

sunski34
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Everything posted by sunski34
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For me, it's just a question of roadmap : what and when ... Like you I think it's better having a good update than several little unfunctionnal ones. So waiting when knowing roadmap is not a problem. As a custumer, I just want to have visibility... even for the update of the documentation Regards
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@dimitrischal : You've got right for part of remarks... I'm agree with you, this is a M2000C not another plane.... But some posts are true too, and in that case, I'm not agree with you and some bugs must be fixed. Zeus67 said that Harrier became the high priority because of E3... But now, Harrier is still the high priority ! I can understand but I hope that RAZBAM will ajust M2000C defaults (announced new avionic) or fix bugs (like : INS realignment) ASAP... Actually, no news ... even on FM ... So wait and see !
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Bonjour à tous, je suis heureux de vous annoncer la sortie ce jour de la nouvelle version d'ATME, la V1.2.0. Cette version apporte de nombreuses améliorations et corrections ainsi que des nouvelles fonctions. Attention cependant, certaines fonctions ont dû être reprises ou modifiées. Elles seront donc plus opérationnelles. Voir la documentation en Français ici : https://forums.eagle.ru/showpost.php?p=3001633&postcount=1 Les exemples du manuel : https://forums.eagle.ru/showpost.php?p=3001614&postcount=3 et d'autres exemples : https://forums.eagle.ru/showpost.php?p=3184113&postcount=66 Je reste disponible pour vous aider dans la migration ou pour toute question ;) Sunski.
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[NEW Script] Advanced Tools for Mission Editor
sunski34 replied to sunski34's topic in Mission Editor
Hi, I'm pleased to upload today the new ATME V1.2.0 version : https://forums.eagle.ru/showpost.php?p=3001608&postcount=1 This version has a lot of new functions. A lot of tests have been done and all manual examples or Other examples below are fully fonctionnal. Please note that several functions of V.1.0.X or V1.1.X were modified so be careful. Use only new examples after this release. Here is the new English manual : https://forums.eagle.ru/showpost.php?p=3001613&postcount=2 and the manual examples : https://forums.eagle.ru/showpost.php?p=3001614&postcount=3 Ask me for any problem or older version migration. have fun with ATME Sunski Other examples.zip -
when will the engine performance be improved in teh future?
sunski34 replied to EliteKatze's topic in Game Performance Bugs
Same config for me except running with Windows 10, I bought a 1080 GTX too... Same result and I had to upgrade my CPU and RAM ! -
Hi, I had problems with destroy function of Group class when writing my framework script ATME. A solution may be the use of destroy function of Unit class, so for a group you have to create a loop. That works... Hope that help.
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Hi, thanks a lot for your informations... It's important to have informations about delays on existing project like Gazelle with is a great module. We all hope that issues will be fixed in time ;) Regards Sunski
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This delay seems to be used for RWR warning too when locked by a target aircraft...
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Ok, I did new tests... What I understood : A target is in scope once (60°) and is displayed on VTB. When changing scope to put it out of scope, the displayed target seemed to be memorized for 10 seconds approximately. If you put it on scope again before this delay it's like it will never be out of scope... When this delay ellapsed and the target still out of scope, the target dispears from VTB. Is that right?
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you've right Just a precision ... The target was already on VTB and out of scope, and when moving TDC I can lock it immediatly. So it's not a bad VTB display but a real target already scanned, that what I want to say.... I think that a target out of scope cannot be displayed on VTB and when changing azimuth by moving TDC, it will take time to have a VTB displayed target. Hope my explanation more clear ;) I adjusted my first remark.
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+1 ... If nothing is done to save this module (no update since end of 2016), that will be the first bad experience with DCS modules. I said the first because I think other modules like Mig21b seems to be stopped too for a few weeks !!!! May we still buy beta version modules in the future ? Can ED accept that situation for a long time ? Bad time for simers if my bad feeling become true.... Hope ED and 3rd parties will take the good decisions about that risk !!!
