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Everything posted by FlightControl
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Thanks BIGNEWY, that is an answer that makes a lot of sense. I understand the hard and difficult job the dev team is doing. It is just, our patience has been tested and is tested... When will things get back to normal as it used to be? That day when 2.5 is released will be a good day ans a big milestone achieved for the product. I am not trying to be the annoying guy, although some may feel I am. I do agree with Grimes that not every bug can be urgent. And somebody needs to decide upon that. One cannot do good for all, especially with a team under pressure. I guess then we'll just need to wait until something new comes? But I really hope that these issues reported will be addressed at a point in time. Pks your feedback.
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Let me try to make it concrete ... Another attempt. 1. AIRBASEPOLICE We have a class called AIRBASEPOLICE. The code of this class can be found here. As you can see, a lot of work has been put into it. https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Development/Moose/Functional/AirbasePolice.lua The AIRBASEPOLICE class provides the main methods to monitor CLIENT behaviour at airbases. CLIENTS should not be allowed to: * Don't taxi faster than 40 km/h. * Don't take-off on taxiways. * Avoid to hit other planes on the airbase. * Obey ground control orders. The reason why is class is made, so that mission designers can embed this code without having to deal with a complex server logic. They just incorporate this class into their mission, and all airbases, both at caucasus and nevada are monitored... Clients who are not obeying the rules are kicked. Now, this class works perfectly in single player. In multi player, it does not work. The statement at line 185 is the one that fails: Client:GetGroup():Destroy() 2. CLEANUP class There is a CLEANUP class. This class should ensure that any airplane or object that is destroyed within the permiters of an airbase, get "removed" from the airbase... Burning units are burning and burning ... And they block airbases. The AI just stops. No airplane is moving anymore and the fun is away in your mission. It is easy to sabotage ANY multiplayer server by flying around, and crashing at any airbase. There is simply no method to remove burning units today... However, there used to be... Till DCS version 1.2.6, burning units could be removed. I wrote this class at that time, which is about 2,5 years ago by now. Since then, it has been consistently impossible to remove burning units from the simulator. You can find the CLEANUP class here: https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Development/Moose/Functional/CleanUp.lua 3. TASKING ... In our little framework, there is a complete TASKING mechanism created, which allows to orchestrate missions for human players. Unfortunately, as for many other scripts created in DCS, these kind of implementations require that in multi player, the Group function is working for remote clients. I am not going to repeat anymore what has been written over and over at other places on this subject. Right now, this problem has only been half resolved. Only one Client can be present in one Group in multiplayer to make the Group object work as expected. If you add more clients (max 4), the Group object will fail... eg. Group:getName() will fail for groups with more than 1 client! You can find the TASKING framework here: https://github.com/FlightControl-Master/MOOSE/tree/master/Moose%20Development/Moose/Tasking And an accompanying video here: I am not even mentioning lua predicates, JTAC laser code problems, events not being fired where they should, events fired double, ... I understand that DCS 2.5 is a target for the ED team. That being said, and as others will confirm, wouldn't it be a normal thing to have the product as currently released in its current form, is working as expected? The problem is not just about missions that fail, or some cockpit features not working, or some graphics looking ugly... This is about guys making compelling missions, so that even more players join the DCS MP servers. So, is that now such a difficult subject to discuss and get done? I tried to make it as concrete as possible, exposing the source code. Please have a look into these issues. I can provide with test missions to validate or prove the problems. Sven
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The question is, what is blocking for who. How do we define when the simulator is not running. Where do we see a communication from ED about these things? Multiplayer is a valued environment for many. People have invested a lot of time creating scripts and features that failed to work because of errors deep in the system. Fixing some critical bugs would do a lot of good to the simulator. I an sure I speak for many here. I would be really interested to see if ED knows which bugs are the issue.
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One year later..., not much has improved unfortunately. Try using lua to destroy a client (that is a unit started by a player) using Unit:destroy() in multi player... Not working. The multiple clients group bug is only partially resolved... Burning units still can't be destroyed, so they keep on blocking airbases and there is nothing than can be done about it... These kind of problems keep hiding in the system.. Although reported, it seems ED does not care fixing them. Communication is zero when it comes to lua scripting. I've even reached out a helping hand, but no avail. I really hope that 2017 will bring some light to the team of ED. If there is anything that can be done from the community side to improve on things, we are happy to cooperate. Send multiple posts in this regards... Moderators know them. I hope that some of the team members are looking into how the community can help or bring a structured message on which priorities can be set and communicated. Things just keep on to be broken for years in a release version. Cone on. We all paid lots of money, even funded the project when it started buying 50$ modules. I understand the frustrations. Haven't given up on the moose framework though... Slowly and steady this thing is reaching it's final goal. I hope fubarbundy will be back soon. Fc
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ENO, my friend. How are you! All okay? I completely share your thoughts. Those who are (bug) fans of the game could get a bit more of attention, wouldn't you think? But unfortunately it is not done... Anyway, don't loose your spirit man. Life had so much more to offer than this simulation. I advise you join back in and let the good times come. FC
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Have a look at the MOISE, framework...
