

sunski34
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Everything posted by sunski34
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Hi, When using trigger.action.radioTransmission on the exact position of the player who ears that frequency, sound is not complete and sometimes no sound. When the position in horizontal plan is at min 1m (x or z), no problem. Strange bug. Bug confirm with the very simple mission below. It's not due to a time offset or due to the first emit but really only on the position. Thanks. BugTransmit.miz
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Hi, When HMD is off, when in ACM Mode, you can choose directly to WACQ Mode with SCS LEFT or VACQ mode with SCS LEFT. But... when HMD is on, when in ACM Mode, you still can choose directly WACQ Mode with SCS LEFT but not directly VACQ mode with SCS AFT (no change). But, if you press SCS LEFT first (WACQ mode), then you can choose VACQ Mode with SCS AFT. Is there a problem?
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Hi, I did some tests with my HP Reverb. My config is 2080Ti, 9700K, 32GB, SSD. I upgraded my RAM frequency (from 2133MHz CL15 to 3266MHz CL14, overclock done by ASUS motherboard XMP profile and set to extrem performances, no manual overclocking). The result was a real boost of fps !! so now what I can say about my own experience : 1- When HP Reverb setting is 90Hz, I still have a ghost image even if I close one eye, so that is like having 2 images in one (for DCS object like planes) ! No problem when setting is 60Hz. In other hand, 90Hz seems to be smoother than 60Hz. Strange 2- When I fly over 2500fts, I have a solid 60fps frame rate. It's quite good. But some cockpit views do drops of fps. 3- The real problem is above 2500fts, at low altitude... Sometimes the stutters are very present depending of the map and point of view (I stay around 45/50fps). Example low flying over beyruth (around 500/800fts), regarding at 90° right or left, building and tree views are not smooth. It's much better when looking foward or +/- 45°. Same pb when flying above forests sometimes the view at +/-90° is very smooth, sometimes not like over beyruth even if each side has a lot of trees (example in a valley near Beyruth). 4- On a supercarrier desk, when looking island, there's still fps drop and stutters too.
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TPOD and A/A mode -> TDC can't move right or left?
sunski34 replied to sunski34's topic in DCS: F/A-18C
Hi, nobody knows? -
Hi, I tried using TPOD in A/A mod. When selecting A/A weapon (AIM120 for example), Master Arm on, A/A Mode of course, lock a target in STT Mode with analog TDC (X/Y), I can slave the TPOD (DDI Left) by pression RRSLV. That's ok But, when I unlock the target (Radar SOI, undesignate in RWS), and I want to use TDC on FLIR screen (DDI Left), TDC cannot move right or left, just up or down is Ok. Is that normal, because of A/A Mode? Of course, no problem using FLIR on right DDI, in A/G Mode, TDC can move in all directions. Same for Radar in A/A or A/G mode. So that's not a assign problem. Thanks for returns
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addGroup is a lua function to spawn new AI groups at a specific location. But to do that, you have to know lua language and scripting in DCS. It's not very hard if you have development skills but DCS specific constraints have to be known. Here s link for DCS Scripting functions https://wiki.hoggitworld.com/view/Category:Functions Late activation doesn't add new groups. Those groups exist when mission starts. Sunski
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After testing, trees are not found by searchObjects function. Only building are found. Sunski
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Hi, I know that function.... but... when I tested it that a fews month ago, it didn't work... Only buildings where found, not trees. You 're sure that works now ? And we can find all scenery objects using that searchObjects function? I will try Sunski
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yes and this functionnality cannot be scripted :(:( This should be helpful for random helo missions clearing random areas. Sunski
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Salut, tes questions sont très vastes pour ne pas dire trop vastes. Il convient de mieux cibler. Pour les commandes, la structure est assez simple et peut être modifiée pour par exemple avoir un comportement spécifique non proposé par défaut. Il faut travailler sur le fichier config soucis et clavier. Le mieux sur ce point est de créer une arborescence identique par recopie du répertoire DCS, supprimer ce qui est inutile puis utiliser JSGME. Ainsi tu ne polues pas les mises à jour futures. Ces fichiers sont lus au démarrage de DCS. Pour les scripts lua lié à des missions. Le lua est dans le fichier .miz (simple fichier zip). Le script est lancé au démarrage de la mission, si multiplayer c'est le script de l'hote qui est exécuté et non celui des clients. La communication avec les clients est faite par l'hote (obtention des events, envoi des messages etc....). Après tu trouveras plein d'infos sur le wiki DCS et sur le site ici mais en anglais. A+ Sunski
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You've right ! I noticed that when testing a function to get a random position with conditions of flat and altitude. When I do nothing in DCS, except getting positions, there's a biais. Grimes in a post said you should add lines math.random in a script to be sure it's really random. You can't reset the generator because os library is sanitized. https://forums.eagle.ru/showpost.php?p=2638821&postcount=3 So I created a small timer to do a math.random at math.random repeated delay fixed between .2 et 1 second. That's better now. But the best way is to have a reset generator possibiliy equivalent to math.randomseed(os.time()) Sunski
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I've got the same problem but not permanent.... Try to set MSAA to Off restart the game. Set in VR section MSAA Mask to 0.1, thant set MSAA to x2.... Restart the game, that works for me...
