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Everything posted by ENO
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DCS World environmental shaders mod
ENO replied to Mustang's topic in Utility/Program Mods for DCS World
Ron. It's easy: don't use it. It's a client side mod. If a person feels they lose a competitive edge then they don't load it. Easy. -
It is recording from the second the mission is initiated... but people can look at the F10 view for awhile before they realize it starts in a paused condition
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http://forums.eagle.ru/showthread.php?t=82610 post 20 and post 11 in this thread got me started... You need to read through the thread to understand how the different inputs that you need to adjust affect your overall weather, however.
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I hear ya... but that last point was exactly WHY introducing it was so important to me. Helped keep me from getting bored within the same mission profile- while still working within a scope I was somewhat familiar with.
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I will say this- from my end I LOVED the feel of it (when used before). I'd lift off from one base and it would be sunny with some overcast towards the target direction in the distance. Even money that you're going to be able to drop from standoff altitudes at 20000+ or require someone on the ground or lower altitude and at distance to laze for you. Get there one mission and it's one way... Same mission next time is different... Weather at the base on return an change too. Just added one level of additional Immersion to the mission. I sure hope to get this off the ground soon as I know a large part of the community- if it worked- would be thrilled. Some will never be happy because it's not detailed enough- but give mission designers one more functional tool to shake up their missions a little to help rejuvenate tested and true mission concepts... Sure would be a big step.
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Alright Raptor... I'm going to start with this: I can see you put a TON of work into proper positioning of these units and it looks really good. And this isn't really going to be one of those "BUT" moments- since I did check it out and I'm not 100% sure what I'm looking for in terms of AI on and off. I went through and tried it my way and I was having a hard time being able to decide if AI was actually on or off since everything seems to be static. A couple of radars were turning but that was it. So maybe my idea worked, maybe not... but I am going to make suggestion that relates in a different way. All of these vehicles- and I'm talking a LOT of vehicles... probably a hundred or more groups worth- you're leaving AI off at mission start. If possible- and I know how much work is involved in this suggestion since around 1.2.4 we needed to really hack off excess to preserve MP stability and smoothness- you may need to step the AI into the equation in a different fashion so you don't have so many things on the map at once. I have been editing my missions on this computer for about 8 months- and I was doing it on a crappy netbook before this and I've never experienced load times like I did with your mission... Anyway take that as you will- it's your mission of course but I suggest you take a look at figuring out a way to late activate units (and show them as visible before start if you want). Now with that being said- if late activating and visual before start is the same as activating with AI off... well... okay- Except that your AI off idea may not be working at start. Late activating the units with them visual before start HAS to work... the units aren't even activated! It will also serve to allow you to bring units on gradually as needed. Anyway- these are my thoughts on it at this early juncture. Let me know your thoughts.
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OKay... well if I had to guess just on a hunch- it makes me wonder if the instructions in that action window on your mission start trigger are so abundant (you must have about 100 actions in the one window) I'm wondering if the same thing that is parsing scripts is affecting the "script" that is happening in the background of that trigger. You know, the script that is being set up by the ME in conjunction with the trigger you built. I'm going to try breaking those into 2-3 different trigger sets first... then try stepping them if that doesn't work. Will advise.
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Next time leave the question in so people can benefit from your experience.
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I can't look at it until tomorrow but I'll take a look and I'm sure others will as well. (already have by the looks of it.)
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That's the thread I used and it's the one I got most of my examples from. The results varied but I did get a lot of complaints about lag. Might be worth looking at again, but it would be nice to know if this has been worked on at all or if it's status quo. I'll test drive some of the former settings listed in that thread and report back my findings.
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you need to press pause to unpause it... and then wait a few moments for you to actually join the mission. fast forward with cntrl Z and slow down with alt z
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Good info there bit- thanks.
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lol maybe it isn't working as frequently as I thought.
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I'm not sure if the AI "hears."
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One thing I've found too is even if scenes are forced to high in the mission editor for the mission, and the server computer is set to low, MP sessions played off that computer will be in low.
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What was your learning process for this aircraft?
ENO replied to Pajeezy's topic in DCS: A-10C Warthog
I have to agree with this in general- though I have to say that while the curve is steeper, so too is the learning potential. A flight partner announces to you that he is broadcasting a spi. In the forums, or in the manual researching exactly what this means can be a challenge however when you have a person, in the situation you're currently in- often one who knows your situation better than you do- explain it to you point for point... it catches on much more quickly. Quicker still if you have some familiarity with your controls and the aircraft. Like so many recommend- learn the aircraft in single player... but learn how to use it in MP. In spite of some of the grotesque snobbery in here from people who have never, EVER sat in an aircraft they profess to know everything about most of the community is very accommodating and are very well aware of how they got started. There are a number of open servers available that fly with a pretty healthy conglomerate of enthusiasts who are just as anxious to teach / guide as you are to learn. Enable those resources often as it is frequently the fuel that prevents their passion for DCS from burning out! -
Oh- I meant to throw a ;) behind the "including the one from the crash I suggested you post." In case it changes your understanding of my intended tone- it was meant to be in kind form.
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go to user / saved games / dcs / tracks / multiplayer. Every MP game you've ever played will be saved there- including the one from the crash I suggested you post. They're hopelessly busted, but they're there and apparently are needed to report errors. (well, they're supposed to help but hopefully moreso than they help us).
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07322.479 INFO TERRAIN: lObjectFire::lObjectFire for building id=279758 07335.448 WARNING LOG: 7 duplicate message(s) skipped. 07335.448 INFO TERRAIN: lObjectFire::lObjectFire for building id=279744 07335.665 INFO TERRAIN: lObjectFire::lObjectFire for building id=279776 07335.671 INFO TERRAIN: lObjectFire::lObjectFire for building id=279744 I get a lot of these too when I have barrages destroying cities which frequently resolve in crashes. I know there's no error, or no warning... but these have often preceeded my crashes.
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Hmmm- before you give up (take a short break like we all need to and come back and check it out) post the mission here and maybe we can look under the hood a little.
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To add to this a bit- if you had triggers that affect units / unit holds etc, they would be affected by this. I still start MIST at "mission start" and have no problems.
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Yeah the mission start triggers haven't been setting and I'm pretty sure this is a known bug. I've had to apply the "once / time is more (1)" to those triggers.
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Keep this comment from Ajax in mind while doing so, however.
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If you hit your ladder button to extend the side latter you will appear to be out of the cockpit to others but you'll still look like you're there in your views.
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-- Added possibility to trigger a function when a specificied group is rescued. function as in... set a flag? How does one do so?