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Mistermann

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Everything posted by Mistermann

  1. Oh that was one helluva tribute, Devil. Nice job.
  2. Highly unlikely. Save not designed to work with scripting of any kind.
  3. I'm highly skeptical this means what we all want it to mean. When I read this I interpret it to mean there's a 3D pilot model with a fixed visor that happens to be tinted, so when you see the model from an external view there's a "tinted visor". The usability of the tinted visor in game, however, is non-existent. The tinted visor behaves the exact same way as the Hornet and Viper. Until I see ED formally demonstrate the feature we've all been asking for for years, I won't be jumping to conclusions. @Devil5O5
  4. Amen @cfrag!!! Well stated. I'd love to add more here but it'll just result in my post getting deleted, edited or worse. The gaslighting is inbound on this topic, I have no doubt. Keep up the great work. I hope the frustration doesn't crush your desire to continue being a community advocate. Seen far too many examples of ED shenanigans pushing talent away.
  5. Some may have seen Mongo's video already. Linking it here along with mine. Two different viewpoints of the same engagements.
  6. FWIW, I use MIST respawn in zone all the time in I2J. Have not seen it misbehave unless I feed it bogus data. Which is all the time as I debug my code!
  7. March 24, 2025 - **HOTFIX** I started receiving updates from the community over the weekend sharing some script crashing from MIST. I learned this morning from @Lekaa that the MIST script labeled "Latest" on github isn't actually the one to use. He pointed me to the dev branch where there's a more recent version of MIST that fixes whatever was causing the script error above. This hotfix simply replaces the MIST and does nothing else. I haven't had a chance to test this appropriately, but felt I should get this out to the community nonetheless. The new version (v2.016) is now available for download in the files section here https://www.digitalcombatsimulator.com/en/files/3342301/
  8. This is embarrassing - I wonder how many other people are using 4.5.126 because it says "Latest" on Github. Never would have thought to delve into the development branch. Thanks, Lekaa.
  9. The hotfix version - which I believe is the latest -
  10. MIST v4.5.126 Hotfix throwing error MIST Community - I have a strange error that's suddenly popping up in a mission I've had running for 6+ months on a dedicated server. Hopefully someone can help here because I don't really understand why its happening. I am what I'd call a "consumer" of MIST and not really an expert at coding/lua. Probably the worst type of "user" as I probably know enough to make presumptions and make myself dangerous. What follows is the information I've gathered in hopes of making it easier to diagnose. Thanks to anyone who attempts to follow and assist. This all started after updating to the latest DCS patch version 2.9.14.8222 MT. Not saying that's the culprit, but I am suspicious. I've also been updating my mission over time, so there's a high degree of probability that this wound is somehow self inflicted. The community started reporting this error to me over the weekend. I also had it happen on my server as well I pulled the section from DCS.LOG as well I then went to MIST to see what line 1525 was all about to see what routine it was in and how my mission might be calling it with bogus data. But, in this case, the function in question is called "addDeadObject" and is a function loaded at MIST init. Here's the function that's blowing up The other line of code mentioned in the script error is 2096. That code is below Honestly, from here, I just don't have the skills to interpret what's happening. Line 1525 is blowing up because something called "val.object" isn't valid. From there, when the code tries to set the "pos" variable with an invalid variable, the script blows up. Why this code has worked for literally MONTHS and just within the past couple of days throws errors, it a mystery to me. Any thoughts on how to correct what's going on would be greatly appreciated. Thanks!!
  11. Where are the pitchforks?!!? In all seriousness, sometimes sacrificing "realism" for the sake of gameplay is exactly what we need. Thrilled you added this feature. I can't believe I've flown it this long without realizing it was there. I can't tell you the number of times I've said to my guys, "I don't care if the real Cayuse didn't have it, I really want/need a rotor brake!".
  12. PSA: There's a rotor brake on the Cayuse Maybe this is old news to most. I just learned about this yesterday. I've been playing the Cayuse since it came out and never knew about this.
  13. Well I'll be ... Thanks Tobi!
  14. Wait..... there's a rotor brake for the mod?! Off to RTFM!
  15. Thanks! That was indeed the problem - distance between the IP and the drop point. I mistakenly thought it was the distance between WP 1 and 2. But its actually the distance between WP 2 and the bombing triangle in the ME. Most appreciated!
  16. Thanks CptTrips I'll see what I can do by extending the IP run. Thanks for the quick response.
  17. This is a very good, very reasonable suggestion. Understanding the intent and documenting use cases for the community would go a long way. I know ... rhetorical question. We all know the answer here. Happy path tested a day an hour before the release. At this point, its our only real choice. I am just tired of getting gaslighted by the mouthpieces about how much better quality is. Or shut down because the opinion is counter to their messaging. "This is not the mess you're looking for ..." -Ben Kenobi
  18. I am trying to get DCS AI to engage in a carpet bombing run. Unfortunately I am getting some odd behavior and don't know if its a "me" issue, or another example of finicky ED AI. Can anyone assist in helping me sort this behavior out? Instead of a wall of text, here's a video. Thanks for assisting me.
  19. Woefully designed. Talk about not understanding your customer's basic use cases ... SMH You're spot on with your recommendation here, Cfrag. Simply ignore the thing even exists. Its a complete waste of our time in the state its in. I'll set it aside on the virtual shelf next to VOIP and all the other poorly implemented code they release. Maybe someday in the distant future it'll actually work the way most of the community wants (payware missions along with heavily scripted user submissions as well as MP content).
  20. Rotor Blades cannot be spinning to rearm/refuel. I don't know if the Cayuse had a rotor brake IRL, but every time I land to rearm, I curse not having that feature.
  21. Yeah - its really too bad ED never designed DCS to be "community friendly" for these kinds of things. The limitation resides with ED, not the talented mod makers out there. ED chooses to keep lots of core elements locked away and inaccessible to the modding community.
  22. That's a GREAT call out, @MAXsenna. I'll bump it because I think there are lots of people that don't understand this particular concept. I'll reword to drive the point. ANY installed modification can trigger a bug. That mod DOESN'T have to be in the currently running mission to cause issues. So people who don't use a mod manager and have polluted their save games (or base) with mods they don't even remember installing, risk introducing bugs to their gameplay at any point in time. Mods conflict with other mods all the time, not just when ED releases a patch. PSA: Do yourself a favor and install a mod manager like OvGME and save yourself hours of grief trying to triage mod conflicts. #soapboxOFF
  23. @Exorcet - thank you!! I've been pounding my head against the desk trying to figure this out!
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