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Hi, yesterday I tried several tests on Nevada with radar horizontal scanning scope set to +/- 15° and 30°. Altitude more than 15k feet. I noticed those strange things: A target (already displayed on VTB with large +/-60° scope) stays on VTB when switching to smaller scope and moving TDC to put it out of scope. Target isn't locked of course (No PIC or PID, just scanning). I didn't test if a target appears when out of scope and never scanned before. When a target is out of scope and displayed on VTB you can lock it immediatly (target already scanned by the radar even if out of scope) At long range (up to 40 Nm), there's no real time difference to scan and display a target (hot, 0°, same altitude). I didn't test with smaller range. May I have explanations about that? Thanks
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Is that ok now? Hi, I didn't see anything in last updates... Is that correct now ? Thanks Sunski
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Scripting Engine : GroupId, display, sound and menus for players
sunski34 replied to sunski34's topic in Mission Editor
Thank you Grimes... It is not a request just a question.... Of course, I think that having those functions on Unit level class and not Group class will be better even if it is not enough for multicrew aircrafts... If it isn't possible having a Seat equivalent class under Unit, we just have to code the good controls on F10 menus and have the ability to be sure that menu events (call of the callback ;) ) will arrive in the good order regarding their time creation. In that case, it is possible to avoid inconsistencies. -
Nouvelle version V1.2.0 à venir Bonjour à tous, celà fait plusieurs semaines que je n'ai pas donné de news dans le forum sur ATME. La nouvelle version d'ATME est sur le point d'être publiée et a demandé pas mal de tests ainsi qu'une mise à jour sérieuse des deux documentations anglaise et française. Cette version sera accompagnée d'une reprise des exemples donnés dans les versions antérieures. Certaines classes/fonctions antérieures ont été remplacées et/ou améliorées. Elle va par ailleurs apporter son lot d'évolutions et surtout d'optimisations : Franchissement de frontière ou plus généralement de lignes définies Gestion améliorée des aires y compris des polygones Ajout de fonction comme les patrouilles, le démarrage d'aéronef initialement non contrôlés Ajout de fonctions pour gérer les options de groupe Ajout de la capacité JTAC utilisant la radio du groupe et l'activation de laser/IR sur cibles fixes ou mouvante. Parfait pour les GBU donc et étendre le JTAC de base DCS. Ajout de la dernière fonction permettant de connaitre la température et la pression en fonction de l'altitude (utile pour un QFE). Une gestion des alarmes (anciennement Trigger user) plus approfondie et cohérente Une capacité à ajouter ses propres données aux instances de certaines classes ATME avec une gestion assurant la cohérence complète du code (exemple : enregistrement d'une unité annexe à un instant t, cette valeur passera à nil si l'unité est détruite ensuite ; ceci évite un codage compliqué au niveau du module lua que vous développerez pour éviter les fuites mémoire). Parmi les améliorations aussi, la gestion des erreurs a été revue et permettra encore plus aisément de connaitre le module lua et le numéro de ligne où l'erreur s'est produite, y compris dans certains cas où normalement rien ne s'affiche en standard dans lua. Nous avons poussé les tests mais bien sur il s'agira toujours d'une version beta. Elle sera bien sur compatible avec la 2.1. J'espère publier maintenant rapidement cette version qui restera en l'état jusqu'à ce qu'elle soit parfaitement fiabilisée (sortie de version beta) D'autres évolutions viendront ultérieurement. A bientot Sunski
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Hi, My final tests on next version of ATME highlight a problem with modules which accept two players like L39, gazelle or the future F14. Actually, Scripting Engine needs groupId to send message (text or sound) or to add menus/items in the F10 menu of a player. We all know there's a bug with Group:getID function and we need to read the mission datas to get the good groupId. Actually, if two players are in the same group, they all see the text message and ear the sounds using appropriate scripting engine function. Same for F10 menu, but in that case, that may be a problem : The two players in the same group share the same F10 menu so conflict may appear if the two players use for example opposite F10 menu item ! In that case, inconsistencies may appear. At this time, it's not a big limitation to limit the number of players in a group (1 player max). But in the future, neither groupId nor unitId wil be enough. I can't imagine having two players in a F14 (one pilot and one navigator) with same displays, same sound and mainly same F10 menus. I want to know how those scripting engine group functions will change in the future with the new F14 module. Sunski.
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it's a bug :( Same problem on one of my missiosn when AI ground units cross a bridge ... one of them hit it !!! I thnik it's link to 2.x version not only Normandy (I saw the same problems on Nevada a few month ago).
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CptSmiley wrote : Thank you for those informations.... :thumbup::thumbup::thumbup:
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Scripting Engine problem with task - All versions of DCS
sunski34 replied to sunski34's topic in Mission Editor
Thank's a lot ;) -
I do the same but thoses events have to work like for players when landing. It's a bug I think
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Inexploitable ! Absolument pas d'accord Il y a des trucs qui dysfonctionnent comme le mouvement des véhicules terrestres (ils s'emmêlent les pinceaux quand ils suivent une route dans une ville) comme dans Nevada d'ailleurs. Il faut revoir les réglages graphiques et c'est certainement un peu plus gourmand mais une 970GTX semble se tirer par mal du problème avec la bonne config. Peut être des soucis sur les textures ci et là et des problèmes à régler suite à la mise à jour (affichages lents au démarrage...etc).. On a vu cela. Mais une fois résolu, :thumbup::thumbup::thumbup: ca marche plutôt bien et même bien mieux qu'à la sortie de Nevada ! Et ca reste une alpha bien sur
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So the only workaround is to test if units of the group are in air or not. I will do more tests ASAP. Seems to be ok for player's helicopters
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Hi, AI helicopter's group defined with DCS Mission Editor starts from an airbase and land finally (last WP) on an airbase (same or not). when setting a task "Landing" on a WP of that group still with DCS Mission Editor, S_EVENT_LAND is never fired (single or Multi player mode). S_EVENT_TAKEOFF is fired once for the first concerned WP (if several WP of the route have that Landing task set) but no event fired for the other landing task of the route. Of course, first takeoff from airbase and last Landing on airbase are ok : events are fired. Sunski
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Scripting Engine problem with task - All versions of DCS
sunski34 replied to sunski34's topic in Mission Editor
What I understand (this is a personal vision) is that player is reserved for aircrafts players ! CA seems to have a specific approach, so the best way is perhaps having specific events for CA and players using CA without flying ! But this is another question -
Scripting Engine problem with task - All versions of DCS
sunski34 replied to sunski34's topic in Mission Editor
Surely.. Just a precision for my last post : S_EVENT_ENGINE_STARTUP that is the event not fired for remote clients. Events are very important to have a good working script, so they have be fired as needed. And setting task too, like modify a route for a group of aircrafts. :cry: