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Everything posted by Amarok_73
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Add me to the list of people reporting this issue, and looking forward for solution.
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Hello, In my mission i have "Couple on Duty" of F-14 and another one pair consisting of F-18 both departing periodically from Theodore Roosevelt (spawned with Moose). While F-18 have no problem to depart every time it's re spawned, one of F-14 planes from the pair gets hung almost always on the launch place, with no deflector in upper position, and marshals doing nothing. I've added also the F10 menu executing Destroy() on the F-14 group, and it seems it helps for the next departure, but next after this one, one plane again have issues with launch. I've exchanged F-14 in that group with F-18 and both of the groups are working as expected. Is my assumption correct, that it's the F-14 related issue? Is it only me, or someone else also noticed such behavior?
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That's why I put static marshals to the right, of the catapults, but then it seems, they're also bugged, as they do not salute back to me ;-)
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Enhanced Gamemaster Script: Zeus, but for DCS
Amarok_73 replied to CakeSorbus's topic in Mission Editor
Hello, Is it in plan, or - if not - would it be possible, to add the message to the user executing command in the situation when template or group used in command is not created/not found? -
All of them! :D
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Spikes in outside geometry visible from the cockpit only.
Amarok_73 replied to Amarok_73's topic in Bugs and Problems
Oh, great, and it was reproduced by developers, so it's under control now. Thank You for information Art-J! -
Hello, I'd like to ask if anybody else have meet issue with geometry of fuselage that generates spikes from the behind of cockpit to the front-left or front-right of plane? Hey're dynamic and moving backwards like the top vertex would be fixed to the some point in front of plane. EDIT: The same visible from rear seat, but in different directions.
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MIST - Error in function "checkSpawnedEventNew"
Amarok_73 replied to Amarok_73's topic in Mission Editor
Indeed, I was using the older MIST version. I'll exchange scripts and give it a ride. Thank You! -
Hello, In one of my missions, when started on dedicated server, after some (long rather) time the MIST starts to flood into log following error: stack traceback: [C]: ? [string "c:\temp\DCS.openbeta_server\/~mis00005BBB.lua"]:641: in function 'dbUpdate' [string "c:\temp\DCS.openbeta_server\/~mis00005BBB.lua"]:845: in function 'checkSpawnedEventsNew' [string "c:\temp\DCS.openbeta_server\/~mis00005BBB.lua"]:1154: in function <[string "c:\temp\DCS.openbeta_server\/~mis00005BBB.lua"]:1147> 2020-09-15 12:07:29.983 WARNING LOG: 4 duplicate message(s) skipped. 2020-09-15 12:07:29.983 ERROR SCRIPTING: Mission script error: [string "c:\temp\DCS.openbeta_server\/~mis00005BBB.lua"]:829: attempt to index a nil value The script itself I am attaching to this post. Question is what can be the reason of such behavior and how to debug or investigate it? EDIT: Sorry for misleading subtitle, it's about function checkSpawnedEventsNew ~mis00005BBB.lua
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Trigger stop condition when group is killed.
Amarok_73 replied to Amarok_73's topic in Mission Editor
Errrr... is there specific function for that? -
Hello, I am trying hard but still fail to achieve... The scenario is that there are three Red EWR groups, and JTAC that have waypoints above each of them with task "Orbit". There's created trigger on mission start that does script initializing the variables for these groups: RedEWR1 = Group.getByName('RED EWR 1') RedEWR2 = Group.getByName('RED EWR 2') RedEWR6 = Group.getByName('RED EWR 6') Then, in the stop conditions of these JTAC Orbit waypoints there are Lua predicates like: if (RedEWR1 == nil) then return true else return false end and these predicates seems not work as expected, as JTAC is not moving to next waypoint after the group he's orbiting above is destroyed. I know that I could achieve it with flag based triggers, but there's no trigger condition that could be based on whole group, but specific units and number of units for each of EWR group is significant. Is it something wrong with my Lua predicate, or this mechanism is just not working?
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Oh, thanks for this information. Aparently i overlooked it in my excitation when buying the module.
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I'd like to ask if it's me or it is known and under control, that some carriers have no dynamic crew on deck. For me so far, the Roosevelt is ok, but Stennis seems to be covered with this issue.
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Thank You guys for the information!
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Hello, I can't get into idea, what is the reason and how to manage the warnings as on attached screenshot. It appeared after RTB.
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HB: Can we PLEASE consider Jester menu stability?
Amarok_73 replied to Bearfoot's topic in DCS: F-14A & B
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In the newest beta version, there's no "switched condition" trigger type, but there is "front conditon". Is it functionaly the same as "switched condition" in older versions?
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[NO BUG] FPM above horizon in horizontal flight?
Amarok_73 replied to Amarok_73's topic in Bugs and Problems
Ok, thank you all, for the answers. -
Hello, Is it according to the real plane specificity, that in stable, horizontal flight, with vertical speed equal to 0, the flight path marker is located above horizon?
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Hello, I'd like to report, that there's some issue with joystick button number 4 in Logitech G940. Tested on multiple different airplanes (A-10C, Ka-50, Su-27) and all of them having this button mapped to some functions seems to be not responding to this button. In the Logitech profiler, the button have no any special assignation.
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So I've got to the point, where I am desperate to find the reason of TDR errors, that I am receiving regulary, practitcaly every mission I start. I read the sticky thread in this subforum, all what is said there applies to my situation, so I downloaded the dx11backend.dll file that USSR_Rik suggests to use, and was very keen to see what extended information it will return, but... this dll seems to be somehow broken, or obsolete, as the application hangs on startup, then in the log following entry appears at the end of file: ['preloadRadius'] = 60000; ['height'] = 980; ['terrainMapMFD'] = { ['distance'] = { ['mapLodDistance3'] = 200000; ['mapLodDistance2'] = 100000; ['mapLodDistance0'] = 25000; ['mapLodDistance1'] = 50000; }; }; }; 2020-05-31 17:42:31.250 INFO GRAPHICSVISTA: renderer: 'dx11backend.dll' 2020-05-31 17:42:31.251 ERROR GRAPHICSVISTA: Can't load render backend 'dx11backend.dll'. Reason: Nie można odnaleźć określonej procedury. === Log closed. The text "Nie można odnaleźć określonej procedury" means "the specific procedure cannot be found". After last about two weeks when I have my new computer and started to fight this inequal fight, reading dozens of game, hardware, system related foum threads, the question to developers is if You're indeed interrested to resolve this issue, or define what is the ultimate reason of this problem (hardware or drivers related). If the answer on above is positive, then next is if there's anything we can do to support You on this issue? If this is neccessary, can You provide updated version of this dx11backend.dll file? If there are any testing scenarios that could help You in this investigation? As Bignevy declares this is not possible to reproduce the case on his computer so perhaps it would be wise to employ the people that encounter the same issue to collective work over it, define testing screnarios, specific reporting rules to follow, where it would be defined what kind of outcome should be observed and reported, specific system behavior, additional error messages. max values from specific sensors reported by GPU-Z, or OCCT, etc?