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rvotri

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Everything posted by rvotri

  1. https://1drv.ms/i/s!Amp0qp4RitCgg4UMJ-8Jnzhh8y_5wQ Please take a Look in the image. I've read manual, but things are'nt a real clear yet to me.. I'm currently learning and there's too much to understand and things get confused: So here it goes: Is this information Correct? 1 Enemy engagement Zone 2 Friendlys Units 3 Enemy Units 4 Friendlys Engagement Zone Plus i would like to know: If those dots are in fact enemy /friends units, where abris get this data from? How abris knows that there's a unit there? It's possible to auto-slew shkval to that point, like happen on A10C china slew to SPI for example? I currently use the slew control, the start to search on area. Blue dots are always enemyes/red Friendlyes? And a question that i've looking for some time. and even trying what i found over internet and manuals i'm not having succes. For example, i pressed F10, saw a enemy unit, get its coordinates (lat/lon) and want to imput on Abris, is it possible? Could i use this to slew shkval to target? This would be very useful for me since i use a scripted JTAC unit flying and giving Coords for targets, then imput coords to tgts would help a lot. Ah! A question more. Why sometimes when turning on HOver, my Auto Pilot Lights starts to blink and then after turn off hover they turns off too? Thanks in advance.
  2. yep.. I just was being expressive when said that LOL.. I know, but 4 sure, DCS would be very powerfull if game was more "controlablle", and when i say this, i mean progammatically. I'm software developer and i see... game hasn't a good handling of lot of things, there are lots of bugs, mainly on mission editor. And we never see a word from they'r developers about that. When you report something, they don't even say "OK"... No you just receive a new update hoping that the problem would be solved. Last month, editor comes with a bug that when you save a mission, it becomes unusable. Imagine a scenario where you create a huge mission, then in a blink of eye it is trashed? Lucky i managed to extract mission and edit mannually the script files inside and bring it back to life. Right now, i can't use any image to breafing, this will crash any mission i have, and i didn't even lost my time reporting it. The time ED slows down the "produtcion line" and look behind and sides and starts to optimize the DCS, then we will see a powerful simulator, but for now, the main objective is SELL SELL SELL... I made your words mine! I just don't have the problem "stuter", not in gameplay at least, but when quit.... well it takes a lot of time...
  3. No.. I didn't say that i never saw Randon generators, but, for sure a randon function would be less painfull, more intuitive and more produtive. 84 flags are just a example, use to build huge missions to my own server, flags help me to keep things working, but principally keep the flow stable since game has resources limitations... 4 sure i use lua scripting, good missions, or at least real ones wouldn't never be possible using the standard mission editor. Anyway i still keep the beg: "Build a randon generator" and add a field to "Name" for flags, and, off course, add "select boxes" when when we need them. Exactly like what happen when using "Group Activate", you cannot set an inexistent group there. TY ED.
  4. A detail more: From the moment i click on game icon to run it till main menu, at least 1.6g are used. And take almost 2 minutes. Game has no loading screen animated, no videos, nothing that justify all that memory usage. I use to run GTA V, Battlefield 4 all in Ultra graphic COnfigs and loadings are pretty fast with very low memory usage. Seems to be a serious memory leak...
  5. January 2016, high memory consumption still persits. After 3 hours playing, there are around 20gb ram been used by DCS. Every action (on menus) take too much time. Quit game is painfull and takes at least 5 minutes (after clicked on quit)
  6. I created small missions with logistic and transport and everything worked fine. But, when i was trying to implement CTLD to an old mission i have, it didn't showed up on the F10 Menu. The pickupzone is working fine, there is smoke there, the transporters are properly named (helicargoX)... As i said, i already have made (using the CTLD) some missions before, so i believe i'ts not my fault, and maybe, a bug. This mission, even that is using a lot of default mission editor's programming, it is working fine. My programming is as follows Once > > Load script file (Mist file) Once > Time more 1 > Load Script File (CTLD "Up to dated") But when landin on zone, no CTLDs commands.. In all my tests, it worked just one time, i loaded troops than when i landed to deploy'em there's no F10 CTLD menu anymore.
  7. Would be a lot easyer if ED used "string names" for flags instead of numbers. I personally think it sucks to have to write in a sepparated notebook the meaning for all my flags. There are missions that i use a lot of them (84) on my last work. AND would be lot easyer if, instead to place a lot of confused set of flags and randon percentages, they provide a "Randon Time (x,x)" on condition check. Come on ED... You guys made a "freaking" simulator with a freaking physic... A "Randon Time Check" and "Flags Names" wouldn't be hard to make... Make we, designers, happy!
  8. Funny fact is DCS uses Was using 15,5GB from my ram. After a long time of playing it always holds a lot of memory, but never reached that number before.; How people with less memory plays it????
