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Mistermann

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Everything posted by Mistermann

  1. Oh man! Not the news I wanted to hear on a Friday ... but that's a me problem. @tobi @Eight Ball I was just talking to a DCS friend last night expressing my admiration on you two being in the DCS Community Hall of Fame. Your contributions to this community over the years, and most recently with the Cayuse are nothing short of amazing. Your OH-6 is payware module quality ... no ... superior to many payware modules as-is. I certainly was one of many looking forward to the little bird. Alas, I 100% respect your decision to step away from DCS. I wish you guys nothing but the best. Maybe, someday, the DCS fire will re-ignite. If that day comes, I know your contributions will be epic. You've made my DCS experience much better. Thank you!!
  2. Oh this is 100% outstanding! I popped into the server just for grins. Love that you made it your own by adding additional planes you want to fly. Hope maintenance doesn't become a burden as we add new stuff. I also noticed the server might to be running when no one is online. You may consider pausing it when no one is online to preserve the early morning fog conditions. Totally your call, of course. Also, I didn't try it, but there's a server reset option on the F10 radio menu. Depending on how you want to administer this server you may want to consider removing from the radio options to prevent shenanigans. I'll join your discord as well. You are welcome. We've been playing some iteration of this for almost a year. At some point we started pondering sharing it with the community. We figured, "WHY NOT?" The rest is history as they say. Glad you're making this yours by customizing and sharing. The administrative responsibility can be a headache, so thank you for burdening that. Looking forward to seeing where your server goes. I suspect Mongo/Devil will highlight it in a video assuming you don't mind.
  3. Not a problem at all. I'll add to next version.
  4. Something we've been testing behind the scenes. Likely going to add it in the next release. Mongo ( @Devil 505 ) is piloting the Herc in this video.
  5. Had a great time with the boys last night flying the next version we're testing. 3 hour flight condensed down into 27 minutes. Enjoy.
  6. Thanks for reporting. This is exactly what I need. I will take a look and add some defensive coding to prevent the script from blowing up (I should have had that in the first place). Not sure why this is happening, however, which troubles me. If this happens again, please capture the mission script error. I'd like to know if this happens for groups other than "Rando4".
  7. Here's the video from yesterday's last test flight before releasing v2.011. Zipper @Wulf103 tearing it up in a Bronco with me scouting in the Cayuse. A couple things I noted: - The early morning fog effects look awesome. As much as I criticize ED for the state of the Core, I have to give credit here. DCS can be an incredibly beautiful and immersive experience. Its often these types of unplanned events that keep me coming back and making this kind of content. - The new explosions and smoke effects are awesome up close (and from altitude). There are several events in the video where Zipper finishes off a group in spectacular fashion. "Being there" in a helo was epic. I could almost feel the concussion from the explosion. - Really liking the new mobile sea base that @Devil 505 added. Those assets from @Eight Ball are top notch (as always). We've had a blast improving this experience over the past month and are excited for you to experience these changes on your personal dedicated servers. Love to see some of your content posted here as well. Thanks.
  8. February 15, 2025 - New Release Announcement We are happy to announce the latest version of Into The Jungle v2.011. It is now available in the user files section - https://www.digitalcombatsimulator.com/en/files/3342301/ Its been almost a month since our last update (v2.006). Since then we've been testing away at these features and feel we've reached a reasonable release point at this time. We continue to come up with enhancements/improvements that we want to see added and I'll elaborate on some of those below. If anyone is really interested in all the detailed changes, there's a changelog stored in the first trigger of the mission. Open the MIZ and copy the contents of the DO SCRIPT into a text editor like Notepad++ and you'll see the list of all changes by version number. The highlights of this release are: Restructured all random group spawning to leverage MIST to randomize placement of groups on the map. Thanks to one of Devil's subscribers over on YT for suggesting this. I now use a MIST routine to randomize group placement on the map. This makes for a brand new experience every time you start the mission. There are now a total of 23 random groups (plus 3 constants) that can spawn at the beginning of the mission. Any spawned group can spawn in 1 of 7 different positions on the map. That's a total of 161 different spawn locations! This makes it much harder to locate groups and for us grizzled I2J vets, means we don't know where that bunker group is going to be. NOTE: mission initialization is now a little longer for those SP pilots out there. Added new voiceovers for CSAR pilot pickup and MASH dropoff. These new voiceovers are randomized in the CSAR script so we now have different voiceovers for pilot pickups and dropoffs at MASH. Gives a bit more variety and life to the CSAR element. Reduces the repetition of CSAR pilot interaction and injects some memorable pickups into the experience. Same for MASH delivery. Let us know what you think. We can add more if you like. Added new smoke dissipation routine to I2J script Some of this was in the original version of I2J. When a group died, an explosion occurred along with smoke and fire. After 7 minutes, the smoke subsided. That worked great when the group spawn locations were static and known. Now that the spawn locations are random, I had to figure out a way to determine WHERE on the map the random group spawned. I hacked together a new script called I2J.lua to facilitate this task. Now when a group is destroyed, there's an explosion along with smoke and fire. Over time the fire and smoke dissipate. This gives players a visual queue when the group dies and over the next 12 minutes the fire and smoke dissipate naturally leaving a small smoke plume for the remainder of the mission. Its a pretty cool effect that we expect you're going to enjoy. Adjusted group sizes a bit after seeing very small and too large groups appearing When adjusting the random group positioning, I consciously redesigned the groups to average around 10 units. Prior to this the groups averaged around 15, so the sizes have been reduced pretty significantly. I also spent a little time arranging the groups a little better (IMO). Groups should now be a little better organized and concentrated. If you happen to see some wonky group positions, please let me know. If you have tacview, please take an image from that tool so I can see the group name as position will be random per the note above. Updated all enemy skills to "Random" - hopefully prevents some of the OP enemy firepower This was based on some YT feedback from folks saying the enemy AI was kicking their backside. When I opened the ME and looked, I realized that around 90% of Redfor was set to a skill of "excellent". Changing this to Random should result in a more balanced Redfor skillset. Devil's changes to Andersen - moved units down to Antonio B. Won Pat Intl to reduce performance requirements at Andersen We received a LOT of feedback over on YT regarding placement of static units up at Andersen and impact on performance. We decided to split Army/Marine units away from Andersen and move them down to the international airport position. Devil did a fantastic job building out a period appropriate airfield at Antonoio International. During our tests (Dedicated Server and SP) performance was greatly improved up at Andersen. Added 2 new REQUIRED Modifications : Added 8Ball CAP-Navy v2.1 This is REQUIRED : Inclusion of River Boats from upuaut This is REQUIRED see this video for instructions Enjoy!
