is a confusion. It used to work in dcs 1.2. So, let me be clear, the functionality that worked was to get a unit removed before a unit would burn... how? by destroying the unit in the S_EVENT_DEAD handler. So before the S_EVENT_DEAD handler would be finished, the unit would be removed without problems.
  6. I am asking one of our persons here who reported to issue to retest and we'll get back with a confirmation to close it.
  7. @Grimes, You are right! This is fixed it seems! But then only recently I assume, because this really was a problem. Been searching for hours on it. Sorry for wasting your time on this one. Sven
  8. Sorry, you can't simulate the explosion??? Does that mean on your version that there isn't an explosion? Check the test mission i attached. Pls do a screen copy of the fuel tank after the destroy(), and paste it here if you can... Sven
  9. The StaticObject.destroy() method makes a cargo explode, and a S_EVENT_DEAD event is created. This has two unwanted side effects: Any unit near the cargo that explodes, is affected. These units will contain damage. The S_EVENT_DEAD is generated, which causes troubles doing a consistent logic. The point also of this post is that when in DCS a destroy() is called on other objects, it won't explode or have an S_EVENT_DEAD being generated. Group.destroy() won't explode the unit. Unit.destroy() won't explode the unit. StaticObject.destroy() on a structure or a non cargo static won't explode the static. You see that for cargo statics, the :destroy() behaviour is not consistent with the other objects in the DCS sim, and also prevents a cargo object from being removed without an explosion. So there is a confusion in DCS ... I see two possible solutions to this problem: Remove the S_EVENT_DEAD being generated from a StaticObject.destroy(). Extend the current DCS world API, by creating a new API called :clean() (or another name), which will clean the object from the sim, without exploding and generating an S_EVENT_DEAD. Maybe this is a good idea for the other objects also, as having a clean method would make it much more clear when to explode or when not to explode. So for example: Group:clean() would not explode and Group:destroy() would explode and create an S_EVENT_DEAD. Unit:clean() would not explode and Unit:destroy() would explode and create an S_EVENT_DEAD. ... I have a feeling why ED dev team is generating a S_EVENT_DEAD because of internal logic for the cargo manager... when a destroy happens, probably the S_EVENT_DEAD is used to track the state of the cargo in the cargo manager. But this implementation is wrong. Can it be corrected. Please consider the above 2 suggestions ... See a demonstration mission attached... BUG-012 - StaticObject destroy method explodes cargo and erroneously generates an S_EVENT_DEAD -.miz
  10. Don't expect miracles out of this rig with a double to triple screen render. Check if both GPUs are active. The 950 is very old, and could be the bottle neck. Also the DDR3 and the speed of the RAM is very important.
  11. @ED, When a route of a ground vehicle is placed by a human planer, using the map (F10) and "Set Path" button, the Command "Stop Route" is not working!!! The command is given, but the vehicle just drives like nothing happened. local CommandStopRoute = { id = 'StopRoute', params = { value = StopRoute, }, } To resimulate it, i've attached a demo mission. - Start the mission, select game master. - There are 2 units. The AI is routed automatically, the HUMAN you need to route. - You'll see the AI vehicle driving towards the white flag. When it enters the zone, it will stop. - Route the HUMAN vehicle to the white flag using F10 map view and Set Path button. The vehicle should stop entering the zone. But it does not :-( This is a critical problem. How do I hold vehicles that were commanded by players? Anybody can help? Sven BUG-010 - Stop Route not working for human paths -.zip
  12. Bug 9 - Detection of statics make DCS crash Can we please have a look at this together? https://forums.eagle.ru/showthread.php?p=3139284#post3139284
  13. Bug 8 - Ground units that get activated on the server, are not visible on the client. DCS 1.5.6 In a client/server setup, client connected to server, there is an issue with ground late activated units that get activated. So, when you have a running connection to a server, in a running mission, and a late activated ground unit gets activated, it shows on the server as activated and you see it running on the map and in external view. But on the client, the unit just stays where it is. It does not move. There is no indication of movement at all on the client side. Nothing. You don't see it on the map, and you don't see it in external view as moving. When you have the late activated ground unit with flag "show before active" set, you see it, but it still does not move! If you then disconnect the client, and rejoin the client, then you see the unit moving!!! This is a quite inconvenient error! Can somebody at ED look at this issue please? I can run a test mission if you want. I mean, people wanna see ground units moving, no? Even if they were late activated or not. Link on forum: https://forums.eagle.ru/showthread.php?t=190028&highlight=late+activated+bug
  14. DLINK detection does not take into account units set to "invisible", causing these units to pop-up unexpectedly during a detection... https://github.com/FlightControl-Master/MOOSE/issues/779
  15. Bug 6 - Spawn vehicles as Hidden does not work It is not possible to spawn vehicles as hidden in MP. On the client they'll show up. I've done a detailed bug report here: https://forums.eagle.ru/showthread.php?t=203759&highlight=spawn+hidden Please do a fix.
