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Everything posted by TEMPEST.114
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It’s a game and code. It doesn’t have to be anything that the coders don’t want it to be. If they actually cared it would be actually useful.
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First off, I recall reading somewhere that you can’t give a newly spawned group a task/route, until some undefined period after you spawn it for the dcs backend to be happy. those ‘examples’ also include a lot of data that is *not required* as per the documentation page and even some things, you yourself told me to leave out like group and unit id’s which you said the engine will fill in for me, so as far as I understand it the documentation isn’t showing accurately the minimum or required data needed to spawn a group with unit(s) and your reply here, whilst I can’t find where I read that right now, contradicts the ‘you can’t assign route/tasks etc’ until some period after it spawns. Clarity and perhaps actual examples are all I’m asking for; surely that’s not too much to ask?
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Your rudeness, hostility and arrogance knows no bounds does it? A little humility might be in order to counter all the people on here singing your praises constantly. see @Chump’s reply for how someone with empathy, patience and manners comports themselves. When I type it in visual studio code, I get there yellow squiggly lines under it and a warning that I need to fix. I don’t get that with everything else, so I took that that it didn’t exist anymore. I’m still new and learning but THANK YOU for showing me it is working and how to use it. As always, deepest respect for your help and tutelage.
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I'm fine, it's you that didn't follow English. Let's start again. THE RADIO ENUM DOESN'T EXIST BUT YOUR DOCUMENT SAYS IT SHOULD.
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I just bought the green spring, it's lighter but no where near good enough and the virpil base allows infinitesimally smaller inputs than you can ever make with a warthog.
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Virpil CM2 or 3, or WinWing Orion 2 but I'd go with Virpil as you can use your Warthog stick top. The finesse you gain from losing that hard centre stop and constant pressure spring is incredible.
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@Grimes I thought I was ^^^
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I appreciate the effort you've gone into and how you've made a one size fits all for almost any situation, but with respect, using that as an argument for unclear terminiology, a (no offence intended) overly complicated and poor UI/UX interface and verbiage that will confuse most casual users, isn't an excuse. Apple routinely makes very complicated software seem trivial and natural, by the clever use of UI/UX. As someone with a huge interest in UI/UX I'm just saying that if you had a non-coder work with you, you could have not lost any power or flexibility but made it really simple to use and clear. Most users won't read the instructions with their precription meds, let alone a 40min video tutorial that still leaves questions. If you have to go as far as to make that, your UX is clearly insufficient. I have worked out how to use it, and it's overcome the massive problem OVGME had of claiming errors when zipping up large zip files and it taking too long that it thinks it's timed out, but whilst I have it working as I need it - I know it's going to be almost impossible to support for my squad mates who have issues with winzip!?! I hate that such a clever, powerful piece of software that's really crafted for a genuine use case being so badly let down because of it's UI/UX - something most programmers don't understand or even care about. But we all don't think like the coders do...
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Thank you for explaining and sharing how you fixed it. It's really appreciated. Most people wouldn't have bothered.
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Radio transmision script not playing short audiofiles
TEMPEST.114 replied to daemon1808's topic in Mission Editor Bugs
Okay, so I don't know if there is a fix except someone at ED fixing it, but have you considered shoving a 2-3 second silence at the front of each sound file in Audacity, so that it will actually play the bit you want and the length of the sound file will always be at least 3-4 seconds so it won't error at all? That's all I can think of to get you over this as a workaround, but the whole audio api is not fit for purpose really. -
Radio transmision script not playing short audiofiles
TEMPEST.114 replied to daemon1808's topic in Mission Editor Bugs
If you have two sounds set to play one after the other? The sound engine api is dumb and doesn't get this and just plays the final one and won't sequence them. Could this be the problem? -
I wasn't referring to the web page @Grimes I was talking about the enum.
