

Igneous01
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Everything posted by Igneous01
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I'm getting crashes when clicking 'preview audio' or when connecting to a server (I've tried with loopback 127.0.0.1 as well as our clan server) https://postimg.org/image/i6izb05qr/ I'm wondering if the code handles a user that has multiple sound devices (I have an external steinberg sound card for music, internal sound card for gaming) - my external is disabled when I try this. I'm using 2 Channel 16 bit 44100Hz for playback quality on my internal. I checked the client logs but nothing is recorded about any errors. Also it's latest version pulled from git. **Resolved - did not have .net 4.6 installed **
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Black Shark 2: Republic Campaign
Igneous01 replied to kontiuka's topic in Black Shark 2 The Republic Campaign
Is the campaign supposed to restart back to mission 1 if I fail a mission? I've so far failed the second and third missions once each, and everytime it brings me back to mission one. I can't replay any mission. Even quitting the game causes this to happen. Is this a bug, or a setting I can change? -
This bug is slightly difficult to reproduce, because it is not known under what circumstances this happens. For me it most commonly occurs at take-off when I just started the mission. I would raise the flaps up (while I'm still on the ground) and the light would remain lit. Look outside and the flaps are in the up position. Not sure whats going on there. The lights work as expected once your in the air, but I've noticed you need to be >500km/h, otherwise the lights will not change. I don't know if there is an auto 'raise flaps' system on the Su-27, but if there is, it is not working correctly. Also noticed sometimes I would get a caution warning sound when I am on the ground. I would just start up the electrics and the master caution goes off and keeps beeping. If I get up to about 20km/h on taxi, the beep goes away. Slow down again, and it starts beeping again. This happened only once (dont have a track for it) I would get this caution warning when on the ground after landing. Go to parking position and shut electrics off - its still beeping like a madman (must be some serious failure for it to go off even after the electrics are off :D) Anyway else experience similar issues? I don't have any tracks to offer, but I will save them the next time I encounter it (which is pretty frequent, so hopefully soon)
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Flight Qualifications Campaign
Igneous01 replied to Sabre-TLA's topic in A-10C Basic Flight Training Qualification DLC
Any plans to finish the KA-50 version? I'm really looking forward to some proper training :) -
Civ traffic refuses to spawn on this one mission
Igneous01 replied to Igneous01's topic in Mission Editor
bump, still cant get this working :( -
It looks like I must have encountered a rare bug or something. This one mission that I am working on, regardless of settings in 'forced settings' or my own profile settings, refuses to spawn civ traffic. Ive tried with both set to high and medium, and nothing happens. Ive attached the mission file as well, I have no idea why this happens. I unzipped the mission and looked at both the options.lua and the mission.lua files and don't see anything that would break the civtraffic from not working. I'm honestly out of ideas :( Theres also another issue I'm having of an ai unit (fake car bomb #001) that, upon activating the group, skips waypoints 1, 2, and 3, runs the scripts on 2 and 3, and basically screws up the conversation logic and the entire behaviour I wanted. Before I had him working if I set his direction at mission start to point towards the 1st waypoint. Another rare bug (I seem to have the worst luck with these things...) Can someone please explain why these things happen? Are there special conditions in which civ traffic will not appear? Proxy War - Mission 2_c - Outpost Overwatch.miz
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I have to agree. I've never had problems playing campaigns in different languages with English subtitles. In fact I dont have a problem watching a foreign movie with English substitles either. Although, it would be nice if the text were to be displayed in a nicer format. Currently radio communication is very hard to read (especially if you use it for mission dialog). Having it on the bottom with a slightly transparent box around it would make things much easier to see and read.
