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Stacker

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Everything posted by Stacker

  1. No, it's a zoomed in view of the hoover dam area on the F10 map but yeah it does look a bit like the SOH.
  2. This is optional though, you don't actually need to do this (unless I'm misunderstanding your point). I run the Huey without any changes for the collective.
  3. I see your point. I would be surprised though if the integrity check prevented non-DLC owners from joining a server and vice versa. It would heavily fragment the MP community. Will be interesting to see what ED do with regards to this.
  4. As BIGNEWY says, control conflicts can cause this. Perhaps you have multiple controllers connected to your PC? (I find that my Yoke & X52 don't play nicely with each other so I only run one of them at a time depending on the sim I'm using. If I have both connected then I get an uncommanded full deflection in one axis). Also, check for a rogue/incorrect axis assigned to your trim.
  5. Guess that's it then, I thought I'd selected the A10 when I bought NTTR last year.
  6. When I ordered the NTTR in November I selected the A10 red flag. However, logged into my account and it says I have a serial for the F15 red flag??? What??? I was only ever interested in the hog red flag. Something must have goof'd up. A bit annoyed. Can my serial be revoked so I can select the A10 red flag instead? Haven't installed any of it yet.
  7. Running latest 1.5.2.48726 with a generated mission and JTAC just simply doesn't want to play. You call him up on 30MHz and he doesn't answer. After a long pause you get a reply with 9-line but the communication menu is then out of sync as it still has 'Repeat brief'. After several attempts at 'repeating the brief' it then switches to '9-line playback'. He then says standby data... of course no data comes and then immediately he says cleared to attack etc.. I've tried this mission several times and I usually get some variant of the above issue. Rinse, repeat, rage quit. Cheers. MG.zip
  8. Yeah. I don't do much scripting these days so I didn't even consider using the built in world event handling. I find mist just does a lot of stuff you don't have to worry about. Right, I see how it's done. Yes that would be a better solution so that whenever we get a S_EVENT_ENGINE_SHUTDOWN we iterate through that units group and if ALL elements are either dead or shutdown we destroy the group, got it. This was just a quick and dirty hack to help a guy out - I guess this problem has been solved before. I'm surprised MIST hasn't incorporated some de-spawn logic already... (hint hint).
  9. This should get you going - I couldn't get the unit.destroy to work (crashed DCS), so the destroy only works on the group level. This means the first unit to shutdown after landing will destroy the entire group irrespective of where they are. Haven't tested in MP so don't know what would happen etc.. but should give you a head start. In your mission, load in MIST and then a few seconds later just load a script file containing this etc.. The 'getPlayerName' bit is an attempt to stop it destroying you as all AI units have a blank name. do local function cleanupLanded(event) if( event.id == world.event.S_EVENT_ENGINE_SHUTDOWN and event.initiator) then local landedUnit = event.initiator local landedGroup = Unit.getGroup(landedUnit) if(Unit.getPlayerName(landedUnit) == nil) then landedGroup:destroy() end end end mist.addEventHandler(cleanupLanded) end
  10. Just noticed your reply so many thanks! Pages 75-77 seem to be the things I'm looking for!
  11. Just a thought (I don't have the KA-50), have you tried loading that mission into the editor and then saving it back out into a temporary location and then trying that version? Perhaps it needs updating for 1.52?? Might be worth a try.
  12. Oh that is good news. It will level the playing field again for those of us who didn't stick it on maximum!
  13. Has anyone got any decent data on standard flight plans whilst moving around the NTTR? Are they categorised by mission types/airframe etc.? From my limited experience coming out of Nellis usually involves going up the Sally corridor and then heading west once above Groom lake to get to the NW ranges etc.. I have data on standard departure and recovery procedures but I'm limited on general flows around NTTR. EDIT: I've got stuff on standard tanker tracks etc.. but information about the general flow around the NTTR seems limited from my own research.
