

Igneous01
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Everything posted by Igneous01
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Is there a way to make units visible on F10 map for allies to see, and hidden from enemy KA50 ABRIS? It seems like the visibility flag dictates the visibility on both ABRIS and F10 map and I'd like to have it hidden from enemy Ka50s ABRIS.
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When you slot into a forward observer slot, you get this error in the log 13874 01014.821 ERROR Lua::Config: Call error occupy_player_slot:?:0: attempt to index field 'route' (a nil value). I dont see any visible effects or issues in game, but it probably shouldn't be trying to load a route for a slot with no airframe.
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Server is currently live and running for players to try out and give feedback. Original thread: https://forums.eagle.ru/showthread.php?p=3365292#post3365292 If you cannot see in server list, please connect by IP: 184.175.48.163:10308 (DCS 1.5.8 Stable)
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Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
Mission is live again - first post contains IP if you cannot see it in server list. Some critical bugs were fixed. - Server / Mission Restart was not being recognized, causing KI to never load up after mission reload. - Reduced Image sizes for map so loading the live map should take considerably less time - Capture Points were not showing correct blue/red unit counts -
Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
An early alpha version is up; the distribution part is still work in progress, i think once i get closer to beta i'll release instructions and to make your own missions and connect to our services. -
Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
Thanks to everyone for getting on and trying it out - I've collected a lot of valuable data and identified a lot of bugs that need to be looked at. The server has been shut down while I address some of the critical bugs, I'm hoping by Tuesday to have it back up again with the critical bugs addressed. Thanks again! -
Players cannot see my server
Igneous01 replied to Igneous01's topic in Release Version Bugs and Problems (Read only)
I thought they were seeing it in the list but they are not - they are connecting direct IP. -
Players cannot see my server
Igneous01 replied to Igneous01's topic in Release Version Bugs and Problems (Read only)
Nevermind - players can connect to server by direct IP, but they cannot see the server in the list. -
Players cannot see my server
Igneous01 replied to Igneous01's topic in Release Version Bugs and Problems (Read only)
I turned off IPv6 in the network adapter properties of windows. Restarted DCS and it looks like players can see the server now, although in the log it still says 'listening on IPv6', so not sure if it's the restart that fixed the problem or the config change. -
I'm hosting a public server in multiplayer, but no one can see it in the server list. I checked the tick mark 'Public Server' when starting the server. The server is using my correct public IP and the port is 10308 for UDP/TCP. When I check port 10308 using yougetsignal.com and canyouseeme.org both confirm the port is open. I do have port 80 manually forwarded in my router (hosting a website, and ddns enabled). Here is my dcs.log - it looks correct to me, the redirects are correct and the upnp port forward looks correct. Public and private IP's are also correct. 00092.558 INFO NET: server has started 00093.591 INFO NET: UPNP IGD detected. 00093.594 INFO NET: Internal LAN IP address: 192.168.1.33 00093.594 INFO NET: External WAN IP address: 184.175.48.163 00093.604 INFO NET: TCP external 184.175.48.163:10308 is redirected to internal 192.168.1.33:10308 00093.625 INFO NET: UDP external 184.175.48.163:10308 is redirected to internal 192.168.1.33:10308 00093.625 INFO NET: Successfully set up Dual-Stack socket, using both IPv4 and IPv6 00093.625 INFO NET: Listen to IPv6 on port 10308 00093.630 INFO NET: Registering server as 184.175.48.163:10308 (port is forwarded by UPNP). Are there any other troubleshooting steps I can try?