  9. Woow 2017 and problem persists... No way to use the F10 on MP. Server has Fog of war and hide a lot of things... But still laggy and freezing,,, :(
  10. yep... Already tryed that... Doesn't work... Because everytime MIST do it's respawn thing it kills Groups (Not sure why), in another words, no matter how much time take to respawn, it will kill'em all in moment of respawn. I'm not familiar with this "clone" thing, is it from MIST? Can you put a simple example, pls? Thank you guys for helping...
  11. A simple mission attached is showing the problem. > Take the Red A10C > Kill blue main unit (Tank) > Red team should spawn, kill remaining units and ride to airport to take it over. > Then your friend could take the Blue A10C kill Red main unit and both of you would have hours of fun. But the problem is that when "mist.respawnGroup" runs, seems like it kills units before respawn it, then the another team is respawned due the "Unit Dead" Check... There is a way to get around of this? test_Respawn.miz
  12. Wouldn't be fun if the downed pilot was able to run, draw his weapon when necessary and steal a car to ride out the enemy lines. In a real situation When a pilot is downed a search team is dispatched to find him, and it is what they do... RUN!!! DCS Already have a FPS aiming and driving mechanics, so, all you have to do is just import it to the pilot... It would keep the fight and fun even after your plane have been shot down. Think about it Eagle Dynamics!:thumbup:
  13. MY LAST LINES... 00054.031 INFO DX11BACKEND: DX11ShaderBinaries::loadShaders finished 00054.218 ERROR VFS: Can't mount './Bazar/Textures/Buildings_textures' to '/textures/'. 00057.349 ERROR VFS: Can't mount './Mods/tech/Kuznecow/Textures/TUG_3913' to '/textures/'. 00058.036 INFO RENDERER: Global metashader cache enabled 00058.040 INFO RENDERER: Loading metashader cache from C:\Users\P5GCMX\Saved Games\DCS\metashaders/ 00058.040 INFO RENDERER: Metashader cache: 0 (0) cached shaders out of date 00058.709 ERROR DX11BACKEND: rendertarget "mainDepthBuffer" not found 00058.816 INFO DCS: try to write dump information 00058.818 INFO EDCORE: # -------------- 20161119-130914 -------------- 00058.818 INFO EDCORE: 00058.819 INFO EDCORE: # C0000005 ACCESS_VIOLATION at E87BC693 00:00000000 00058.848 INFO EDCORE: 00000000 00000000 0000:00000000 00058.872 INFO EDCORE: E87BC693 0025F3C0 0000:00000000 ??1DX11Renderer@RenderAPI@@QEAA@XZ()+A913 00058.875 INFO EDCORE: E87C755B 0025F420 0000:00000000 ?createFrameBuffer@DX11Renderer@RenderAPI@@UEAA?AV?$Ptr@UIFrameBuffer@RenderAPI@@UDeleter@12@@ed@@AEBV?$vector@V?$Ptr@UITexture@RenderAPI@@UDeleter@12@@ed@@V?$allocator@V?$Ptr@UITexture@RenderAPI@@UDeleter@12@@ed@@@2@@4@V?$Ptr@UITexture@RenderAPI@@UDeleter@12@@4@@Z()+5B 00058.877 INFO EDCORE: E90894C6 0025F4F0 0000:00000000 ?renderCockpitAO@SceneManager_Implement@@UEAAXAEBV?$vector@PEAVModelInstance@Graphics@@V?$allocator@PEAVModelInstance@Graphics@@@ed@@@ed@@AEBVVec3f@osg@@@Z()+D76 00058.879 INFO EDCORE: E90BE308 0025F5D0 0000:00000000 ??0SceneManager_Implement@@QEAA@XZ()+988 00058.881 INFO EDCORE: E90C906A 0025F610 0000:00000000 ?CreateSceneManager@smSceneManager@@SAXXZ()+2A 00058.881 INFO EDCORE: 3FEE52E4 0025F6F0 0000:00000000 00058.884 INFO EDCORE: 3FEE38D9 0025F770 0000:00000000 00058.885 INFO EDCORE: 3FBB49D9 0025FE20 0000:00000000 00058.889 INFO EDCORE: 3FFE529D 0025FE60 0000:00000000 00058.894 INFO EDCORE: 76FC59CD 0025FE90 0000:00000000 BaseThreadInitThunk()+D 00058.894 INFO EDCORE: 770FB891 0025FEE0 0000:00000000 RtlUserThreadStart()+21 00060.435 INFO EDCORE: Minidump created. 00060.435 INFO DCS: try to write track file
  14. OK thank you... I was not pointing that for you, except the "Question persists"... And as mentioned before, i use to read a lot of threads and lots of them has answers like: Q: "How much 1+1 is?" A:"Why do you need that?" i really feel sorry to seem rude... I was not having a good day... Apologies ...
