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Everything posted by codefox
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As my IP said, sims are made for crashing.. and much fun can be had while doing so!
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Your issue is regarding mission scripting whereas Slmod runs on the server side. It also calls the Unit:getPlayerName() function but does it using a different approach, calling it inside of the mission on the server, which should usually work. I think they're unrelated - DCS has an issue in general with players who didn't change their name.
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The openbeta client updated.
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Update not out yet
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They've not always been included in the global changelog, even tho bugs have been fixed.
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I'm pretty certain it can do so.. as long as you enter the coordinates. :music_whistling:
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You need to keep in mind that's not a GPS like you know it from your car. Very probably the new players will have to learn stuff for that. If you can't get around to learn radio navigation, you probably won't get around to learn the GPS.
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Not modeled. I once took two RN-28s into the air with the L-39. High G turns didn't break anything, although I stalled easily which is reasonable.
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IIRC a pilot once stated that the FC3 planes give the player a workload close to that of a real fighter pilot. He also gave a nice comparison: Try a racing game - with a clickable gearstick. You'll have a hard time using that gearstick but you wouldn't do so IRL right? Now when you got a keybind for using the gearstick which is mapped to your steering wheel you'll be able to efficiently use it. Same goes for planes in DCS - searching a button and clicking it correctly (into the right position etc) gives a much higher workload than the same task would in real life.
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Its an acknowledged bug thats already fixed internally to my knowledge. You dont spinn total. :)
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Since the issue is related, I don't wanna open a new thread. For some reason the CPU load is massive. Not sure whether this was much of an issue before but since I switched my host OS to Linux (hosting a Windows Server VM using KVM), this is causing me big trouble. When DCS is running, it's taking almost 100% CPU load on all the cores. I tried running with 2 and with 4, same result. With 1 core, DCS didn't want to start. At this moment I set it to two since four maxed out CPU cores (on my host) don't really appeal to me. Does anyone have any idea regarding this one? The mission is a really simple one, it only got 8 player units (unoccupied), no AI, no scripts, no further objects. The mission was even paused, though this doesn't make any difference at all.
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You can find the TF-51D.lua here: DCS World\Mods\aircraft\TF-51D\TF-51D.lua The TF-51D uses pretty much the same FM and cockpit base as the P-51D does. I've already tried adding the smoke pods to the TF-51D but upon rearming, simply nothing happens. Ground crew told me they're doing so but they didn't. Guess the best solution would be to go with the P-51D.
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Die Grundfunktion des Autopiloten wird sich wahrscheinlich nicht ändern. Es kommt was neues dazu - ich denke aktuell funktioniert der schon ziemlich gut.
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I'm currently trying to get a DCS 1.5 server running for private testing purposes. However, I'm running into a few issues. I purchased a dedicated server a few days ago and proceeded to install Windows Server 2012 R2 on it - DX11 compatible graphics provided. 00101.243 ERROR DX11BACKEND: Shader "enlight/sun.fx:DIRECTX11=true;" failed to create. 00101.244 INFO DCS: try to write dump information 00101.258 INFO EDCORE: # -------------- 20160304-193207 -------------- 00101.274 INFO EDCORE: 00101.291 INFO EDCORE: # C0000005 ACCESS_VIOLATION at DAAD19C3 00:00000000 00101.307 INFO EDCORE: 00000000 00000000 0000:00000000 00101.349 INFO EDCORE: DAAD19C3 0059ED40 0000:00000000 ??1DX11Renderer@RenderAPI@@QEAA@XZ()+34E03 00101.366 INFO EDCORE: DAADB06B 0059EDA0 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 00101.367 INFO EDCORE: DE861C3C 0059EE60 0000:00000000 ??0MaterialParams@enlight@@QEAA@XZ()+A6C 00101.367 INFO EDCORE: DE86365C 0059EFE0 0000:00000000 ??0MaterialParams@enlight@@QEAA@XZ()+248C 00101.369 INFO EDCORE: DE865777 0059F020 0000:00000000 ??0MaterialParams@enlight@@QEAA@XZ()+45A7 00101.369 INFO EDCORE: DDCD4B6C 0059F110 0000:00000000 ??0SceneManager_Implement@@QEAA@XZ()+A2C 00101.370 INFO EDCORE: DDCDFBCA 0059F150 0000:00000000 ?CreateSceneManager@smSceneManager@@SAXXZ()+2A 00101.370 INFO EDCORE: 46238E36 0059F220 0000:00000000 00101.371 INFO EDCORE: 46237B79 0059F2A0 0000:00000000 00101.371 INFO EDCORE: 462FA921 0059F950 0000:00000000 00101.374 INFO EDCORE: 462FDF95 0059F990 0000:00000000 00101.377 INFO EDCORE: F93C168D 0059F9C0 0000:00000000 BaseThreadInitThunk()+D 00101.377 INFO EDCORE: F9684629 0059FA10 0000:00000000 RtlUserThreadStart()+1D 00101.586 INFO EDCORE: Minidump created. This error appears as soon as I fire up DCS. It starts taking about 95% load, keeps on doing so for like half a minute and then crashes with the above error. I made some investigations and found out this is caused by the new default main menu skin (the clouds), so I used the advice to disable them within MissionEditor\settings.lua. The file looks as follows: local settings = { ["controlsTab"] = { }, ["fileDialog"] = { }, ["hiddenMapLayers"] = { }, ["lastCampaign"] = { }, ["lastTraining"] = { }, ["mainMenu"] = { ["skinName"] = "Su-25T by Eagle Dynamics1", }, ["openFileDialogParams"] = { }, ["quickStart"] = { }, ["recordAviParams"] = { }, } return settings I also set render3D to false within the autoexec.cfg. There was one time DCS started up and I got to the login screen but no further. Interestingly, the cloud background was there. I never got it running again, tried starting it up multiple times and messing with the configuration multiple times. Does anyone know how I could get out of this issue? Thanks for any ideas you guys might have!
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DCS: F-14A/A+/B by Heatblur Simulations coming to DCS World!
codefox replied to Cobra847's topic in DCS: F-14A & B
Found here, thought it would fit nicely, especially since LN is from Sweden. :) -
EFM (external flight model) is possible to be created without any restrictions at all - however, ASM (advanced systems model) is more or less impossible without the ED SDK. ASM is required for clickable cockpit and some instruments. Should be possible to create that using Lua, however. It will lack a few features tho.
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I've been testing stuff with Shahdoh now and I ironed out some rough edges. Created a new pull request to only have one commit for that. Everything's working as expected now. For configuration and download, my above post is still up to date.
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I noticed there might still be a small issue with the warning message, it seems to be broadcasted to everyone even though I set the affected client as scope for it. Perhaps I saw it because I was the server host but none the less this should be checked. Everything else worked just fine when I tested it.
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This is eventually planned to happen. :)
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I've added a ping check functionality which can kick players with a too high ping, configurable within the server config. Also issued a pull request for this one, in case such a feature is wanted within core Slmod. Download available here. The configuration is as follows: -- PingCheck settings pingcheck_conf = {} --Enable/disable PingKick pingcheck_conf.enabled = true --Maximum ping pingcheck_conf.max_ping = 350 --Defines the waiting time between ping checks in seconds pingcheck_conf.wait_time = 10 --Defines the waiting time between high ping warnings in seconds pingcheck_conf.warning_repeat_time = 30 --Limits the amount of warnings a player can receive pingcheck_conf.warning_limit = 4