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Everything posted by Psyrixx
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Thanks for the heads up! Main post has been updated.
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Also, in my version of the mission the [OR] statement is present. Are there no [OR] statements in your version? I downloaded the latest version posted from this thread to my laptop to edit it. [edit] Nevermind, I see that my logic was backwards. A new version should be online soon! [edit 2] Version 1.2.4 has been uploaded and linked in the main post.
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Actually, thank you very much for the long winded response. =) I'm on vacation at my mom's house in California at the moment and haven't had a chance to thoroughly test my mission so I'm actually very happy that you were able to go through such an in-depth testing procedure and figure out why it was breaking. Though I probably would have gotten around to testing and fixing it in a few more days, this allows me to just go in and make the changes and get an updated version online. Have you noticed any of the frequent mission crashes that were mentioned earlier? I still have not been able to replicate those. The mission runs through to completion for me every time.
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Nope! As long as at least one UH-1H is manned by a human player the Blackhawks should stay grounded.
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The Blackhawks should not take off if there are Huey pilots in the mission. I cannot replicate them taking off as long as I spawn in a UH-1H. It has nothing to do with where you are in the mission, simply *existing* keeps the Blackhawks from taking off. Now if all of the UH-1H players died or crashed at the same time, the Blackhawks may take off. But as long as you spawn in a UH-1H before the Blackhawks activate, they should remain grounded. I just flew cross country to visit family, so let me download DCS on my laptop and see if I can replicate any of the crashing / strange Blackhawk behavior. The mission has been rock solid for me over the past several weeks after fixing the crash that 1.2.5 introduced, but I'll double check in the next few days.
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You could probably find any relevant information you need in the Bugs and Problems sub forum. I personally haven't had any crashes to desktop and I've got 7-10 other friends who also have no crashing problems with the latest version of DCS World. I own all of the modules, so do two other friends of mine, the others own various modules that they were interested in (primarily UH-1H and P-51D) and one of them flies with us in just the Su-25T. We have a very wide range of computer hardware from top end (me) to lower end with various sound and controller setups as well. In fact, the mission I put together was built specifically to address the wide range of modules that we have, and did an amazing job of being fun for everyone. It takes about an hour to an hour and a half to complete and has several tasks for all of the DCS World flyable aircraft. Here's a link if you're interested. Asset Extraction I would say it is also a fairly complex mission as it only spawns enemies for the players that exist in the game, there are several "waves" of enemies that spawn at different trigger points within the mission and I wrote a custom LUA script (my first foray into LUA programming) to handle checking which of the four player controlled UH-1H helicopters or AI controlled Blackhawks lands in the extraction zone first, it dynamically spawns a CSAR verification team at that helicopter's location and on the closest side of the helicopter towards the asset, they are dynamically assigned a waypoint from their spawn point to the asset, they run over to him and "verify his identity" for 10 minutes while players must hold off incoming waves of new enemy units, then they check to see if a helicopter is currently in the rescue zone and if not they radio for pickup and make their way to the first friendly helicopter that lands nearby. If there is one, they make their way to it and "climb in" with the asset and the rescue helicopters are tasked with exfiltrating back to the starting airfield. It's really neat. :)
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I have a mission using a custom script to spawn a rescue verification team at the location that a Huey lands, in 1.2.4 it worked fine to spawn the group then dynamically assign them a waypoint list immediately after spawning. In 1.2.5, the game would crash right after the verification team spawned. I tried a few things and couldn't fix it, so asked Grimes for help. He suggested waiting a few seconds after they spawned before giving them their dynamic waypoints, and that fixed the problem. So somewhere between 1.2.4 and 1.2.5 the group create function takes a bit longer before the spawned units are ready to receive dynamic waypoints. You are right, I mis-read your original post! I thought you were asking for people who had experienced crashes to post in here.
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With 160+ views and no comments regarding crashes to desktop, I don't see how you could figure that this means people have had CTD problems. If 160+ people have been here and said nothing, it's safe to say none of them have had any issues with DCS crashing. I haven't had any problems with DCS crashing except for in my mission, and that was not the fault of 1.2.5 but a scripting error in my mission that I fixed with the help of some other mission makers and re-uploaded. After fixing my mission, I haven't had a single crash to desktop in it or any other missions.
