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0xDEADBEEF

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Everything posted by 0xDEADBEEF

  1. Ian did you update whichcraft to work with 1.5? I've tried it few weeks back but could not get it running ... would be very cool! @DackSter: Start step by step. I personally don't use much triggers in MissionEditor as I personally find it more convenient to do things in code. All I use MissionEditor for is placing things and loading scripts, I do all the scripts in an external editor (Notepad++ is the most recommended, I have started to use Eclipse which helps with syntax highlighting, both are free). Theres many missions out there which rely mostly on Mission Editor Triggers and it works well as well. It's really mostly a personal preference which will develop as you get deeper in to scripting. Getting started is the hardest part you need get over, once you have established basic understanding things will move a lot faster. What may also help you is loading Multiplayer-Trackfiles into MissionEditor and see how the Missiondesigner has made things, the Tracks contain the Mission-Files including triggers and scripts. Theres many different approaches on how to achieve things. Some may work better for you than others and vice versa. Once you get the hang of it you'll love it. The scripting engine is very powerful and has rather littler limitations.
  2. It was changed to the UAZ with 1.5.3 because the crates used prior to this version would suddenly cause a CTD when picking up the crate.
  3. Thank you! If you still have use for the mission i can send it to you later, no problem.
  4. I have set some missle-availability limitations on a carrier I placed in the mission, like no 27ER and 27ET (limited to 0), but still Su33s are able to load them.
  5. The Problem with the Group.getCategory() function is groups are (still) not accessible for MP-Clients... I'll use the getDesc() workaround I found in this thread instead. Lost a couple of hours dev-time through this problem. Glad I finally get it sorted.
  6. Hi Guys! I have removed a couple of missiles from my mission (No Aim120, no 27E* etc.), but this does not seem to work with the carrier. I have quad-checked that the carrier has limited loadout and those missiles set to 0, but still players are able to load them :( Does anyone know how to solve this? thanks! Beef
  7. Good info guys! Thank you very much! I'm really looking forward to saving the last 10 minutes whenever something awesome happens! (Like maverick showing up on your six :music_whistling:)
  8. we never worry about the mirage and razbam, you tought us better ;)
  9. Yes, in the settings screen below the image of the screen. This sir has finally solved it! Thank you very much!
  10. Hey guys! I've just spent a couple of hours googling and checking forum threats and I have absolutely no success. I use a MSI GTX970 and set up shadowplay - seemed like an easy feat. However. It simply does not record. Period. first i would not even get the overlay - at all. I then checked the allow to record desktop checkmark, now I at least get the overlay, and the overlay says it is recording. I sometimes get the DCS loading screen pop up shortly, mostly after starting recording and after stopping it. However. There are NO files in the specified folders (neither temp nor save-folder). I'm stuck. I even tried to contact nvidias customer server, which seems to does not even exist for software :doh: Anyone got any hints what I can try or maybe someone had a similar problem and got it solved? (system is brandnew, latest drivers, fresh Win10) thanks! Edit: partially solved. I was using Win10 N without the Mediaplayer. Seems this also includes all videoplayback and other media-backend files that are needed to handle video in the operating system. Dowloading a mediakit (which took 3 attempts to find the only working most current dl on ms.com). It still only works with recording desktop enabled. If anyone has an idea how to get it working without desktop enabled that would be very much appreciated!
  11. I have tried a couple of times now. I can confirm that the 120C launch warning is not reliable. Sometimes it comes (the chirping), sometimes there is only the lock warning without the launch. Also, sometimes the lock warning would remain if the bandit is splashed (F15). These findings are head on against AI with 0° bank angle. It would be very practical if the RWR would be fixed next, this seems to be the last remaining thing that keep the mirage from being useful in multiplayer. If you get Spamrams launched at you without getting a notification, this is a big disadvantage. While not on topic, it also seems the radar elevation in STT does not do it's job as designed, i would most of the time loose lock even though I notch less than 30 degrees.
  12. Yes Fires conditions are about the same as the Mission i was flying, except i went full burner always. Btw speaking of the Takeoff. I noticed some weird FBW behaviour, if you start pulling the stick too early, the FBW would nose-up very rapidly when takeoff speed is reached causing buffeting and speedloss. It does not easily nose up like in previous versions an would only go back to normal if you push the stick forward. I don't know if this is how it should behave (I have to admit I never flew the real mirage), but it at least feels very awkward.
