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Mauritz

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About Mauritz

  • Birthday 01/15/1989

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  • Flight Simulators
    DCS:World IL2:BOS
  • Location
    Sweden
  • Interests
    FlightSims Boardgames

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  1. Was this feature removed? It's still listed in the readme, but I'm not finding any references to it
  2. Yep. https://forums.eagle.ru/topic/266304-scenery-remove-objects-zone-and-dedicated-server/
  3. Yes, I also remember it working some year back, did a deep repair of my dcs install and reinstalled the module before testing to be sure.
  4. If you perform a DYK bombing in PRECISION (ANF) mode with radar ranging active the steering queue on trigger down pulls down to the bottom of the sight. With radar ranging disabled (253) or Quick mode (NAV) you get the correct pullup queue. In either case the stick is centered on the targeted impact point, i.e half the bombs falls short. Don't know if this is intended behavior. So to reproduce, perform a bombing attack in precision DYK mode with radar ranging active. Observe steering queue behavior, and mean bomb impact point.
  5. I'm not using a string condition, I'm deleting everything it finds, and it's not finding those objects, in any category. Here's a before picture in case it wasn't clear
  6. If I try to capture their deaths i get 2021-03-26 23:27:17.719 INFO SCRIPTING: DEBUG: Killed - APC M1025 HMMWV Type - Hummer Category - 2 2021-03-26 23:27:17.727 INFO SCRIPTING: DEBUG: Killed - Type - ROADBARRIER Category - 4 2021-03-26 23:27:28.720 INFO SCRIPTING: DEBUG: Killed - Transport M818 Type - M 818 Category - 2 2021-03-26 23:28:28.120 INFO SCRIPTING: DEBUG: Killed - Type - HIGHWAYBARRIER Category - 4 2021-03-26 23:28:28.122 INFO SCRIPTING: DEBUG: Killed - Type - ROADBARRIER Category - 4 2021-03-26 23:28:28.125 INFO SCRIPTING: DEBUG: Killed - Type - HIGHWAYBARRIER Category - 4 2021-03-26 23:28:28.139 INFO SCRIPTING: DEBUG: Killed - Type - ROADBARRIER Category - 4 2021-03-26 23:28:28.142 INFO SCRIPTING: DEBUG: Killed - Type - HIGHWAYBARRIER Category - 4 2021-03-26 23:28:28.146 INFO SCRIPTING: DEBUG: Killed - Type - ROADBARRIER Category - 4 That's using the :getDesc() so the categories don't really match up, the hummer is a unit and the m818 is a static for instance. The scenery objects are nameless, of course, I'm at a loss exaclt how the trigger action "Object Scenery Remove" actually works to catch those objects, since it is able to remove them. I assume I can pull some more info from the raw object table that might help narrow it down. Anyone got any further ideas?
  7. Thank you for your input, Pravus That looks a lot like the scripts floating around, on the hoggit wiki for example. Tried those, captures buildings alright, doesn't grab the dividers, safety rails, walls, and lamp posts etc. Here I'll include a picture of the results of running a version of your script that just :destroy() everything it finds. As you can see it removes the buildings, but not the things I'm actually looking to get rid off.
  8. So using the trigger action to remove sceneryobjects works fine single, hosted muiltiplayer, but not in the dedicated enviroment. Tested a few variations of trigger conditions, but to no avail. Tried working around it with scripting to destroy the objects but I am unable to capture the concrete dividers that plague syrian roads with world.searchObjects. So steps to reproduce: 1. Make a mission with remove scenery objects in triggers 2. Test mission from ME, watch objects disappear 3. Host mission from client, watch objects disappear 4. Run mission on dedicated server, get offended by the existence of scenery objects Possible workaround: Put invisible Farps next to every object or tree you want to remove syria-roadbase_RB-15.miz
  9. Still looking to sell, and would you consider shipping to Sweden?
  10. Which LOTATC version is the server running? unable to connect with 2.1.6
  11. RIO Weapon Wheel display the word TURN when backlit in the dark. Applying flashlight will let you read the wheel without TURN being visible. Picture illustrates wheel with the lighting set to ~6 Think this might be an old issue but couldn't find a relevant report.
  12. While playing around with flaps & wingsweep configurations I noticed some unexpected behavior. With wings swept manually aft of 25° and moving the flaps handle past 5° the wings were automatically actuated forward & the auxiliary flap deployed. Ever curious I decide to pull the wing handle into emergency mode & commanded 30° sweep & moved the flaps past 5°, again the wings came forward to 20 & deployed aux flaps. Upon retracting the flaps the wings moved back to 30°. Accelerating to above 300 kts ias @ 15,000ft with the wings to auto at about 25° and moving the flaps handle once again moved the wings full forward to deploy auxiliary flaps Apart from disallowing movement of the wing aft of 21° and 50° when deployed I was not expecting the flaps system to interact with sweep in this way. As an aside I was glad to see this behavior does not occur with the wings past 50, even if the flaps handle is allowed to move aft in the cockpit.
  13. Hello, Been running into a fun little situation in MP were a player controller Mirage 2000C is invisble on the RWR. Jester will acknowledge that the F14 is locked up by a mirage when that happens but the RWR remains oblivious to the M2 in all cases. Could be a local/client thing, perhaps, we have not been able to confirm. Looks like this mostly just happens in blue/blue situations, so not a game-shattering occurrence.
  14. seemed to me to affect newer models more than the old faithfuls, i.e. iranian stuff, not russian
  15. there it is, the ****ening, been a minute since the SE was toyed with this hard
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