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New 6DOF cockpit for SU25-T Coming soon
Psyrixx replied to skouras's topic in DCS World 1.x (read only)
How about... "Several drug cartels from Mexico have joined forces and taken residence in the Nevada mountains, hoping that the rugged terrain will help them keep a low profile for their manufacturing operations. Fortunately for us, several of their workers decided to attempt an escape once they were free and clear inside the American border. They were apprehended after they set of some sensors near our Groom Lake airbase, and gave us a general idea of where to look. Satellite reconnaissance has pinpointed the location of several drug cartel installations. They are being guarded by several AAA emplacements and we think we've identified some guards carrying IGLAs. Your mission is to destroy these installations before the cartels can set up a full fledged operation on U.S. soil." During the mission, you could have some of the drug kingpins try escaping from the installations with orders to take them out before they reach a certain point. Or... "We have been informed of a human trafficking operation. It appears several slave traders have been moving people in shipping containers over the US/Mexico border. Border control recently stopped one such truck, and after interrogating the drivers we've learned that there are several such trucks on their way to an installation somewhere in the Nevada desert near Las Vegas. Locate these trucks and follow them to their destination. Once we have found their base of operations, we will send in a SEAL team to rescue the civilians, then we want you to destroy the facility. During interrogation, we were informed that the slave traders may be equipped with older Russian anti-air vehicles. Be careful." How about... "Earlier this week, a terrorist cell took hostages in a well known Las Vegas hotel. SWAT teams were sent in and rescued most of the hostages, but unfortunately several were killed during the breach. A small group of terrorists were also able to escape from the hotel, and based on their threats, we believe they are headed towards the Hoover Dam with a large explosive device. Find the terrorist trucks and eliminate them before they leave our area of operations." Then during the mission, it could escalate further. Hell, let's go old-school Red Dawn style: "Earlier today, a splinter group of the Russian Army decided to declare war on the United States in the hopes of starting World War 3. Luckily, their plans were intercepted by the KGB and Vladimir Putin called President Obama to provide us with intel. The splinter group has made several vehicle and troop air drops, coming from Cuba, all across the southern United States. Radar sites picked up several Russian troop and cargo transport planes flying low over the Nevada desert this morning, and we have confirmation that several columns of Armor and infantry are currently heading towards our airbase and Las Vegas. Scramble, and take out these invaders before they reach any populated areas." If anyone is flying any Flaming Cliffs planes, you could even have sub-tasks for them to intercept incoming fighters/additional supply drops. -- There are a ton of ideas I can come up with, these are just off the top of my head. You just have to think outside the US vs Russia war-time box. :) -
If you want a really good idea of what the difference is between the A-10C and the A-10A, take a look at this start-up sequence video for the A-10C: And compare it with the first video in my Su-25T training series. The A-10C is a realistic portrayal of the actual aircraft: the Ka-50, P-51D and UH-1H are also what are considered ultra realistic "study simulations". The Su-25T, Su-25A, A-10A are what are considered "medium fidelity simulations" as they portray the aircraft in a mostly realistic fashion, but you do not need to memorize a four to eight minute start-up sequence and then all of the various weapon employment systems to get off the ground and go have fun. Four or five keyboard commands, taxi to the runway, take off, another two or three keyboard commands to get into the right engagement mode and lock a target and fire!!
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And as previously stated, the DCS World engine comes with a free aircraft module, the Su-25T. The A-10A is modeled similarly to this aircraft: most of the controls can be handled with a keyboard, there aren't any switches to flip in the cockpit but everything looks and plays nice. The A-10C, on the other hand, is what is considered to be a "study sim". It was adapted from a simulation that was created for the US National Guard to train its real life A-10 pilots in. Theoretically, if you were to jump into a real life A-10C you should be able to operate it in the real world after having learned the module. It is *very* in-depth and realistic. Also, per my previous post, the Su-25A module "dlc" that is $15 is an earlier version of the Su-25 aircraft platform. The Su-25T is a much later revision that was specifically upgraded to be an anti-tank aircraft with TV guided missiles, rockets, laser guided bombs, and many more modern munitions. And, as stated, the Su-25T is already included for free in DCS World. I'm currently putting together a set of updated tutorials on how to fly it, here is a link: If I had a friend who owned an A-10C or any other module, he could come and fly around with me since we both own DCS World.