  15. Well, question still persists, could someone post a simple script about it? Not asking about server side/individual players, i'm just trying to disseminate this Sim on South America with a good Server... Why is always so hard 4 u guys to give an answer? If you don't have the correct answer don't need to come here and make some "ethic answer". If you go to buy a weapon, weapon's dealer will not ask who you'll gonna kill. I see, thats why 4chan guys talk so bad about EdForuns. Things like "Rarelly someone has reliable answer, but in most cases, they ask why are you're asking that"
  16. Noooo. someone already made it work . Ther server 16AGRESSORS block slots when your coalition doens't own airport...
  17. Can someone please post a simple mission with a slot blocking sript? Man!! I tryed a lot those CSAR slot blocking and did everything as should and there's no way to prevent to spawn from a "blocked" slot. This driving me crazy... I have a huge "mark and destroy" mission and i would like to implement a airport "take over", but no matter who airport belong to, both teams can always spawn from there...
  18. That thing sucks! Is it so hard to ED add an ABS system like on A10Cs.. nowadays all planes have ABS, even old ones, at least an Axis would be fine. You survive a freaking BVR then enters a Dogfight and you have to reppair because you popped up a tire while breaking... COme on!!
  19. Does it possible to store a F11 cam position? I guess by it's game default it's not, but does exist some mod? 4 example, game doesn't have a Rewind function, so i have to replay missions a lot to have lots of different angles. But its pretty hard to have to set F11 camera position for every take...
  20. Why so serious? This kind of comment contribuite to sim research a lot more than yours. This kind of comment doesn't ban, he's just asking what do you think about to ECM be more "funcitonal" not real. AND YES! IT Should be! ECM sucks, i never use it due it's lack of a minimal functionality. Threads like this can contribuite to Eagle Dinamics, by showing where player is leaning to see changes. I would like to have a real comlex operating ECM, who don't? But it would destroy the weak missiles performance, unexperienced players would not even have the chance... But yes, i'd still would love it.
  21. The mission logic is as the follows: Awacs Has 4 waypoints, in the begin of the mission it takes off and drives to the 1st wp (where trigger is).. in the 4th it switch again to the 1st and keeps patrolling til bingo. In the first pass and in every cycle/pass trough the 1st wp, a trigger checks if Escort is alive/active and then spawns it if needed. I already made it work before long time ago and worked fine, but i'm not sure how and i don't have that mission anymore... Plus, about the original question in this post, i've checked my old missions and i used to spawn planes directly trough script and it used to work. I mean, maybe this lately MIST versions things has changed (even in this case of escort task). Thank you
  22. Nice Grimes! It worked! Well, i have another doubt. If i want a fighter doing escort for another plane, and i want a new escort every time the old was killed, what do i need to change in spawn line? I mean... I've put the plane on editor with "Escort" task, protecting AWACs, but when it spawns it goes directly its home base. Used this line "mist.rspGrp('Escort_unit_name', true)" or even "mist.rspGrp('Escort_unit_name')" , nothing seems to work... Thanks Btw
  23. DCS V1.5, up to date, Installed modules: FC3/A10C Well, this simple mission file talks by itself. For every pairs of Bot's death, a new pair should appear. But the problem is... they're appearing all together, as if every group was dead Treino AA.miz
  24. Ok... Very clear now! And about the Sborka, manual says that is has a time to deploy, tried some deploy in its advanced functions but seems that nothing happens, i was wondering what it would do after deploy, but i guess its just a Radar. About EWR, i did some test and yes... Inside the detection range, fighters turn to engage me no matter how far they're. And with no EWR, they only turn to engage me after i enter on they'r own radar engagement zone.. Ok.. Thanks i will try that... Thank 'u Guys!
  25. First, i've read the manual and the Encyclopedia and not sure yet... To deploy a SAM site you can add for example: SA3 S-125 LN 5P73 SA3 S-125 SR p-19 SA3 S-125 SR TR SNR This will work, but soon they will be out of ammo and out of fuel... So i was wondering, there is a lot of Transports, CPs, Fuels, GPUs units there and even Sborka... I realized that to put some fuel truck and transport close to the SAM sites will reload theyr missiles, but i have the following questions: 1 - Wich Transport Units are capable of reload SAM/Tanks/AAA(any not civ?) 2 - How Close it must be or just should be same group? 3 - What are the CP/GPU/Sborka and EWR purpose? I mean, i know its purpose but what are they real meaning and when are they needed? 4 - In the Given SAM example above, do i only need to add the Transport/Fuel to make'em fully functional? Thanks btw!
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