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Is there anyway to access sim system functions like db.getUnitCallnames
Igneous01 replied to Kolyma's topic in Mission Editor
This is the real unfortunate thing about having lua in DCS. Theres the potential to do many cool things but the only things we get access to are a handful of actions or functions that triggers already provide. I still dont understand why DCS offers export.lua functions like radio.isenabled and radio.frequency yet we cant check this ourselves using lua inside a mission. I suppose the only real way to get any value out of lua is to mod the game - but then that segregates the player base that doesn't use mods in the first place. -
[ANN] Web-based Lua debug console for DCS: World missions
Igneous01 replied to FSFIan's topic in Mission Editor
Are we able to test trigger logic with this? For example move a unit into a trigger or zone and see if the trigger fires/code runs? I see that you are respawning the unit again, but I dont know if this effects the way trigger conditions behave. Are we able to see if radio transmission, message to all/group/etc are working? For example can I move the ai closer to their route wp and see if the actions are triggered? Being able to support and view the logic in real time would make it extremely easy to sort out any code and logic issues in game, which usually requires playing the mission from start to finish. Any news about this? -
I have some questions about this, because I see the flash sale is on but I'm not sure if there are compatibility issues with what modules I have installed on steam. If I buy a module from the dcs store, I cannot activate it on steam, but how can I add the content to my dcs world which resides in my steamapps folder? How do updates/patches and key activation work in this case?
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A 'simulate' mission mode. Basically something that would play the mission out without rendering anything or having to launch the mission through the other executable. Having some sort of option to fast forward and rewind, slow down the simulated mission time, etc. All the units that have waypoints and actions will be 'simulated' on the 2d map. Ability to click and drag any of these units anywhere for testing purposes (for example, move an aircraft into a trigger zone to see if the trigger activates). A lua debug window or a mission event window that displays all the events that occur in the mission (so if trigger 1 is activated, it would show in the event window that 'Trigger 1 Activated'). Would make mission debugging and checking a lot faster. Its a real pain to debug and test an hour long mission or more because everything has to happen in chronological order. A way to simply drag units to their waypoints/trigger zones/trigger actions and see if they work or not would make this process 1000 times easier. Maybe even add some 2d graphic that shows when a unit is firing/alerted/spotted enemy/etc would also be nice so we can see how the AI 'would' behave in the mission. Probably not going to happen, but I would rather have this than a 3d mission editor.
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I'm thinking about creating a mission where the player has to ingress to a rendezvous point with another AI ka-50 that was hovering and spotting targets. The player would need to join the ai's group, receive his data, then unlink while the AI ka-50 RTB's. So far I tried joining another KA-50 flight as a wingman, but it doesn't look like it does anything at the moment... Is there a way to do such data exchange? Can I script it? Can I call on it through a trigger? It really sucks that there is no Russian FAC... Makes mission design extremely boring. Anyone have any ideas?
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Found the issue: You have to rename one of the folders in the the JTAC folder structure Change: KA-50 JTAC&AWACS 1.5\Mods\aircrafts To: KA-50 JTAC&AWACS 1.5\Mods\aircraft Noticed when enabling it a new directory would be created inside my dcs mods folder. Should fix the issue :)
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same here, I think the update may have broke it...
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Well... thats extremely unfortunate. Whats the point of having lua when theres no reason to use it? Besides this, there is nothing particular I can accomplish with lua that I cant already with triggers and flags. Oh well, I guess I'll play around with trigger sequences to see if I can have some sort of fsm like choice tree for communications. So far I have not been impressed with the mission editor in DCS. Its so limited compared to the one shipped in Arma.
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bump. Anyone have any info on this?
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I've looked at the wiki (http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine/DCS:_World_1.2.1/Part_1) and other places regarding what data we can get using lua, but I cant find anything in regards to fetching cockpit arguments. I know this can be done via triggers, but I'd rather build a function that I can quickly use to get the values of a certain panel or instrument. For example: I want to create a set of functions for getting the players R-800 radio values from the black shark. I want to check if the player can actually send a message to an ai unit before sending it (ie. PlayerObj.R800.PowerOn && PlayerObj.R800.Frequency == 135.50) as an example. What is the object/function/property that I need to use to acquire these arguments?
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Has this been fixed? Experiencing the same issue on the newest stable release.
