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cameroon

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Everything posted by cameroon

  1. Hi Chicki, If results aren't saving, the most likely thing would be that you've applied a DCS update and you need to edit the MissionScripting.lua again. First thing I'd check at least :)
  2. Yeah I have a bunch of the campaigns downloaded to see how they work. I definitely know that pre-made, ME-based triggers aren't copied based on how the lua is written. I was hoping that maybe I'd missed some functionality to detect conditions that happen during the mission :D Now I have to decide whether I want to try updating the event handler lua and the adding to the campaign triggers, or working on the more interesting missions :D
  3. Possible to check player location in campaign triggers? I started figuring out how to build a DCE mission and making a fair amount of progress, some learned the hard way :D In creating my campaign, I give the player a Ferry mission and would ideally like to require that they actually land. Is there a way to set campaign flags based on events in the mission, or to otherwise get the landing location of a player when the mission ends? Most of DCE progress seems based on the state/status of various targets after the mission (like units dead, statics destroyed, etc), but I haven't found any additional status information at the end of a Ferry type target. I started looking to see if I could just add triggers to the base mission itself (condition lua predicate camp ~= nil, then update the player's airbase if they land at the target or set a camp flag, etc.) but triggers created in the ME aren't kept. Before I embark on trying to come up with a way to add user-created mission triggers, am I just missing something obvious?
  4. That's a good point; I also wear glasses and that's one thing the O+ doesn't have a lot of room for inside the headset. I got lens adapters from WIDMOvr. Super happy with them.
  5. I've got an Odyssey+ and I'm pretty happy with it, but I don't have a previous HMD to compare it to. I don't actually have complaints about the HMD, just still adjusting to the clarity/fidelity tradeoffs :D You definitely have to give it a chance to adapt to your head; it'll start off a bit uncomfortable. After a week or so the foam and I had adapted and I don't find it uncomfortable at all. One suggestion is to pull the back strap down a bit further than you might think, almost like you're tilting it backwards. It seemed to make a big difference compared to just placing it straight down. I definitely love the anti-SDE. In terms of performance, I'm still trying to find the right configuration to get the right balance between clarity, FPS and quality for my tastes. DCS seems like it's a lot harder to find that balance compared to, say, Elite: Dangerous. Especially because many of the settings (like PD, or the SteamVR settings) require reloading the whole game, so it's really tedious and difficult to compare. I've started with the VR preset then set PD 1.3, Cockpit display at 1024 (I think it's required for the mig-21 radar), Rain drops On, Cockpit Global Illumination On and Smoke Density to 1 or 2 (i don't really know how much this matters; haven't tried it much), and Preload set to like 60k instead of the default. I've got a Ryzen 2700 @ 4ghz, 16GB ram and a 1070Ti so probably similar in terms of performance to your specs. You might have more single-threaded CPU performance available, not sure where the 4790 is compared to the 2700. In terms of actually using VR; I will say this -- know the plane before you go VR in it. It'll be super slow to interact with if you don't know where all the switches are already. Like the IFF dial for the M200C is completely unreadable. I'm also really, really liking VoiceAttack + VIACOM Pro.
  6. DCS 2.5.3.22877 and I haven't tried this with planes. If I set a helicopter group's task with group:getController():setTask() using a task type of Mission, the group will follow the waypoints but appear to ignore the alt_type parameter -- they always fly BARO. If I set waypoints in the ME that are ASL (so alt_type RADIO in the mission waypoint list), the AI appears to follow the setting correctly. I attached a test mission and the script. I checked the ED wiki (http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine/DCS:_World/Part_2#Tasks) which does show alt_type as a parameter for the Mission task route points, so I don't _think_ it's something I'm doing wrong, but my searches haven't shown anyone else reporting it as a problem. Test.miz Test.lua
  7. Ahhhh, I understand what you're saying now - RouteRTB is specifically doing the delete/respawn. I hadn't read the RouteRTB docs, just the example mission and never guessed it'd have that kind of behavior. What does and does not work with DCS' scripts/AI always leaves me guessing, even more than Arma's! :) Regarding stopping the dispatcher; I'm mostly doing this to learn more about how it works so I could retask AI groups if I wanted. Thanks for the help, I'll poke around more at the dispatcher FSM now that I know some of what _not_ to do :)
  8. The FARP actually is its original airbase, but what was weird was that the group was deleted and respawned (or maybe teleported? the log showed it being re-registered). What's the right way to disassociate a cargo vehicle group from a dispatcher if you want the group to be done transporting cargo?
  9. I'm starting to mess with it (I'm the one with the weird UH-1H problem :) ) and actually just came looking in this thread to see if there was a right way to have an AI helo RTB and land/shutdown after moving its cargo. The first thing I tried was this, which had some unexpected results. What seems to happen is that the original group is deleted and a new group is spawned in the home zone, and the new group does go and land at the FARP. function heloDispatcher:OnAfterHome(From,Event,To,CarrierGroup,Coordinate,Speed,Height,PickupZone) self:Stop() CarrierGroup:RouteRTB( AIRBASE:FindByName("FARPDallas") ) end Rather than try to debug what's happening there and hack something together that's wrong, is there documentation for the right way to release a group from cargo dispatcher duties? :)
  10. It still doesn't work properly, but the work-around that Frostie posted does work. In my test mission, you get radio calls like: "AWACS (611): 111, 611, picture: single group..." In current OpenBeta, the line to add is at line 513. function hasNumericCallsign(country) return country == base.country.RUSSIA or country == base.country.UKRAINE or country == base.country.BELARUS or country == base.country.INSURGENTS or country == base.country.ABKHAZIA or country == base.country.SOUTH_OSETIA or country == base.country.CHINA or country == base.country.VIETNAM or [color=DarkRed]country == base.country.GEORGIA[/color] end
  11. Figured out the answer to my own question, putting it here in case others end up finding this post. To change the quantity for a launcher: 1 DSMS 2 Inventory (top right OBS) 3 Select your station 4 Assign the slot as needed (for example; missile -> launcher lau-88 and agm-65h) 5 Click 1, 2 or 3 on the UFC (right below the HUD) 6 Click []QTY OBS button 7 Click Load Hope that helps someone else!