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World is just the engine. All "dlc" can be played in the engine with anyone else. If you have the A-10A and your friend just has the Su-25T that comes free with World, you guys can play together provided you find (or make!) a mission that includes both aircraft. You can only fly in the planes that you own, but you can fly with anyone who owns anything else in missions. That's what the whole "world" concept is. A single game where everyone can play together regardless of which planes they individually own. The A-10A and the A-10C are two completely different versions of the plane. So you do not need one to play the other. The A-10A is essentially the first revision of the A-10 plane. The C is a later version with improved avionics and targeting systems. The A-10C is also the full blown simulation version where the A-10A is represented a little bit more laid back and easy to start for people who don't necessarily want to be completely hardcore about learning the full targeting systems of a plane. :pilotfly: It's not a versioning scheme within the game either... in real life there is an A, B, C, and even experimental revisions of the A-10 aircraft (http://en.wikipedia.org/wiki/A-10#Variants). It's how the military distinguishes between the various 'versions' of the aircraft. Generally, the further in the alphabet the letter revision is, the more modern the targeting systems and avionics are. It's the same in DCS World, the A-10A is the earlier version of the aircraft, the A-10C is the later version with much better targeting systems and avionics. It also makes the A-10C much more difficult to learn and master, but in my opinion that's what makes it more fun. :joystick: Which module you choose, really depends on your play style. Do you want to be super hardcore and learn a real-world simulation (A-10C)? Or are you more of a casual gamer who would love to fly around and blow stuff up but don't really want to bother with learning incredibly realistic targeting systems (A-10A)?
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I'm putting together a series of in-depth Su-25T tutorial videos. Part 1 has been up for about two weeks and Part 2 will be uploaded later this afternoon. I hope to have Parts 1 - 4 done and online by the end of this weekend, so that people can at least get off the ground, fly around and land while I work on the weapons employment tutorials. I've also added this series to the DCS World guides on Steam. Hope it helps!
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I think it would be neat to be able to see when friends of mine are online and playing DCS: World. Personally it doesn't bother me that I can't migrate to Steam, but there's a lot of functionality that could make flying with friends easier.
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New guy here need info. Very interested in game
Psyrixx replied to Antmf's topic in Lock On: Flaming Cliffs 1 & 2
In order to install Flaming Cliffs 3, you need a copy of Lock On: Modern Air Combat or one of the previous versions of Flaming Cliffs. You can buy Lock On for $9 directly from Ubisoft. The reasons for this from what I understand deal with how the Flaming Cliffs name is licensed with Ubisoft. Eagle Dynamics also offers stand alone versions of the planes included in Flaming Cliffs 3, at the moment the Su-25 and A-10A but in the future including the F-15C and Su-27, which do not require the purchase of Lock On or the prior Flaming Cliffs games. Mid-range fidelity system means that the planes are more for casual flight enthusiasts and not hard-core simmers. The aircrafts systems are largely controlled by keyboard commands (but can be customized to work on a joystick) and the cockpit buttons and switches are not clickable. Also, for the time being only the A-10A and Su-25 have the advanced flight model, the Su-27 and F-15 are currently on the simple flight model. These will be updated to the advanced flight models once they are released at some point in the future. -
The upcoming DCS: F/A-18C Hornet from Eagle Dynamics. :D For now, though, I am mainly flying around in the A-10C Warthog or UH-1H Huey. I find them both to be excellent aircraft.
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With the awesome help of Grimes I was able to find out what was wrong with my mission and fix it. I'm updating the main post with a link to v1.2.3 which also fixes a few other minor bugs that I found in the trigger settings of the mission (notably P-51 "further tasking" targets spawning regardless of whether anyone was flying them in the mission or not and Pontiac flight only checking to see if Chevy 1-1 was present before deciding to activate and take off or remain grounded). The download link will be to my dropbox until the file is approved in Eagle Dynamics files section. Enjoy the update and please let me know if there are any further issues!