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Does OVGME have a hard file size limit? I'm trying to use it to make a mod file of a series of folders that (when zipped = 15.5GB). It constantly fails about 1/3rd way through and the error logs are unhelpful at best: NOTICE: GME_MainInit:: OvGME Initialization : Log history start NOTICE: GME_ConfLoadCfg:: Load global configuration : Done NOTICE: GME_GameUpdList:: Updating config list : C:\ProgramData\OvGME NOTICE: GME_GameUpdList:: Retrieving config : 6209371da346c7457f1b0cda91bf6582 NOTICE: GME_GameUpdList:: Retrieving config : 863f3bddba7aa7bccba1aa30362c3b07 NOTICE: GME_GameSelectCfg:: Selecting config : DCS CORE NOTICE: GME_GameEditCurCfg:: Edit current config : DCS CORE NOTICE: GME_GameUpdList:: Updating config list : C:\ProgramData\OvGME NOTICE: GME_GameUpdList:: Retrieving config : 6209371da346c7457f1b0cda91bf6582 NOTICE: GME_GameUpdList:: Retrieving config : 863f3bddba7aa7bccba1aa30362c3b07 NOTICE: GME_GameSelectCfg:: Selecting config : DCS CORE NOTICE: GME_GameSelectCfg:: Selecting config : DCS Saved Games NOTICE: GME_GameEditCurCfg:: Edit current config : DCS Saved Games NOTICE: GME_GameUpdList:: Updating config list : C:\ProgramData\OvGME NOTICE: GME_GameUpdList:: Retrieving config : 6209371da346c7457f1b0cda91bf6582 NOTICE: GME_GameUpdList:: Retrieving config : 863f3bddba7aa7bccba1aa30362c3b07 NOTICE: GME_GameSelectCfg:: Selecting config : DCS Saved Games NOTICE: GME_GameSelectCfg:: Selecting config : DCS CORE NOTICE: GME_GameSelectCfg:: Selecting config : DCS Saved Games WARNING: GME_ZipIsValidMod:: Invalid Zip file: : I:\B OVGME Mods\SAVED GAMES\\SuperMod - SAVED GAMES.zip.build WARNING: GME_ModsUpdList:: Zip file is not a valid Mod-Archive: : SuperMod - SAVED GAMES.zip.build ERROR: GME_FileDelete:: DeleteFileW error The process cannot access the file because it is being used by another process. : I:\B OVGME Mods\SAVED GAMES\\SuperMod - SAVED GAMES.zip.build ERROR: GME_ModsMake_Th:: mz_zip_writer_add_file failed : I:\B OVGME Mods\SAVED GAMES\\SuperMod - SAVED GAMES.zip.build WARNING: GME_ZipIsValidMod:: Invalid Zip file: : I:\B OVGME Mods\SAVED GAMES\\SuperMod - SAVED GAMES.zip.build WARNING: GME_ModsUpdList:: Zip file is not a valid Mod-Archive: : SuperMod - SAVED GAMES.zip.build If I use another app to zip them up they zip up fine. If I make 30 individual mods each less than 5gb then OVGME works fine. But if I try and make one mod file for all of them, it breaks, every damn time. I can't get my sqn mates to change to OMM because that's even more user unfriendly - I still struggle getting them to understand and use OVGME (they keep unzipping everything) so I have to stick with OVGME. Can anyone please help?
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There is no doubting your skill at programming but honestly your UX/UI is utterly unintuitive. I understand you are going for complicated processes but that's where you need someone with UI/UX skills to come in and completely rewrite your entire interface and flow. This is so overly complicated and intricately complex that it's clear this is 'coder UI' and not a UI for the masses.
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It has far more usability to be displayed IN-GAME on the F10 Map, than it does in the Mission Editor where is literally has zero uses. That's my point - if it's going to be rendered and displayed, then at least render and display it where it's most useful - in-game for all pilots and not for the individual mission designer to see.
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addGroup - how to make them SPAWN on the RAMP?
TEMPEST.114 replied to TEMPEST.114's topic in Mission Editor
Thanks for your help. -
Do I just give their starting x, y and alt as the CENTRE POINT of the AIRBASE and will the backend put the aircraft type in the right parking spot or do I have to do this manually for each unit in the group(s)?
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Is it acceptable or allowable to copy someone's code from say MOOSE or MIST and add it to my own Superscript? There is no place I can give 'acknowlegements to'. I don't know about the rules of software in circumstances like this. But I mean, if they've done the maths and its correct, then really, what good would it do me reinventing the wheel, other than ego or pride, when they've already made it work in Lua and DCS? Should I reach out the devs or is it okay to copy functions and make them work in my own scripts?
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I'm trying to learn how to spawn my own aircraft from scratch via the DCS Scripting API. The documentation is quite threadbare and there are no real tutorials on it that I could find, but going from the linked page, there are some params that are REQUIRED and most are OPTIONAL. However, there is a section that is not marked as either - which only adds to confusion. And in this new section there is a new, undocumented field: the 'psi' number. In fact, other than stating it's a number, it doesn't mention what it needs to be set to or anything. I've seen other posts talk about how if this is missing the groups won't spawn, but there was nothing concrete about it. My wonderful mentor @cfrag posted about it here: But even that wasn't a definitive or clear answer. So, can we, the scripting community, please have some final and complete feedback and clarification on this? @SUNTSAG and then perhaps have the documentation updated (even though it's unofficial) Thanks
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One more question. If I wanted to use the Encyclopaedia to find the min / max range of these weapons and their designiation / TypeName - how do I do that, when there isn't anything identifying them in the Mission Editor? Sorry if it's a dumb question but I know aircraft and flying - I know nothing about other ordinance or ships / ground units. I'm trying to learn but it's a steep curve and I'm struggling on connecting the dots... It's just that the Encyclopaedia says the Ticon fires SLCM SSM Tomahawk, but that 'name' isn't in the weapons list... so...
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Ah. Good to know. Perhaps the ME can be adapted to hide that parameter for that weapon type so ME newbies like me won’t get fooled into thinking it applies? Thank you @SUNTSAGthat was my next problem to fix, how to target multiple things in an area of effect… I wonder if this can be done as simply in script?
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known issue AWACS E-2D reporting as "E-2C" from getTypeName()
TEMPEST.114 replied to TEMPEST.114's topic in Mission Editor Bugs
It’s never a bad idea to fix bugs.