  9. See the next gen thread please. There are many posts discussing this.
  10. That's a LOT of effort on your part to further verify the resupply units have issues. Plus based on my decades of experience with ED, any bug report on this goes into a black hole. Personally, I wouldn't hold my breath that this issue is ever addressed. I've personally wasted FAR too many hours documenting and pointing out issues for them over the years that simply go unacknowledged and unaddressed. I'd say if you're good without resupply, kill the urals in the ME and call it a day. Have fun with what works for you!
  11. That error is from the CSAR script. I thought you said you disabled it and still had the game crash. Disabling CSAR like I showed in a prior post won't even load the CSAR script. Something isn't adding up to me here. Regardless, line 496 of that script is Based on the log message, it does appear that's an unexpected NIL value. WHY? I have no idea. And why it blows up for you and not me is a very troubling issue for me to reconcile. This is why I lean into the "what's different in your setup/environment from mine" angle. Are you the only one experiencing this crash or are there other's out there with it too? There are lots of root cause factors to evaluate here before changing script code that's working - IMHO.
  12. @[HOUNDS] CptTrips I followed your steps from above and everything works just fine. I have a recording that I'll put together and share. Maybe I'm doing something different, so it'll be good to see what I am doing in the video compared to your experience. - My first test was a cold start. Took off to about 300' and nosed it into Olf. No game crash. - Second test was to do an Autostart. Took off to about 300' and nosed it into Olf. No game crash. Are you getting the CSAR voiceover when you crash into the ground? If you want to turn OFF the CSAR script as a test, flip the flag in the initialization trigger to off and see if that's somehow causing the issue. It'd be odd however, since I'm not seeing the problem here. Lastly, from time to time I find doing a DCS repair (Slow, looking for unwanted files) sometimes corrects strange glitches. Make sure to do it on the server and your client.
  13. Awesome - seems pretty easy to replicate. I will see what happens for me when I do this. Thanks.
  14. Well so much for that idea. MOOSE is not used in the mission. The version of MIST running in the mission is 4.5.126. There is a newer version out on Github called 4.5.126 FIXES released on April 3, 2024. I'll download and incorporate into the next I2J version. You may want to download that and see if it makes a difference.
  15. Welcome to the party. I posted a video a few pages back showing the "slideshow" on my machine. The fix released in v2.006 seemed to reduce the problem for many. If you're not running that version, I'd encourage you to download it. I am pretty sure every group has a truck. That's the intent. If a group is missing one, I need to fix that. The trucks play a very important role in groups - they replenish ammo. Without trucks, the groups run out of ammo and you're left with a neutered environment with no one shooting at you. We experienced this very early on in the creation of this mission and opted to add supply trucks to every group. So what causes the slideshow??? My theory here is this special type of truck (I listed them all out a few pages back) causes some sort of core DCS housekeeping to occur when damaged. I suspect whatever housekeeping that's happening is poorly optimized and probably 20+ years old. We simply don't notice any lag whatsoever in a Dedicated server environment. That's likely because the calculations are happening on the server rather than our client machines. Anyone removing the Ural's from groups and map placements risks breaking the mission, so just be aware of what purpose those trucks serve - it is far more than just a target.
  16. Short answer is NO. Never seen DCS crash when any player aircraft crashes ... and we definitely crash Hueys during our gameplay. Given we've never experienced this, I'd speculate there's some sort of conflict in your setup. Possibly mod conflicts (I have a love/hate rapport with mods). Hopefully you're using a mod manager and can remove all mods except those required by Into The Jungle and test again.
  17. Strange - didn't work on mine when I tested. However, I went in and deleted and replaced the smrGUI.lua in the hooks folder with the same file extracted from the zip you provided. Stopped and restarted server and voila ... working now.
  18. Thanks! I'll check it out and see what's up.
  19. Hey @cfrag - somehow the use of "smr" no longer works on my server. Might some recent ED undocumented changes be at play here? I checked to make sure I still have smrGUI installed in server hooks folder and verified it was loading in the DCS.log. I don't see any error messages in the log indicating something went wrong (looked for +++ and smr in the log). This used to work fine and I can't find anything in my mission causing the issue. You mind verifying this is still working on your end? Oh, and the lua file says I am running v1.0.0 (created 20220902). If you've updated beyond that, I'm feeling embarrassed.
  20. Care to link said 5 minute video? Thanks.
  21. Haaaa. Completely forgot I even asked this question and have no idea what I was using it for. Adding to my "script code to know" file.
  22. Paratroopers that attack Does anyone have a script that makes the Bronco paratroopers attack enemy units when they land on the ground? I know there's a Hercules script that allows this as I've used it in Pretense. It would be great to find a way to "activate" the Bronco assault team like that. Thanks!
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