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Dynamic Ground Operations using SPAWN -> Demo Videos Find attached a new playlist on my youtube channel, how to create ground operations using the SPAWN class using the MOOSE framework, using lua scripting. More videos will follow. For some the first videos may be a repetition, but be aware that the SPAWN API has been seriously extended, so don't miss out on those added functions ... FC
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AI_BALANCER demo videos Created today a couple of new videos explaining how to code and use the AI_BALANCER class. For those who don't know, the AI_BALANCER allows to automatically balance multiplayer missions with AI to compensate for a lack of players and tailor the behavior ... It can be viewed here on YouTube in this playlist on my MOOSE channel. Some other videos will follow shortly demonstrating even more complex stuff... :music_whistling: FC
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New videos explaining upcoming stuff ...
FlightControl replied to FlightControl's topic in DCS Modding
Sorry, I put this in the wrong place... -
guys, Find here some new videos of stuff that is coming next year to build dynamic missions. Tasking: Mission process: FC
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Tutorial: Introduction to Lua scripting
FlightControl replied to Yurgon's topic in Scripting Tips, Tricks & Issues
Indeed, I can only confirm the feedback from Gromit190. The LDT environment should be standard for mission designers doing lua scripting. The Mission Object Oriented Scripting Environment was built with it. http://flightcontrol-master.github.io/MOOSE/ https://www.youtube.com/channel/UCjrA9j5LQoWsG4SpS8i79Qg Fc -
Dutch baron and myself discussed the topic this evening during a beer. He advised to make a couple of "lua for dummies" videos to expand the reach of the possible audience. This is a good idea and will create some... Next year though... @all, Wish you all some peaceful days the coming weeks. Be with the ones who are near to you.
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New youtube video created explaining the concepts behind the Tasking framework. . Forgive my non-native English. Also, this stuff is not so easy to explain, so pls be patient. Maybe during the couple of days I can make a quick demo how to set a CommandCenter, Mission, Task and Task Process. Ping when you have questions or comments (skype, forum, slack). FC
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I generate the documentation from the lua source code using luadocumentor. I have been looking in the past if this documentation tool can also generate LaTeX, but it doesn't. It would be good to have. Maybe I'll post a request on the LDT forums for this. Concerning the documentation quality, it varies a bit. The new modules introduced (see previous mails) lack a bit on the documentation quality, but this will be fixed within a couple of weeks. Because the documentation is online generated (here), with each deployment improvement, the documentation will get fixed eventually also for the new modules. It is a lot of work to document all. Don't know how far you are in coding lua, but if you can read code, I suggest you look at the example missions for the moment, and check the code in the framework. The earlier people are using these new capabilities, the faster the child deseases will get out, and will become more fun for others to use. kind regards, FC
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Yeah. A web based system to report and follow-up problems. Because now it is a mess. Also, the list of community members with good scripting knowledge is growing, and can really help with stability testing. There are good scripts and test modules created that can do that. It would be good if ED would open the door to some of the guys around here to discuss these matters. Make a good process for stability testing. Because now all is ad-hoc. There is hardly any communication channel, beside the hard work that BIGNEWY is doing these days dealing with all these problems. Has there been one single day the last 2 years, where all of the DCS lua functions were working properly both in single and multi player mode? I don't think so, unfortunately ... A released product shouldn't be like that. It should be stable, right? Sv.
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F10 menu is NOT visible anymore after latest 1.5.5 update 3
FlightControl replied to Panthir's topic in Mission Editor
Check here: https://forums.eagle.ru/showthread.php?t=114030 Command to go back: DCS_updater.exe update 1.5.5.59992@release -
F10 menu is NOT visible anymore after latest 1.5.5 update 3
FlightControl replied to Panthir's topic in Mission Editor
You can revert your version. Do you know how to do that?