Jump to content

BRooDJeRo

Members
  • Posts

    857
  • Joined

  • Last visited

Everything posted by BRooDJeRo

  1. Indeed nice to see the project having new life blown in. Good luck. A quick search of Indiegogo policy suggests directing refunds at the project owner on Indiegogo when goals are met and the final transfer to campaign holder has taken place. However, 15k doesn't sound like allot to me for this kind of product with a team. It might just cover the business licences for the software used and a piece of hardware here and there.
  2. Ow wow, thx ED for adding FC3 beta. :thumbup:
  3. And when you change 'false' to 'true'? Isn't that the command for copy n pasting the original settings of the group and use it the respawned duplicate? I'm curious how it works out though, i ran into a similar problem that i haven't been able to fix. In my case i can't influence triggering response with zones. Is there anything other special going on with the choice of 'continuous action'? Switched condition might do it too. It doesn't check the the condition x number of times in a second, but only when a unit or group is dead. However, some guys seem to be onto something in the last few pages.
  4. Hmm, i dunno. The bandwidth setting client side is the receiving side. Wouldn't it just show the server that it just would have have enough space to dumb data in a time frame WHEN the server has it. Sounds more like there's spikes of data to be send and it's a lottery on who receives all packages when the server has a bandwidth limit for all clients connected. It might already be serverside auto-throttled, but spikes will be spikes. Once it starts with continuation of spikes it cascades. For me it doesn't make sense to have a setting in a game with network focus for a client that will blow up a connection for a server at any given time for many years. I wonder even if that setting really has any effect when running a client instead of a server.
  5. So participating in beta products doesn't get you discount. However, the FC3 beta discount is still $10 instead of the 10% of $50 which is double discount. FC3 beta was 39,99, full non-beta is 49,99. I still have a full A-10C version bought on steam in 2010 to register on my DCS account for the discount somehow.
  6. The pilot seems in control, however he also seems very irresponsible. The plain on the ground basically tries to get away from the scene before accidents happen. He wobbles allot and risks a bunch of tail crashes. I hope for the pilot the flight authority doesn't pick up this video. He will loose his licence.
  7. I haven't scrolled through the whole thread. The answer might already been given somewhere, but full price beta FC3 doesn't seem to get bonus at $39,95 full price. Is that correct?
  8. What im trying to do is the following. Let's say i fly a blue F15. Two Su27's spawn on my take-off and come for me. When they are dead two Su33 will spawn, when they are dead the same first Su-27 will spawn and after them the previous su-33's again. But it's a multi-player mission and has active AI behavior control for when there's no human players on the field and make sure the AI don't walk over the whole mission when there's not a single human around to enjoy it. It's very much possible that a 27 or 33 runs out of fuel and RTB's. For creating a small trigger set to detect this return and deactivate 30 seconds after speed = 0 you also need an airborne detection working on 'when unit is out of zone with a speed of 50+, set trigger x'. Waiting for an automatic de-spawn simply takes too long. It also cleans the field up nicely when there 40-60 fighters (including human players) active on the map I'm not using the 'if' variable in the respawn script as you do, just - mist.respawnGroup('401', true) - on a standard DCS editor death trigger. So what you say is that i need the put that 'airborne' trigger somewhere in the same respawn script? Isn't using the 'lua predicate' the same as making a standard trigger for a unit? The AI behavior part seems copied correctly by the 'true' variable. I've also tried things like mist.makeUnitTable and mist.getGroupData , but tht doesn't seem to pull anything off. I've also seen somewhere that respawned units automatically get added to the database. It must be because it still copies the AI behavior and the rest of it. On speed and zone detection it's almost of the engine doesn't see the unit in the engine. I'm sorry for my newbie-ness in this. I see what code does when i see it, however creating it is a different story. While i'm typing this i've created a small mission with both normal and mist spawn with the same airborne triggering, but there seems to be something wrong with speed detection in general. When you unpauze first before spawn, you already get the test message while units haven't even spawned and don't have speed to detect. Shouldn't an inactive unit always have 0 speed? I'm also willing to PM the mission in question when you're curious what's going on there Grimes. TEST.miz
  9. Correct, i have a similar outcome. I guess it could use a fix. Perhaps someone already has one and would like eternal fame. I'd wish i could write code at moments like these. :music_whistling:
  10. Hello guys. I'm having a problem with Mist 3.2, but want to make sure first if i have done something wrong. I have the following problem. I only use the mist.respawnGroup command. For instance, when i use it on a Su-27 or Su-33 AI aircraft in my case and spawn said aircraft by this script. Use a trigger to detect if airborne by when it's out of a zone at a certain speed, the aircraft presence isn't detected in the engine. It is detected correctly when an aircraft is spawned the conventional method. I load Mist with a 'time more =1' trigger and only use the respawn script in this manner: DO SCRIPT: mist.respawnGroup('401', true) I have the feeling i'm missing some like the need of Mist to have it's own vehicle database build or something. So is this a bug or am i doing it right?