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Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
Can people try connected by IP and see if that works? 184.175.48.163 -
Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
Yeah I checked that, the ports are forwarded correctly and I can see them using canyouseeme.org - the log also showed the public and private IP's are correct. -
Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
Yes it will be migrated over to 2.5 - there is little dependency on the map or version for this to work. It can be run as is on Nevada in 2.1, it just involves setting up all the points on the map and slots. You can play it like it were SP - there's lots of stuff you can do even if you're the only person flying in the server. All the stats and progress is saved to the server in a database. You can look up your name on the website and pull up your stats to see how you did. Mind you the stats do not update automatically so it's every 2-3 hours they are updated. Does the website never load for you? I know it takes a long time to load for me but it's an issue between my router and dyndns... Still working on getting a dedicated server box to host the application. -
Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
hmm, im not sure what is the problem, the server is publicly hosted ('Kaukausus Insurgency ALPHA - Dynamic Campaign' in the server list) so i'm not sure what is going on. I turned off integrity check as well just in case that was interfering with people not seeing the server in the list. -
Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
Are you running DCS 1.5.8 or 2.1 ? Server is running on 1.5.8 stable. -
Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
Site's and server are coming back up. -
Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
WE ARE LIVE: Website: http://kaukasusinsurgency.com/Servers/Game?serverID=1 Server Name: Kaukasus Insurgency ALPHA - 32 Slots Public Open -
Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
Domain registered, site setup. Just working on tweaking the mission. It should be ready to go tomorrow. -
Caucasus Insurgency - Dynamic Persistent MP Campaign
Igneous01 replied to Igneous01's topic in User Created Missions General
I'm planning to host an alpha version this Friday. Initially there will not be any fighter/CAP roles as that module is not built out yet. However ground attack and helicopter roles are fully utilized and available. -
Hello all, I would like to introduce you to something that I have been working for past 8 months. Inspired by missions such as Kaukasus Offensive, and Dynamic Caucasus I bring you Kaucasus Insurgency. Website: http://kaukasusinsurgency.com/ You can check which servers are up by going to 'servers'. Currently all DCS servers are running 1.5.8 Note: Some players report not seeing a server in browser list of DCS - to fix this, exit the multiplayer screen, then re-enter it. This workaround is confirmed to work for most players. If this does not work for you, you can join directly by IP as listed on the server on the website, or on the live map. Caucasus Insurgency takes ideas from Takistan Insurgency from Arma, with a DCS twist. The campaign is mostly designed around PvE and coop, however PvP can be added for CAP. The mission defines a set of capture points which must be captured and maintained by the friendly forces. An insurgent AI Commander commands the enemy forces and tells them what kind of equipment to spawn, where to attack, where to defend, where to ambush, etc. The commander AI logic is relatively simple but powerful and flexible enough for users to customize. There is also a unique component in the form of depots - in order to reinforce capture points with ground forces, helicopters must take infantry, tanks, and equipment from depots and slingload / transport them to the capture points. Depots have a limited stock of equipment, so logistics in the form of aerial resupplies by helicopters becomes important to keep the war machine going. Players are credited with score each time they resupply a depot, sling load a crate, transport infantry, etc. If a depot is running low on resources it may request a convoy resupply, where the AI Commander may attempt to ambush and intercept the convoy to prevent a resupply. This gives players incentive to protect and escort logistics convoys to ensure they reach their destination safely. There is also a simple and flexible framework for supporting dynamic side missions and tasks - these can range from simple 'destroy x' to anything as complex as what can be done in the ME today. These tasks are randomly generated and stay active for a certain time period and clean themselves up if no one has acted on them to generate the next mission. The mission is 100% persistent - all units are saved and reloaded when the mission starts. The mission also has a website and database linked to it, saving player statistics, action on the live map and more. Hosting your own custom mission is also made to be easy - you focus on setting up and customizing your mission, and we can host the backend and website for you. The mission is also completely customizable - you can pick and choose how many zones, depots, etc you need and where you want to place them, as well as configure things like: - AI Commander Forces and behaviour - Custom Side Missions - Performance settings - Depot Contents - Custom Crates - Crate unpackers Screenshots of the web site (videos in game will be coming at some point). ALPHA STATUS: We have 1 Virtual Wing testing with us the mission and infrastructure. Working on addressing critical gaps and critical bugs. RELEASE v0.76 ALPHA INSTALL LIGHT - FOR SERVER OWNERS If you would like to try installing and connecting to our data center, please download the release zip here: https://github.com/Igneous01/KI/releases/tag/0.76 Instructions for setting up can be found here: https://github.com/Igneous01/KI/wiki/Install-Light-(For-Server-Owners) Please provide feedback on instructions as well as any issues. You can contact me on discord ( Igneous01#2898 ) or GitHub via opening issue, or Email.