  13. Gospadin, look at your Mach-Number on the top right of the HUD. It happens everytime between Mach 0.99 and 1.01 which is basically the speed of sound. As far as I've understood trans- and supersonic physics, Mach 1 is the speed where drag starts going up massively. My explanation is the plane is jumping back and forth between sub and transsonic speeds, and thus the drag/acceleration values jump depending if you are now above M 0.9999 or M 1.000 (What do you think Zeus?) Basically you engines would be able to accelerate, but the extra power is lost in the transsonic drag area, and you can only go supersonic with AB. Think of it from a piloting point of view. If you are not currently in an active engagement, this throttle setting is incredibly ineficient. If you would throttle back until you reach M0.98 you would not only save a lot of fuel, but also get rid of the jumping.
  14. There seems to be too little rudder authority on crosswind takeoffs. in a Su27 i only need little inpunt (but clear input), but in the mirage is need to max it out, and apply full left footbrake to keep it barely center in the runway. If I'm too late, it just goes off the runway.
  15. Forget what I just said, this time I got the chirping sound from an aim 120B :huh: no idea why i didnt get it before ...
  16. I just downloaded the newest update and was super eager to try it finally! :joystick: There used to be a launch-warning for the Aim120C that had some funky cirping sound. This time I only got the lock warning and was like, oh, I'm hit! oh, he launched? Is this the way its supposed to be working or are you reimplementing the launchwarning? Only getting the lock tone from an F15 and no launch warnign will make it quite difficult fighting them I'm afraid ... :huh: Oh and right after I was shot the game crashed with this dumped to the log. 01241.269 INFO DCS: try to write dump information 01241.271 INFO EDCORE: # -------------- 20160311-184857 -------------- 01241.271 INFO EDCORE: 01241.272 INFO EDCORE: # C0000005 ACCESS_VIOLATION at F3139577 00:00000000 01241.276 INFO EDCORE: 00000000 00000000 0000:00000000 01241.281 INFO EDCORE: F3139577 0014E480 0000:00000000 ?getTurbulenceInLayer@IAtmosphere@Weather@@IEBA?AV?$Vector@$02N@Math@@AEBV34@N@Z()+167 01241.283 INFO EDCORE: F313AFCF 0014E5A0 0000:00000000 ?getAtmoWind_w@StandardAtmosphere@Weather@@UEBA?AV?$Vector@$02N@Math@@AEBV34@N@Z()+21F 01241.284 INFO EDCORE: FF1FB772 0014EA00 0000:00000000 ?simulate@AerodyneFM@EagleFM@@UEAAXN@Z()+A52 01241.285 INFO EDCORE: B1DB37B0 0014EA80 0000:00000000 01241.286 INFO EDCORE: B1D97CC3 0014EBF0 0000:00000000 01241.286 INFO EDCORE: B1DE3E5A 0014EE70 0000:00000000 01241.287 INFO EDCORE: B1DE1AA3 0014EEA0 0000:00000000 01241.287 INFO EDCORE: 050C6CEF 0014EF20 0000:00000000 01241.287 INFO EDCORE: 050C7235 0014EF70 0000:00000000 01241.287 INFO EDCORE: B1F08068 0014EFE0 0000:00000000 01241.287 INFO EDCORE: B1F0CA35 0014F040 0000:00000000 01241.288 INFO EDCORE: B1F226A4 0014F070 0000:00000000 01241.288 INFO EDCORE: B1F225F4 0014F0A0 0000:00000000 01241.288 INFO EDCORE: B1FC756C 0014F750 0000:00000000 01241.289 INFO EDCORE: B1FCABC5 0014F790 0000:00000000 01241.290 INFO EDCORE: 10F08102 0014F7C0 0000:00000000 BaseThreadInitThunk()+22 01241.290 INFO EDCORE: 1301C5B4 0014F810 0000:00000000 RtlUserThreadStart()+34 01241.469 INFO EDCORE: Minidump created. 01241.471 INFO DCS: try to write track file
  17. I dunno, but it had a DCS-wiki with very valuable documentation about the DCS-Scripting Engine. That's why I found the Mission Builders corner appropriate ... I'm using the Google cache for now, which does not work very well, but at least I'm getting to the most important information bits ... would be a real pitty if all that information was gone all of the sudden :(
  18. I got no clue why this was moved to chit-chat, when it is about the Scripting Wiki ... The guys on #hoggit at freenode say it might be down forever. does that mean the scripting wiki is gone forever? "[22:27] <Lawlcat> oh the website [22:28] <Lawlcat> thats likely down forever [22:28] <Lawlcat> zelly is basically awol at this point"
  19. You can also set this in the advanced settings when you create a new multiplayer session (Manual Pause, unpause without clients, and unpause on load) along with a couple of other settings. No need to edit the lua.