  14. I have separate profiles in inspector for beta/alpha and the current release. I just created a brand new profile with my own name for each version and pointed it at the relevant exe. I did have to delete the existing stock 'DCS: Black Shark' profile first though before I could add my additional ones. This might be what's preventing you from adding multiple DCS profiles. I'm guessing the next time we get a GEForce update that stock Black Shark profile will come back and muck things up though.
  15. I was on one public server the other day with about 20+ other players. There are public & private servers. There are a variety of Human V Human and Human V AI scenarios. Yes, you can create & host scenarios for you and everyone else. Just add 'Client' aircraft into the editor when you are designing your scenario and you can then jump into them in game.
  16. Amazing stuff! Just using the free camera around Vegas is just incredible.
  17. I see. Also, the early shots looks like you have object enlargement cranked up hence the buildings standing out etc.. It's looking good though!
  18. Ah, this is more like it. Some of the early screen shots in this thread seemed to be missing something. This newer batch look very nice.
  19. Cancelled the old torrent download and then updated the installer to the new client. Torrents now coming down faster now at about 1MB/s with 120+ peers. Much better than the previous update.
  20. In case the dev's are gathering stats - after 40 minutes currently 391 of 1035MB. Peers: 184, Up:87KB/s, Down: 121KB/s (UK user)
  21. Has tacview/export been disabled on the public 104th server? I tried to capture stuff last night but all I got were my own tracks. I know some hosts disable the export function to stop cheating so I understand. I'm really desperate to know how these stealth 27's are performing miracle shots on me without any detection of their presence at all. If it is disabled on the clients, can it still be captured on the host? If so, have you considered posting the track file after each mission re-cycle so we can have a look retrospectively? Is this even possible? I appreciate it's a bit rich from me asking people who volunteer their time/effort for free for feature enhancements so feel free to ignore. It's a great server though and my favourite goto place whenever I need to be reminded of my position in the food chain! Cheers.
  22. Just tried it and it still works on my missions. Did you set it to loop? If not, I think as soon as the sim starts it will transmit the sound file so if you aren't on the correct freq at startup you may not hear it. You can set a condition to restrict when the sound is played.
  23. First one looks like a communication/network error. Were you playing multiplayer at the time? The last one you posted doesn't look like DCS is crashing at all, looks like some other application you've got. The log files you attached shows a crash on the 15th October but nothing recent. I wonder if it's some other aspect of your OS installation that's causing this rather than DCS. Anything in the windows/system event logs? You got anything like a firewall app installed? If so, try disabling and/or temporarily uninstalling it and give that a shot.
  24. Yeah, had a look for the .trk file but it wasn't generated. I know ED are all over the Render bug, the only reason I raised it was because the call stack that precedes the DX11Renderer looks somewhat different to previous ones I'd seen. By all means kill this thread if you think it's unnecessary noise. Cheers. 00077.006 INFO EDCORE: F4F82D72 002FDE60 0000:00000000 D3DKMTCloseAdapter()+BA34A 00077.007 INFO EDCORE: E374B1EE 002FDED0 0000:00000000 ??1DX11Renderer@RenderAPI@@QEAA@XZ()+2E62E 00077.008 INFO EDCORE: E86EE515 002FDFB0 0000:00000000 ?LoadCustomGeometry@DXMesh@Graphics@@IEAAXXZ()+335 00077.009 INFO EDCORE: E5A4AFFD 002FE000 0000:00000000 ?Parse@lETL_Cables@@UEAAXAEAVModelParser@Graphics@@AEBVPosition3@@PEAV?$HeapVector@PEAVVolumeEffect@Graphics@@@@@Z()+5D 00077.009 INFO EDCORE: E63D7D13 002FE190 0000:00000000 ?DrawObjects@SceneManager_Implement@@AEAAHIPEAVsmCamera_Implement@@P6A_NPEAVviObject@@PEAVviSearch@@PEAX@Z@Z()+6C3
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