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As far as I know the only way to do this is to use lua scripting. See: http://wiki.hoggit.us/view/DCS_func_getDetectedTargets local awacs = Unit.getByName("AWACSPilot") -- this is the pilot name of the plane, not group name local ctrl = awacs:getController() -- it mentions on the wiki 'Applies only to a Unit Controller. Cannot be used at the group level.' so hence I'm using Unit:getController() rather than Group:getController() as it might not work with the group function. local radarDetectedTargets = ctrl:getDetectedTargets(Conroller.Detection.Radar) for i = 1, #radarDetectedTargets do local _target = radarDetectedTargets[i] _target.Object -- the target object _target.visible boolean, --the target is visible _target.type --the target type is known _target.distance --distance to the target is known end
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Honestly just use MOOSE - it has prebuilt functions that return lat long translated as North-Easting + MGRS: local myZone = ZONE:New("ZoneName") local coordinates = myZone:GetCoordinate() local LatLong = coordinates:ToStringLLDDM() local MGRS = coordinates:ToStringMGRS() local vec3 = coordinates:GetVec3() local X = vec3.z -- map coordinates are messed up in DCS - the z and x points are your x,y coordinates on a 2d map local Y = vec3.x You can find more info about the Coordinate functions available here: http://flightcontrol-master.github.io/MOOSE/Documentation/Point.html#COORDINATE
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Crash on exiting mp mission
Igneous01 replied to Igneous01's topic in Release Version Bugs and Problems (Read only)
You can ignore this - this was actually my fault. I was invoking dostring_in to read the mission flag value after the mission had already ended (which makes sense now why the error was an access violation -> dostring_in was attempting to read a null pointer to the mission). I corrected this in my scripts and the CTD no longer occurs. -
Got a crash when trying to exit out of an mp mission i was hosting. Attached DCS generated dump. Looks to be something in LUA Scripting causing the crash: 00169.403 INFO EDCORE: try to write dump information 00169.472 INFO EDCORE: # -------------- 20171222-024906 -------------- 00169.520 INFO EDCORE: D:\DCS World 1.5\bin\Scripting.dll 00169.572 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 92596436 00:00000000 00169.736 INFO EDCORE: 00000000 00000000 0000:00000000 00170.060 INFO EDCORE: 92596436 010FE270 0000:00000000 D:\DCS World 1.5\bin\Scripting.dll ?regLuaTime@Scripting@@YAXPEAUlua_State@@@Z()+1F76 00170.115 INFO EDCORE: A1227294 010FE2B0 0000:00000000 D:\DCS World 1.5\bin\lua.dll luaD_growstack()+7A4 00170.222 INFO EDCORE: A12372E5 010FE4C0 0000:00000000 D:\DCS World 1.5\bin\lua.dll luaS_newlstr()+4EC5 00170.288 INFO EDCORE: A1227581 010FE4F0 0000:00000000 D:\DCS World 1.5\bin\lua.dll luaD_growstack()+A91 00170.325 INFO EDCORE: A122688F 010FE670 0000:00000000 D:\DCS World 1.5\bin\lua.dll lua_getinfo()+11CF 00170.420 INFO EDCORE: A122789E 010FE6B0 0000:00000000 D:\DCS World 1.5\bin\lua.dll lua_yield()+9E 00170.492 INFO EDCORE: A1222450 010FE700 0000:00000000 D:\DCS World 1.5\bin\lua.dll lua_pcall()+60 00170.546 INFO EDCORE: 7C634A3D 010FE730 0000:00000000 D:\DCS World 1.5\bin\AsyncNet.dll 00170.547 INFO EDCORE: A1227294 010FE770 0000:00000000 D:\DCS World 1.5\bin\lua.dll luaD_growstack()+7A4 00170.600 INFO EDCORE: A123727B 010FE980 0000:00000000 D:\DCS World 1.5\bin\lua.dll luaS_newlstr()+4E5B 00170.601 INFO EDCORE: A1227581 010FE9B0 0000:00000000 D:\DCS World 1.5\bin\lua.dll luaD_growstack()+A91 00170.602 INFO EDCORE: A122688F 010FEB30 0000:00000000 D:\DCS World 1.5\bin\lua.dll lua_getinfo()+11CF 00170.603 INFO EDCORE: A122789E 010FEB70 0000:00000000 