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Everything posted by Shahdoh
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SWAPR - SWeet Automatic Player Replacement script
Shahdoh replied to Hardcard's topic in Mission Editor
I have done a couple of those things like removing all other triggers and leaving only Moose and the table building script. 200 plus aircraft is a lot to go through and compare, but feel that each one is setup uniquely and the mission has no mods. The mission has been running great for the past couple months on the Warbirds of Prey server. I will look into reducing the number of client aircraft and see how that works out, but will probably take me a while to wittle things down. Again, thank you for a great script! -
SWAPR - SWeet Automatic Player Replacement script
Shahdoh replied to Hardcard's topic in Mission Editor
Yeah, It was a unique character already set in the mission for clients, and with that many client aircraft, thought I would give it a try. To explain further, the client aircraft all have an Airfield code at the start, identified with the 1st character of the name of the field surrounded by parenthesis for sorting. Since the parenthesis is a special character in Lua, have to use the escape character % prior to it so it will actually look for (. -
SWAPR - SWeet Automatic Player Replacement script
Shahdoh replied to Hardcard's topic in Mission Editor
Attempting to build the table on a Normandy WWII mission with over 200 client aircraft. I have my prefix set and and for the first 80 some aircraft, the table data looks fine. After that, the tables are truncated. My Prefix code I am using is "%(". Good data: Truncated data(somewhere after 80 aircraft, prior entries were complete): Is there some limit to the number of aircraft the script can handle? I realise this is probably on the high side and could/should be trimmed down. -
Warning to All!!! F-18 warthog flight stick
Shahdoh replied to Jason S's topic in PC Hardware and Related Software
See, its the new sticks fault for making him need to take the other one apart..... -
SWAPR - SWeet Automatic Player Replacement script
Shahdoh replied to Hardcard's topic in Mission Editor
A beautiful solution to an age old problem in DCS. I would like to suggest that when you are building the reference table and you need to change all the clients to AI, that you could save those changes to another mission name. This will leave your original mission set with clients, saving you that step of changing the AI back to clients, you only need to add the trigger to load SWAPR.lua (after inserting the reference table and other changes) in the original mission and should be good to go. -
Most of the issue with tracks is the game trying to recreate your control inputs from the data stored. For some reason, this is not always accurate and your aircraft does not fly as you had originally directed it. The point he makes about a server track is that a server usually does not have a person flying from that machine. It only hosts and everyone flying on it is connecting via other computers. This means there are no control inputs that are being tracked (that only happens on the computer the aircraft is flying from) and only position, attitude, speed, etc data is being recorded. So, ANY computer that connects, but is not flown from (usually the server, but can be another client) can more successfully get a track of the flight. This is not 100% but normally a LOT better than a track from a computer that was flown from.
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AI bullets are guided by the hand of G.... errr... ED!
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It appears that the control inputs that ED tries to recreate for the flight are where the majority of track accuracy problems occur. I have found that the tracks off of systems (either the server or client) that do not actually fly in the mission to be a lot more reliable since they do not have any control input. So yes, this means access to the server track (not always available) or a 2nd system or friend to just log in to just watch just to get an accurate track.
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Same, have not experienced a failure since 2.5.5.33552.
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I watched those vids, you are pushing the stick quite quickly forward IMHO. The Spit is very sensitive to pitch movements as has been stated multiple times. If you do not want to black out, do not push the stick forward as quickly as you have. /shrug
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I did some tests in the Spitfire and was able to perform an outside loop (not the prettiest, but got it around). As long as I kept the negative G's around -3 or less, things were fine. If I pushed into the -3.5 or higher, the redout would start to kick in, though still quite controllable. Needed positive G to clear the red, though, then seemed a bit immune to the negative for a bit. Now if I suddenly jabbed the stick forward while inverted especially, black out would occur quite suddenly. and stay that way since it locks you into that negative push. Not as much as the onset, but as I mentioned before, positive G's were needed to clear the condition. Maybe check to see if your controller is spiking, causing more input than intended. This might account for your slight push generating a bigger input than you expected, causing the sudden blackout. Either that or you are pushing the stick forward to fast still.
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Right, but also realise, in neutral, inverted flight, you are starting off a -1 g instead of +1 G. Already behind the curve at the start of things. Does not take as much to get you to the blackout from that position.
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After some further testing, I found something that is probably causing most of the confusion here. Once you join a server and have toggled the LShift+F10 to whatever, DCS will remember that setting, so that even if you drop out of the server and change your game setting, whatever state you had toggled it to, will be what you are in and NOT what you set it to in the settings. For the settings to be read from the start, you need to EXIT dcs completely and load back in. I can see where Campbell's statement would appear to be true because of this, but its not because of the setting, its because of the memory of the state the labels were left in from the last online session (which is easy to lose track of with labels as slight as they are on BS). If you want to see 2 other representations of labels on a WWII server, check out: RAF662.org WWII Server for labels that are quite large and also will show coalition when close enough (Basically Easy mode) and Warbirds of Prey - WWII Western Front where the label distance is set quite a bit further, a bit darker, but also turned off when within 1 mile of the aircraft. The label distance, though higher, was set to be similar to what SOME people are able to see WITHOUT labels on, thus equalizing the playing field. This does not make them easy to see though for some, Monitor size, resolutions and settings can make a huge impact on visibility.