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Jesus Christ, how much practice did it take to fly this course? Mind posting the mission somewhere so others can try as well? Looks like a really fun challange :pilotfly:
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Thank you ShuRugal for explaining this to me, now its starting to make more sense! I was discussing this with someone on the DCS facebook group, and they told me this: "You can not "engage" auto turn without having something in the auto pilot first. It is an override, not a mode. What is your auto pilot mode in the first example, where you get no turn? An override in route mode will work well, yes, but it should work to some extent in any mode, I believe." "Auto turn to target IS NOT A MODE. It is an OVERRIDE. With all those switches off your auto pilot is in "attitude hold" mode. It will not attempt to change your heading. I am surprised you get anything out of ATtT in that mode. The auto pilot ought not try to change heading at all then." "When you have heading stability on and move at speed, you have told the auto pilot to maintain attitude over everything else. It may turn, but it will be slow. In route mode you have told the auto pilot to maintain direction to the waypoint over everything else, and sacrifice attitude to accomplish this. Then you turn on the override of ATtT, and the auto pilot, still obeying your primary command (the mode) will try to accomplish this *as well*. It's not all that obvious unless you remember both that ATtT is an override and that the auto pilot is very stubborn and will do exactly what you tell it to do through the mode." So, I'm not exactly sure if he is correct on all these aspects. I will point him to this forum post just in case.
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Thank you flagrum for these links. Extremely informative and what I was looking for. Now I have some questions: 1. If I engage route mode, does this mean that attitude mode is overwritten? as in, stability is applied on the ap channels, but the attitude is now being commanded by route mode? 2. When in altitude hold, if I hold down collective brake and increase collective, the auto-pilot is still exerting its 20% authority on my collective. It says otherwise in those articles. Is this a bug, or does this happen only when in hover-hold? 3. If I engage auto-turn to target, does this override the route mode attitude settings, which are overwritten from the attitude hold mode? Like a form of data transfer between the 3 modes?
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Are there any veteran black shark flyers that can explain to me the semantic differences between all these terms? I'm trying to understand why for example auto turn to target conflicts with heading hold when at cruising speed, yet responds without issue in a hover. 1. How does trim interact with autopilot hold like heading hold? 2. Whats the difference between an AP hold and an AP mode? For example how does route mode interact with heading hold? Why can you enable flight director mode and route mode at the same time but not hover hold-mode? (btw is this a mode, override, or a hold?) 3. Whats the difference between an AP override like auto turn and AP mode and AP hold? How do these interact with each other? For example: If I enable the 3 common AP holds (pitch, bank, heading) and enable route mode without task (heading stabilizer) and engage auto turn to target override, auto turn is extremely responsive at cruising speeds. Why does it work like this? I heard that auto-turn + disabling heading hold will achieve the same result (will test when at home). I've looked at forum posts regarding descriptions of these modes. But I have not found anything that explains how these interactions work. Can someone offer any insights?
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AI Helo Transport - Only will land at FARPs/airports
Igneous01 replied to Igneous01's topic in Mission Editor
I tried what you suggested but it seems there are more issues with this. I added waypoints for the infantry to be used by the helo as the transport route, I added the disembark waypoint action on the last one. The helo added the infantry and flew the route fine, and landed at the lz without issue, but then only 1 infantry unit got out and the helos basically stayed there forever. I think that this is still not 100% functional. I think I will opt for infantry being spawned out of the helo after a land action, as it seems much easier to achieve what I want. -
AI Helo Transport - Only will land at FARPs/airports
Igneous01 replied to Igneous01's topic in Mission Editor
The infantry have a disembark action set up (however I put this in triggered actions). Im not sure how disembark action works on a waypoint, because technically the transport is in control of where they are going. This is what I did: Created a trigger area (LZ) The land action is within this trigger for the helos. Created a trigger that checks Group in Zone (mi-8 group) in LZ trigger, which activates the AI Task Set Disembark. Could this be the issue? Do I need to have this in the infantry waypoints? Also what about preloaded troops in transport and flying the route before going to lz?