  16. In a multi player setup (MPS), when a player enters any unit from a client connected PC, the event S_EVENT_PLAYER_ENTER_UNIT is not fired on the server! When a player enters a slot (a plane) from a client connected PC, the S_EVENT_BIRTH is fired on the server, which is okay. But again, no S_EVENT_PLAYER_ENTER_UNIT is fired on the server. When a player enters an already alive unit using the CA module (so on the map, select a unit and press ALT-J) on a client connected PC, the S_EVENT_PLAYER_ENTER_UNIT is not fired on the server. This is a problem, because there is no CPU efficient way to know when a player enters a unit in a MPS. The event S_EVENT_PLAYER_ENTER_UNIT is correctly working in a SP setup though. As a workaround, the only way now for me to know if a player is in a unit or not, is to iterate through the set of units and check the player name, and do this continuously. This is not ideal ... Can we get a fix please.
  17. Cannot destroy an active unit with skill level client, occupied by a player in multiplayer, with the player logged into the slot. DCS World version when introduced: DCS 1.5.3.53279 Update 7 Description: There is no way to destroy an active client unit occupied by a player. When you use the Unit API destroy(), the client is not removed from the simulator. There is no possibility to use the Group API destroy(), when you do Unit.getGroup( Client ), because of the CLIENT GROUP BUG (see bug). Consequence: <URGENT> has impact on current scripting logics.
  18. Bug 3 - getPlayerName() not working for CA ground units! getPlayerName() not working for CA ground units! Description: When having a server setup running a test mission, and, having a client machine logging into the server and selecting a ground unit, and jumping into it (RALT-J), the function Unit:getPlayerName() DOES NOT return anything. It returns a blank string ... Consequence: Because player names cannot be retrieved, their actions cannot be followed ... This is an urgent issue. References of posts on the forum: http://forums.eagle.ru/showthread.ph...ght=getPlayers [/color]
  19. Bug 2 - Destroy units at S_EVENT_CRASH or S_EVENT_DEAD Crashed air units cannot be destroyed using Group.destroy(AirGroup) or Unit.destroy(AirGroup) at S_EVENT_CRASH or S_EVENT_DEAD. Description: <URGENT>When an air unit has crashed ( a S_EVENT_CRASH has occurred ), and BEFORE the unit is burning, units cannot be destroyed.This is required to keep the simulator clean from unwanted debris and to prevent airbases from locking up. IMPORTANT Note: The destroy() functions for burning groups and units worked on previous DCS world versions (i believe it worked on DCS world 1.2.6). And then suddenly this stopped working completely. Consequence: I believe this is an important bug to look at. Some of our scripting talents have build a cleanup function to keep or cleanup airbases clean in running multi-player missions. When units crash at airbases, the complete airbase will stop functioning. By monitoring the health status of units at these airbases using lua scripting, and destroying crashed or dead units, the airbase used to be able to keep on running and operating normally. Please have a look at this bug, it is a really annoying thing and i believe most of the mission design will want to have this fixed. References of posts on the forum: http://forums.eagle.ru/showthread.ph...estroy+burning
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