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The body can withstand quite a bit more positive G's than negative which both of your examples are implying. That being said, yes, negative G's do seem to be pretty touchy. But if you watch the G meter, you will probably see that you are generating more negative G's then you perceive, thus resulting in the quick black out. This comes about because we can not actually feel what is going on, so we push/pull with abandon. In the real aircraft, you would feel that rush of blood to your head and back off. We do not get much of a warning and having to watch the G meter is not the best solution. Maybe if they started the visual redout a bit sooner and dragged it out just a TOUCH longer, we would have something we could react off of.
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You CAN have them off in your base settings and turn them on later with LShift+F10 once in a mission that allows it. Like I mentioned before, I think its better that they are on in your settings IF you wish to use labels, but felt the need to correct inaccurate advice. I JUST tested this again to make sure something had not changed, and it has not. The setting in your options only sets the "Default" state of the label.
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Also, do not forget, the wing is getting thinner the further out from the wing root, not to mention other unknown structural changes. The amount of flex will not be the same across the whole wing.
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For BS server, yes. They do not in any way identify friend or foe. Though labels can be custom configured to display in a multitude of ways so you may see different results on different servers, or setup your own. Just remember, the server controls the label. They can allow labels but not set one, meaning that clients get to use their own (default or custom), not allow a label at all, or like BS server, allow only THEIR label file to be used.
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Unfortunatly, DCS does not give you any indicator on the current status of labels being on or off. Only that if you can see them IF the server allows for it. Then you will only see that they are on when you are in the conditions to see them. I believe BS server has that set around 8k range and is only a grey dot. If you have it set on in your settings, then, when you get on a server that allows labels(dot or full), they will already be on for you. No need to toggle them (easy to lose track of whether they are on/off without being in the condition to actually see them on). If you get on to servers that do not allow them, then they just will not show. Hope this helps.
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Nevada Las Vegas - Huey Ambulance Duty
Shahdoh replied to NoFear1979's topic in User Created Missions General
Icebear, the mods folder is not there in the "saved games" folder by default. You just need to create it as shown above. -
Since 2.5.5, the --norender option has affected AI in that for many (if not all), they do not engage the enemy. If you can, run off the full install using --server option without --norender. You can use "options.graphics.render3D = false" in the autoexec.cfg file. ED is aware of this and has said it is a priority to fix, though apparently it is a complicated issue for them to resolve.
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-Distance is the "Back/Forward" positioning with positive numbers being back and negative numbers placing it forward or before the aircraft it is "following". -Interval is the "Left/Right" positioning with positive numbers being to the right side and negative numbers being to the left side of the aircraft it is "following". The distance does seem to be in feet as it shows, but there is some slight variations at times as the AI get into position. Also, sometimes at a waypoint change, some will fall back out of position, and then will work their way back in. In my experience, a minimum of about 120-150 feet of space is needed in any 2 of the 3 positions or you may run into "wonkiness". Either they might crash into each other or "bounce" out of position in an attempt to avoid another. You might be able to get away with less with smaller, fighter aircraft, but not by much. And larger aircraft may need more. Good luck
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Unable to Destroy Static Aircraft in Normandy Map
Shahdoh replied to rhinofilms's topic in Mission Editor
In my experience, aircraft on the ground, static or otherwise, do not destroy all that easily. Have seen aircraft in absolute pieces but has not triggered as being destroyed. I have had to revert to scripting to make it happen by triggering a small explosion after a number of hits. -
Even with the B17's where you CAN have multiple aircraft in a group, then have other groups follow the 1st. When that lead group gets taken out, the other groups will revert to their original waypoints, again, backtracking more than likely. So, another trick I have used is to have those other groups (or individual units) have a different waypoint set then lead. Basically I remove all waypoints prior to the actual bombing waypoint. So, when the lead gets taken out, all other aircraft/groups immediately head for the bombing waypoint. Depending on how many turns you have in your route, this may work out well or it might not. But at least the rest of the formation attempts to drop their bombs on target without backtracking and starting the route over.
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If lead gets taken out, the aircraft following lead will revert to their waypoints. No matter when that happens, those aircraft will turn back to the waypoint set just after the follow command, which will probably mean they back track to the start of the route, and then fly the route. Rinse repeat for every lead aircraft in the formation that gets taken out. I have gotten around this in the past by having each aircraft that is following another have additional change waypoint commands based on the timing of the route. What this does is if the aircraft they were supposed to follow gets taken out, the directions of which waypoint they should go to is based on what time it is, thus the mission continues relatively smoothly. This takes a bunch of work and entries (depending on the number of waypoints were set for the route).