D:\DCS World 1.5\bin\lua.dll lua_yield()+9E 00170.604 INFO EDCORE: A123CD43 010FEBC0 0000:00000000 D:\DCS World 1.5\bin\lua.dll luaL_newstate()+20E3 00170.605 INFO EDCORE: A1227294 010FEC00 0000:00000000 D:\DCS World 1.5\bin\lua.dll luaD_growstack()+7A4 00170.606 INFO EDCORE: A123727B 010FEE10 0000:00000000 D:\DCS World 1.5\bin\lua.dll luaS_newlstr()+4E5B 00170.607 INFO EDCORE: A1227581 010FEE40 0000:00000000 D:\DCS World 1.5\bin\lua.dll luaD_growstack()+A91 00170.608 INFO EDCORE: A122688F 010FEFC0 0000:00000000 D:\DCS World 1.5\bin\lua.dll lua_getinfo()+11CF 00170.608 INFO EDCORE: A122789E 010FF000 0000:00000000 D:\DCS World 1.5\bin\lua.dll lua_yield()+9E 00170.615 INFO EDCORE: A1222450 010FF050 0000:00000000 D:\DCS World 1.5\bin\lua.dll lua_pcall()+60 00170.679 INFO EDCORE: 7D93C050 010FF0A0 0000:00000000 D:\DCS World 1.5\bin\edCore.dll ?call_func@Config@Lua@@AEAA_NPEBDPEAV?$basic_string@D@ed@@HH@Z()+E0 00170.680 INFO EDCORE: E50E47E4 010FF0F0 0000:00000000 D:\DCS World 1.5\bin\DCS.exe 00170.680 INFO EDCORE: E50E517A 010FF180 0000:00000000 D:\DCS World 1.5\bin\DCS.exe 00170.681 INFO EDCORE: E50E45DE 010FF1B0 0000:00000000 D:\DCS World 1.5\bin\DCS.exe 00170.681 INFO EDCORE: E50E07A9 010FF210 0000:00000000 D:\DCS World 1.5\bin\DCS.exe 00170.682 INFO EDCORE: E4D508CB 010FF240 0000:00000000 D:\DCS World 1.5\bin\DCS.exe 00170.682 INFO EDCORE: E4D5221A 010FF8F0 0000:00000000 D:\DCS World 1.5\bin\DCS.exe 00170.691 INFO EDCORE: E525AB73 010FF930 0000:00000000 D:\DCS World 1.5\bin\DCS.exe 00170.694 INFO EDCORE: C2701FE4 010FF960 0000:00000000 C:\Windows\System32\KERNEL32.DLL BaseThreadInitThunk()+14 00170.694 INFO EDCORE: C4DBEF91 010FF9B0 0000:00000000 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21 00174.980 INFO EDCORE: Minidump created. 00174.984 INFO DCS: try to write track file 00174.987 INFO DCS: 'C:\Users\david\Saved Games\DCS\Logs\dcs.20171222-024906.crash' deleted successfully 00175.099 INFO DCS: 'C:\Users\david\Saved Games\DCS\Logs\dcs.20171222-024906.dmp' deleted successfully 00175.099 INFO DCS: failed to open '' for reading dcs.log-20171222-024120.zip
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I couldn't find an appropriate place to put this where it would be visible, so I've put it here. The DCS.isServer() and DCS.isMultiplayer() functions are not working correctly. If I host a multiplayer mission once, then exit from the mission, these functions still return true, even though the server has long since been stopped. 00071.033 INFO LuaNET: KIHooks.onSimulationFrame running ... 00071.033 INFO LuaNET: KIServer.IsRunning - TRUE - MP Server and Mission Name Match 00071.067 INFO NET: server has stopped 00071.068 INFO LuaNET: KIHooks.onSimulationFrame running ... 00071.068 INFO LuaNET: KIServer.IsRunning - TRUE - MP Server and Mission Name Match 00071.136 INFO LuaNET: KIHooks.onSimulationFrame running ... 00071.136 INFO LuaNET: KIServer.IsRunning - TRUE - MP Server and Mission Name Match the function KIServer.IsRunning looks like so: KIServer.IsRunning = function() if not DCS.isServer() and not DCS.isMultiplayer() then net.log("KIServer.IsRunning - FALSE - Not MP Server") return false end local missionName = DCS.getMissionName() if string.match(DCS.getMissionName(), KIServer.Config.MissionName) then net.log("KIServer.IsRunning - TRUE - MP Server and Mission Name Match") return true end net.log("KIServer.IsRunning - FALSE - Not KI Mission") return false end I discovered this after updating to 1.5.7.11476 Update 5, as what was previously working suddenly stopped the moment I tried to start another mp server. The workaround I found for the time being is to also check DCS.getModelTime() for 0 or nil which works, but I hope this does get fixed at some point as it can cause a lot of negative side effects for existing mods out there.