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I did this and it fixed the problem. Just put a mist.scheduleFunction on the mist.goRoute function for five seconds after they spawn and now everything works perfectly fine again. So whatever ED did in the latest patch must have increased the amount of time between when a group spawns and when it's ready for waypoint instructions, unless the waypoints are given to them in their initialization. Very interesting. This doesn't impair my mission at all, so I'll just leave it this way. As always, thanks again for your help!
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Here's the code that sometimes crashes. As you can see, I spawn verifyGroup, generate waypoints for their ingress to the assetUnit, output that they are on the ground and heading to the asset as well as play an audio file stating the same thing (doesn't work in test mission but does in full mission). if rescueUnitVelocity.x < 1 and rescueUnitVelocity.y < 1 and rescueUnitVelocity.z < 1 then verifyGroup = spawnVerifyGroup(assetUnit, rescueUnit) ingress = generateWaypoints(assetUnit, rescueUnit, 'ingress') trigger.action.outText("This is Delta squad. We have boots on the ground and we're pushing towards the asset.", 40) trigger.action.outSound('StartPushToAsset.ogg') mist.goRoute(verifyGroup, ingress) end I just tried moving mist.goRoute to before the outText and outSound lines and resulted in a crash to desktop with the following log: # -------------- 20130731-044654 -------------- ÿ� # C0000005 ACCESS_VIOLATION at 56A34A87 00:00000000 00000000 00000000 0000:00000000 56A34A87 0063EBC0 0000:00000000 6213F235 0063EC20 0000:00000000 ?CreateGroupPath@wcRoute@@UEAA_NMN_N00@Z()+F65 6213F4E0 0063ED40 0000:00000000 ?CreateGroupPath@wcRoute@@UEAA_NMN_N00@Z()+1210 6213E891 0063ED70 0000:00000000 ?CreateGroupPath@wcRoute@@UEAA_NMN_N00@Z()+5C1 6213781E 0063EE00 0000:00000000 ??0CustomFormations@@QEAA@AEBV0@@Z()+FCE 621586A5 0063EE50 0000:00000000 ??4TempFilesManager@CoreUtils@@QEAAAEAV01@AEBV01@@Z()+14C5 6216617A 0063EE80 0000:00000000 ?update@wcColumn@@AEAAXAEAN@Z()+2A 62166961 0063EEB0 0000:00000000 ?setFollowingCurrentState@wcColumn@@QEAAPEAVLandGroupState@@XZ()+111 6B208561 0063EF40 0000:00000000 6B208A1B 0063EF90 0000:00000000 27CA5819 0063F020 0000:00000000 27CA826D 0063F080 0000:00000000 27CBE104 0063F0B0 0000:00000000 27CBDFDB 0063F0E0 0000:00000000 27D528E8 0063F150 0000:00000000 27D53E9E 0063F750 0000:00000000 27D56ADB 0063F800 0000:00000000 70C01832 0063F830 0000:00000000 BaseThreadInitThunk()+1A 712CD609 0063F880 0000:00000000 RtlUserThreadStart()+21 But the outText was still displayed, meaning the function mist.goRoute completed successfully and the outText was shown before the script/game crashed. The functions spawnVerifyGroup and generateWaypoints are pretty small and pretty easy to read. spawnVerifyGroup calls a function that does some math to figure out waypoint coordinates, which side of the helicopter is closest to the downed pilot (so the rescue team spawns on that side of the helicopter) and also what heading the helicopter is facing so that the rescue team always spawns at 90 or 270 degrees relative to that heading, depending on which side is closer to the downed pilot. Otherwise it just creates a verifyGroupData table that contains the settings for the group prior to coalition.addGroup being called. If I comment out goRoute, they spawn every time perfectly without any game hiccup (but obviously don't move), but if I uncomment goRoute the game hiccups for about a half a second when they spawn, they still don't move as they should, and occasionally the game crashes to desktop. Been trying to narrow down exactly why for about two days now, which is why I asked if goRoute was known to be buggy. Definitely want to help figure out what is wonky, and I'm guessing it's something I'm doing wrong in either the waypoint generation or how I'm creating my verification team group, but like I said it used to work flawlessly in 1.2.4 so I don't know whether to wait until the next hot fix or if there's something obvious that I'm missing in my code. I do a lot of programming, but this was my first attempt at LUA so I'm sure I missed something obvious somewhere along the line.