  11. G-effects can be forced turned off in the mission in question when you personally have the option turned on. The mission setting have the end-say in this ability to be on or not.
  12. Problem signature: Problem Event Name: BEX64 Application Name: DCS.exe Application Version: 1.2.7.23097 Application Timestamp: 52dfa4c6 Fault Module Name: StackHash_1dc2 Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Offset: 0000000000000000 Exception Code: c0000005 Exception Data: 0000000000000008 OS Version: 6.1.7601.2.1.0.256.1 Locale ID: 1033 Additional Information 1: 1dc2 Additional Information 2: 1dc22fb1de37d348f27e54dbb5278e7d Additional Information 3: eae3 Additional Information 4: eae36a4b5ffb27c9d33117f4125a75c2 # -------------- 20140202-231240 -------------- # C0000005 ACCESS_VIOLATION at 00000000 00:00000000 00000000 00000000 0000:00000000 00000000 0029ED20 0000:00000000 EEB124E2 0029EDD0 0000:00000000 ?find@?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QEBA_KPEBD_K1@Z()+14032 EEB1A725 0029EE90 0000:00000000 ?find@?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@QEBA_KPEBD_K1@Z()+1C275 F18C00D0 0029EF70 0000:00000000 ?initialize@woSnare@@AEAAXXZ()+280 F18C0773 0029F030 0000:00000000 ?setSnare@woSnare@@QEAAXAEAVcPosition@@AEAVVector@E3@@VwsType@@M@Z()+3A3 40048F39 0029F0D0 0000:00000000 400923C2 0029F260 0000:00000000 4009488F 0029F290 0000:00000000 3FE49EDA 0029F550 0000:00000000 40053ADC 0029F590 0000:00000000 F70C7987 0029F630 0000:00000000 F70C7DC5 0029F680 0000:00000000 40101AEF 0029F710 0000:00000000 4010427D 0029F770 0000:00000000 4011A7F4 0029F7A0 0000:00000000 4011AA1B 0029F7D0 0000:00000000 401AD4DB 0029F840 0000:00000000 401ADD36 0029FE60 0000:00000000 401B0D38 0029FEA0 0000:00000000 77B6652D 0029FED0 0001:0001552D C:\Windows\system32\kernel32.dll BaseThreadInitThunk()+D 77C9C541 0029FF20 0001:0002B541 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21 It seems to be jabbering about something 32bit-ish however everything is 64 here. Should there not be any 32bit-ish errors when there's nothing running 32bit-ish in the 64bit-ish program on a 64bit OS? Installing 2010 and 2012 x86 redists didn't solve anything. Right now i'm trying to see what happens when a full set of redists is installed both 32 and 64 of 2008, 2010 and 2012 and a crash while i'm typing this. -- -- I'm digging somewhat deeper now if it has to do with certain MP3 file triggering or Mist 3.2 with the respawn group script by using a 32 vs 32 fighter mission (16x Su-33, 16x Su-27, 16x F-15C, 16x F/18C) without any triggering. -- -- The same crash without triggers or Mist all crashes within 30 minutes.
  13. It's alright. We're right behind you. You can just tell them. Kill a sponge to get in the mood for just in case.
  14. Totally forgot to mention, but i have uploaded a Servman version for DCS 1.2.7.23097 a few days ago. Yarrrr
  15. Everything seems to work over here and apparently also with other people so there must be something wrong. DCS isn't always plug-n-play with input controllers. In my case all presets are set to all devices connected even when they have their own profile going. They need to be manually deleted on those devices to not have any conflicts. The fact that something is wrong stands apart from someones expertise. Just look into it, something must be conflicting somewhere. Even When DCS is overbugged there's always some basic functionality. Just look into it a bit deeper when you're done racing. Naysayers will always say nay. Please don't be one.
  16. The frog wont turn into a princess this time :p At the most it will be a princess that barks like a frog...
  17. Aren't in the worst case the corresponding files relocated to a 'quarantine' folder with any type of modern scanner? Shouldn't you be able to put back those files in said scanner software and create an exclusion rule for those files?
  18. GAZ and MMZ ran out of spare parts in Tbilisi...
  19. My god people. I've been reading through this thread, but have to say that some really need to kill less brain cells in the weekend and call a familiar IT guy for a quick how to use the internet passport. It's 2014 and have you never updated anything in 25 years of internet?? It's a 2 click update method and sit back. The funniest was a guy that uses mods and complains about them being removed when updated. Well... you modify the original product with a homebrew project from someone else, what do you expect? Perhaps i'm just having a bad day, but still.....MY GOD! This needed to be vented from my system. Carry on..
  20. I've got patience, i'm not dying anytime soon either. Take your time and there's also nothing wrong with sometimes ignoring structural ney-saying-trends.
  21. I can confirm that you can simply copy and paste it to the SSD. The only thing is that you need to change the reference of the shortcuts that come with the game install to the correct location of the client. There's no need of deactivating and reactivating or do weird things in your OS registry as long as DCS stays on the same OS.
  22. I would like to use this threads opportunity to thank Eagle Dynamics and partners for creating this awesome one of a kind long lasting simulator and hope there will be many years ahead of us. In 2010 DCS was a total different ballgame in which even i was slightly vocal in leaving the simulator be for what it was if you catch my drift. I'm very glad i didn't and since that time many improvements have been made. Visible as well as invisible. Right now i don't have allot of time to put tons of time in the simulator, but i want Eagle Dynamics to know that i'm here to stay like a fat fly on a huge fresh pile of droppings and you most likely have to kill me to get rid of me. Happy new year Eagle Dynamics, 3rd party developers, mission functionality developers and testers as well as the community! :worthy:
×
×
  • Create New...