  20. Hey guys! Dunno if this is the right place to post this, but I've noticed the hoggit scripting wiki is anavailable since yesterday? Does anyone know anything about it? thanks! Beef
  21. while it may be a contributing factor I'm afraid it is not the source of the problems. The Buddyspike team is doing everything they can think of containing it. We will need to be patient until ED fixes this.
  22. During testing yesterday I realized that most of the time an ejection happens twice or more on my Server. There are two pilots on two parachutes triggering two ejection events that I get transferred to my logs: 04551.500 INFO SCRIPTING: koEngine.debugText: koEngine.eventHandler(S_EVENT_EJECTION)6 04551.586 INFO SCRIPTING: koEngine.debugText: koEngine.eventHandler(S_EVENT_EJECTION)6 triple ejection: 07541.934 INFO SCRIPTING: koEngine.debugText: koEngine.eventHandler(S_EVENT_EJECTION)6 07542.033 INFO SCRIPTING: koEngine.debugText: koEngine.eventHandler(S_EVENT_EJECTION)6 07542.133 INFO SCRIPTING: koEngine.debugText: koEngine.eventHandler(S_EVENT_EJECTION)6 It is a little inconsistent, sometimes it correctly only one event, most of the time its 2, and sometimes its even 3 ejection events (and Pilots ejected from a single seat aircraft) (I'm logging every event that is triggered so I can learn more about when which events are triggered when). The mission is attached. The Kaukasus Offensive 0.66.miz
  23. lets assume a Client has downloaded and installed the M2000C but does not have a key. The M2000 will not be greyed out in MP Slot-selection and if selected, the player will not be able to fly, but an AI plane will be spawned instead, although the slot is listed as Client in ME.
  24. Aviation has always been and will always be imperial: Knots/Feet/Nauticmiles. Only the russians do their own thing. I feel you, I am metric too, but you will get used to those 3 units easily. I'm still struggling when i have to deal with pounds and gallons, but as long as you got fuel in the tank this does not matter a lot, and when you run out of fuel, fuel is out and you got other problems to worry about ;)
  25. lol Caponi, hat er nicht. Die moderneren Helis haben ein SAS. Der Radar-altimeter ist ws. das komplexeste elektronische Gerät im Huey. Aber gerade das macht ihn doch so interessant. Sofapiloz. Vielleicht Denk ich am Abend dran dir einen Track zu machen. Ein paar grundsätzliche Tipps kann ich dir aber mitgeben. Zum einen ein wenig lektüre: http://www.copters.com/pilot/maneuvers.html Klingt mega langweilig, wenn man die procedures aber verinnerlicht und versteht machen sie plötzlich massiv viel sinn. Ein Heli will wie ein heli bewegt werden. Der Huey vergibt vergleichsweise viele Fehler, es ist trotzdem besser sie von vornherein nicht zu machen. Super wichtiger Punkt ist attitude-flying. Eine Referenz am Hubschrauber zum Horizont vergleichen, um die Bewegungen vom Hubschrauber besser zu erkennen. Uns fehlt im Sim nunmal das Popometer, je besser wir das kompensieren, desto einfacher wird das fliegen. Ich schätze dir rutscht der Arsch genau in dem Moment weg, wenn die engine anfängt wieder Leistung zu liefern. Das erfordert gutes Timing und Gefühl. Ich empfehle nicht auf die Torque-Anzeigen zu schauen, du weißt eh dass der Drehmoment kommt, und du bekommst einen sehr guten Audio-Cue wenn die Turbine hochläuft. Während der Geschwindigkeitsreduktion läuft die Turbine mit sehr wenig Leistung. Je später du am Collective ziehst, desto spontaner kommt die Leistung. Versuch die Turbine zu hören (im Echten würdest du es auch spüren), sobald sie hochläuft drückst du sanft ins Linke pedal und gibst gleichzeitig den knüppel ein wenig nach links (der Heckrotor will dich nach rechts schieben).
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