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Here's a test mission that incorporates the SpawnVerifyTeam.lua. When it doesn't crash to desktop, the team spawns but does not move. They moved fine in v1.2.4, and stopped moving in v1.2.5. The mission is very simple, there is a unit named "downed pilot" on the runway and he is sitting in a zone called "RescueBegins". Once the player's helicopter, unit/group "Chevy 1-1", moves within zone "RescueBegins", the SpawnVerifyTeam.lua script is called. The script monitors Chevy 1-1 until it touches down and stops moving at which point it spawns a new group called "VerificationGroup", takes the position of this new group and the position of "downed pilot" and generates waypoints from the new group's spawn to the pilot and runs mist.goRoute(verifyGroup, ingress) with verifyGroup being the new group variable and ingress being the waypoint table. I'd say on my computer it crashes once out of every five times it's run, with the other four times currently resulting in no movement from verifyGroup. So start the mission and literally just takeoff and land on the grass right in front of you, and the VerifyGroup will spawn but just stand there whereas in the previous version of DCS they would properly navigate from their spawn position to the downed pilot's position. If this is still too general a mission, I'll try and cut it down even more but it would lose some of the functionality that is built into how the script is supposed to run. test.miz
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Hello! Just a curiosity post: has mist.goRoute() been broken after the latest patches? My mission now crashes to desktop when that function is called. I might be doing it wrong, but it worked in 1.2.4. http://pastebin.com/79MxZncb Here's a link to the script, it's the same script I posted before. Line 232 - that if/else block deals with a Huey touching down in a rescue zone, and a verification team is spawned then waypoints from the team to the asset being picked up are generated and goRoute is called. Mission crashes to desktop there, occasionally if it doesn't outright crash the units that are spawned just stand there. Here's the error log: # -------------- 20130730-052557 -------------- # C0000005 ACCESS_VIOLATION at 548B9CE6 00:00000000 00000000 00000000 0000:00000000 548B9CE6 00C2F1F0 0000:00000000 ?getPathParam@wcRoute@@QEBANNNAEBVVec2d@osg@@@Z()+D6 548C11F0 00C2F260 0000:00000000 ?CreateGroupPath@wcRoute@@UEAA_NMN_N00@Z()+2F20 5490BA8F 00C2F2C0 0000:00000000 ?nextStep@woMovingVehicle@@QEAAXN@Z()+3F 548F8682 00C2F2F0 0000:00000000 ?nextTime@woCar@@QEAAXAEAN@Z()+92 548E6961 00C2F320 0000:00000000 ?setFollowingCurrentState@wcColumn@@QEAAPEAVLandGroupState@@XZ()+111 5DAB8561 00C2F3B0 0000:00000000 5DAB8A1B 00C2F400 0000:00000000 B0C05819 00C2F490 0000:00000000 B0C0826D 00C2F4F0 0000:00000000 B0C1E104 00C2F520 0000:00000000 B0C1DFDB 00C2F550 0000:00000000 B0CB28E8 00C2F5C0 0000:00000000 B0CB3E9E 00C2FBC0 0000:00000000 B0CB6ADB 00C2FC70 0000:00000000 70C01832 00C2FCA0 0000:00000000 BaseThreadInitThunk()+1A 712CD609 00C2FCF0 0000:00000000 RtlUserThreadStart()+21 Thanks for any help you can provide!
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DCS World Su-25T operation: A Beginner's tips for beginners.
Psyrixx replied to esb77's topic in DCS World 1.x (read only)
Started a series about a week and a half ago, held of on new videos until 1.2.5 stabilized a bit, but there'll be more coming. :)