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+1, same for me with F18. Only one plane and one supercarrier PS: If you fly at very low altitude over the supercarrier, you will have the same problem ... just over.... like a flash. If you're on the deck (cat 1), you can have only one eye active ... when looking to the super structure (island) in a particular angle.
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Hi, Thanks for you congratulation !! ;) Pretty cool that exactly what I want to respond. You have lap time. I work on a new version more precise. If you want more informations write me in MP. Sunski
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Hi, When using getParking for an Airbase, in my case Vaziani, I have a problem. The id is bad. Example in the image below .... This index 8 of the table said id = 86. But in ME, that is id 5. I know it's WIP so may we use it or not? Thanks
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The problem is only with M2000C, not F18. I'm going to open a new thread in Razbam folder.
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Hi, when using GBU-12 either on F18 and M2000C, I can set them but after release, the bomb has disappeared ... I can't see it with F6 key and it never hits something. I use a script so I need to test without. But when using GBU-16 no problem. Regards
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SCENERY REMOVE OBJECTS ZONE does not remove trees
sunski34 replied to Leviathan667's topic in Mission Editor Bugs
Hi, is it possible to remove trees from script? I think Object.destroy doesn't work with scenery objects like buildings. And I can't remove any scenery object which has been found by world.searchObjects function. An idea? -
2.5.6 Mission Editor and Scripting changes not in changelog
sunski34 replied to Grimes's topic in Mission Editor
Hi Pikey, What do you mean ? only event.id values have changed or there are more changes and in that case, what kind of changes ? Hope it's not too important. I use the enumerator event's id. Thanks in advance. -
2.5.6 Mission Editor and Scripting changes not in changelog
sunski34 replied to Grimes's topic in Mission Editor
Thank Pikey.. I've done that on ATME this morning too, WIP. -
2.5.6 Mission Editor and Scripting changes not in changelog
sunski34 replied to Grimes's topic in Mission Editor
@Pikey, When an aircraft starts from a map's airbase, its WP 1 has airdromeId entry set to an airbase ID. With the V2.5.5 , airbase:getID() returns the same value then airdromeId. That is not the case with 2.5.6. Now airdromeId corresponds to the index of the table returned by world.getAirbases() for all maps except caucasus where you must add 11 (why, bug suspected) . Try you will see. No change for Helipad But for units (Ships) type this is different : airbase:getID() (Airbase class) for ships returns its ID in a string var. unit:getID() (Unit class) for ships still returns its ID but in a number var. And now when starting from a ship, ex a F18, its WP 1 don't have its airdromeId entry set but its helipadId entry. Hope it's more clear. -
2.5.6 Mission Editor and Scripting changes not in changelog
sunski34 replied to Grimes's topic in Mission Editor
Ok after severals tries, for _id, _current in pairs(world.getAirbases()) do -- _current is an Airbase but id management for airbases is changed in 2.5.6 (see below) end _id is used for airdromeId in all maps except caucasus when plane start from map airbase. In caucasus, you have to add 11 to that _id to have the airdromeId So I suspect a bug on Caucasus map. -
2.5.6 Mission Editor and Scripting changes not in changelog
sunski34 replied to Grimes's topic in Mission Editor
But that is good for Caucacus, not for persian Map where _id (see loop above) is used .... Strange.... -
2.5.6 Mission Editor and Scripting changes not in changelog
sunski34 replied to Grimes's topic in Mission Editor
world.getAirbases() Hi, with 2.5.6, scripting function world.getAirbases now returns a list : for _id, _current in pairs(world.getAirbases()) do -- _current is an Airbase but id management for airbases is changed in 2.5.6 (see below) end Ok I understood.... First modification : See my post below, _id on evrery maps except Caucacus where 11 must be added to have airdromeId Second modification : now ship's airbase id is string not number like in previous version, and now uses helipadId not airdromeId when plane orhelo starts on it. But for a ship, the unit ID is number but the same value the the value in the string ID for airbase ID -> so for Stennis by example, it's airbase Id is string (ex '70') and it's unit id is number (70)... not simple Third modification : helipadId is always number, not string like in previous version -
Hi Arnaud There s no pb using timer functions and events handler. If you want information write me in MP in french. But you can do that withput mist too. Sunski