  12. I am adjusting my inventory after loading weapons (and trying to do it without using the LOAD -> DSMS Load route). So far I've got it fairly well figured out, except that I can't figure out how you set the quantity on a LAU-88. There's an OBS button labeled QTY, but clicking it doesn't change the quantity and the manual doesn't seem to provide any real information about changing the quantity. Trying to set quantity to 2 (LAU-88 is defaulting to 3 for AGM-65H). Is this one of those things that just doesn't work?
  13. Well nevermind to the original question, just realized the lukrop's rewrite is basically what I was looking for ;) Wish I'd seen that first, spent some time starting my own rewrite, hah! Though now I've got a different problem. The CAP flight is vectored to my C130, but does crazy acrobatics along the way and doesn't seem to want to engage. I'll keep messing around with it, I'm probably missing something simple.
  14. Hi all, thanks for the work on this script - it'll make creating some background activity much easier! :) I'm running into a couple strange problems though - DCS 1.5, latest GCICAP from github and MIST 4.2.66. Everything seems to be working mostly correctly, except for these two things: 1. When one unit from a GCI or CAP mission lands or is otherwise cleaned up, the whole group is deleted even if its still in the air. I think I fixed this, by deleting the unit if the group count > 1, otherwise deleting the group (in clearApron and airfieldwreckagecleanup). I also modified arrivaltableINT so that it always adds the landing aircraft to landedaircraftsING. This seems to be working as expected, but I suspect there's something more I need to account for there so I'm including it in case someone knows that I'm going to run into a problem this way. :) 2. I set up a simple mission, with borders. My CAP flights launch for red & blue and patrol the CAP zones (though it does not distribute them evenly all of the time). If I then send a C130 across the border to orbit a EWR at Sochi, Red will start to send one of the CAP flights. It will get part-way there, then turn around and RTB. Then it will launch a GCI flight, which will also start heading for the C130 and then RTB. Then it seems to spam a bunch of GCI flights, well over the limit and even though taskinginterval is 1800. #2 happens even with a completely stock GCICAP lua file from github. [Edit] I just noticed it's using timer.scheduleFunction and not mist.scheduleFunction so my original thought is definitely not true. Anyway, nothing I do seems to change the behavior so I'm hoping someone has an idea :)
  15. Oh hell, apparently that's the issue. I hadn't gone digging into the mission loadouts and the loadout isn't one that the mission editor is reading, but extracting the mission file and looking at the pylon configs, it does seem it's got 4 R-60 and 2 R-13M. I'd looked out the cockpit and F2 and saw a much larger missile and just assumed it was an SARH variety. :doh:
  16. With DCS 1.5 and its improved visibility, this really comes to life. Such a fantastic job Mbot. I really hope Eagle Dynamics takes what you've done here to heart! Just finished a very successful (for me anyway) mission, 3 fighters and 1 bomber and making it home on fumes. Now if I can just figure out why my radar missiles refuse to fire ;) (also hoping this doesn't double post, forum did something weird when I tried the first time)
  17. And here I just finished my first successful multi-aircraft engagement and was hoping there was some log that got generated too. I think I can take the information from MDC_campaign_results.lua from the camp (for date and time) and weather sections though, right?
  18. As I understand it from the MiG-21 manual, with your radio switch (RV17) down, then you should be able to talk to the ground crew. In a custom mission I created to just work on my spotting, when I start with everything off and the canopy open, I can talk to the ground crew and they respond. I can turn everything on and they keep responding throughout. However, upon landing they no longer respond. I thought they were not working either, however I noticed that if I had the Battery on and the AC Generator/Ground Power switch on (RH49 I believe) and requested Power On from the ground crew, that the AC Generator warning light (T-10) would go out. So they seemed to actually be performing my requests, even though I didn't get a response back. Then I tried rearming and refueling, and they did it but again no responses. Am I totally misunderstanding how the ground comms work, or is something not quite right with the ground intercom?
  19. No mods at all but had the cockpit issue.
  20. Someone posted a work around in the bugs sub-form. I'm not entirely sure what option they were saying to select, but I did this and it restored working gauges. 1. From the main DCS World screen, select Options 2. Select Special 3. Select MiG-21 tab 4. Check the Custom Livery checkbox and click OK 5. Repeat 1-3, uncheck the Custom Livery checkbox and click Ok Hope that helps.
  21. So I just got the module (Steam) and threw it in a testing grounds custom mission. Everything was going fine (there's a Ka-50, A-10 and a couple opfor AAA guns driving around the country side). I added in a cold-start MiG-21 (blufor), no problems. I added a blufor AWACS to check out the RWR. No problems, still cold starting fine. Then I added in an opfor AWACS and suddenly when I try a cold start, 1-2 FPS. If I set it to be already started, then it's fine. Deleted the opfor AWACS, no change, still 1-2 FPS. And strangely enough, if I set the textures to medium, it's fine as well. I've got a 4GB video card and everything runs fine if the MiG is started on load in rather than a cold start. It's got to be a bug, but that sure is a strange bug.
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