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Everything posted by funkyfranky
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if [b]Group.getByName('whatever') and[/b] Group.getByName('whatever'):isExist() then trigger.action.outText("Exist", 10) else trigger.action.outText("Does NOT exist !!!", 10) end I'd do it this way. You cannot call a function (isExist here) on an object that is nil.
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[MOOSE] RAT - Random Air Traffic
funkyfranky replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
Yeah, I know. There is one other solution except the one you found. You can specify the "terminal type" so that it at least would not be spawned under open shelters: c17=RAT:New("C-17 BIG Plane") c17:SetTerminalType(AIRBASE.TerminalType.OpenBig) -- Only very big parking spots are used. c17:Spawn(5) This does not always work since for some parking spots the terminal type returned by the DCS API is incorrect. But it is definitely worth a shot :) Note that with this setting, only departure airports are allowed, which actually have at least one "big" parking spot. -
[MOOSE] RAT - Random Air Traffic
funkyfranky replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
Hi Borin! No, sorry, that not possible with RAT. I wanted it to be very random when I designed it. Having special points was kind of difficult to implement. It would require a lot of additional if conditions and checks. So I defined that to be out of scope in the early stages of the design. But I agree, having realistic routes on top would be great. You could take a look at Zubetto's implemenation. I'm not sure, but maybe this is better suited for adding some realistic points to the flight plan. -
[MOOSE] RAT - Random Air Traffic
funkyfranky replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
Happy New Year to you as well, mate :) Let me know how it goes. -
[MOOSE] RAT - Random Air Traffic
funkyfranky replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
@Vincent, @Rudel you can download the latest Moose.lua 2.4.13 here https://github.com/FlightControl-Master/MOOSE/releases It should work better :) I just tested your miz Victor and it immediately gave me a CTD. With the latest Moose.lua not. The reason is that the respawn on engine shutdown is delayed by default in newer RAT versions. So the DCS bug is not happening. @Vincent, note that a C-130 cannot take off from all airports in Nevada. If you spawn them totally randomly, some will be spawned in air or worse. RAT allows you to restrict the departure and destination airports. Alternatively, you could use fighters as RAT aircraft for a start. -
Ja, das ist leider ein generelles Problem der KI in DCS. Passiert leider auch nur zu oft, wenn Du sie über Wegpunkte im Missionseditor von A nach B fahren lassen willst. Sobald man eine Mission bastelst, die irgendwie davon abhängt, dass sie ankommen, ist man im Eimer. Bzw. muss lange rumprobieren, bis es klappt. Ich würde gerne Missionen bauen, wo nicht alles von Anfang an feststeht, sondern zufällige Elemente einbauen. Das ist mit der KI im derzeitigen Stadium leider nur schwer möglich (wenn überhaupt).
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I think there is a bug in the MOOSE radio class. To explain briefly, there are two ways in DCS to make a radio transmission. One is via a command and the other is via a trigger. The command has the advantage that you can include a subtitle BUT it only works if the transmitting unit is an air unit. The trigger works for any unit or even for statics. The MOOSE radio class only checks if the transmission is coming from a unit. If so, it uses the command to broadcast. If the sender is not a unit, it uses the trigger to broadcast. In your case, your naming suggest that you are broadcasting from a ship. So the radio class sees this a a unit and uses the command way to broadcast. And that does not work. The bug is that the radio class should not only check for a unit but explicitly if the transmitting unit is an aircraft. I just recently did a little work on the radio class because I had the same issue. But it is only in the development branch, which you can download here https://github.com/FlightControl-Master/MOOSE_INCLUDE/tree/develop/Moose_Include_Static In that MOOSE version, the :Broadcast() function has an additional boolean argument. So if you use :Broadcast(true) it will use the trigger way to play the transmission regardless. Then it should also work with ships.
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Bei mir ähnlich, sogar etwas schlechter. Vergleiche immer über einen Track, den ich aufgezeichnet habe und nach Updates abspiele. Das gibt einem ein gutes Bild unter den selben Konditionen. Leute behaupten dauernd, meine FPS sind besser/oder schlechter seit dem letzten Update. Meistens reflektiert das leider nur irgendein Bauchgefühl.
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It should be very easy to circumvent this as it is restricted to the engine shutdown event. Thanks again to all testers and moderators involved!
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Frohe Weihnachten und nen guten Rutsch ins neue Jahr
funkyfranky replied to Steph-JJ's topic in Deutsch
Frohes Fest und erholt euch gut :santa: -
Awsome mod! Thanks Jar :thumbup:
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Ich habe letztens ein Sofa bestellt und das war ziemlich genau die Aussage. Kam aber dann früher als erwartet, und ich hab mich gefreut.
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Thanks, Grimes! That makes sense and explains it. Very professional and helpful as always :thumbup:
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Yes, and I'll try to narrow it down a bit more if I can. I know this not so easy to debug without further info.
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[FIXED] Helo disintegrates on Carrier
funkyfranky replied to funkyfranky's topic in Aircraft AI Bugs (Non-Combined Arms)
Can confirm fixed since DCS 2.5.4.25729. Thanks :thumbup: -
Meiner kam auch gestern @Yurgon. Kann bei Dir dann hoffentlich auch nicht mehr lange dauern :) Ich hab übrigens auch gerade wenig Zeit, das Teil einzubauen. Karton liegt noch ungeöffnet neben mir...
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MOOSE is just a long lua script where eventually always a DCS scripting engine function is called. In this case coalition.addGroup after the old group has be despawned via destroy. If a call to such a function is causing an access violation in EDCORE this is at least sloppy programming if not a bug on the DCS side. This would be the case for any call of a DCS scripting function as this should never result in a CTD even if the passed function arguments were wrong. Therefore, it might be worth looking into it, if time permits(!), since stuff like this usually hints to a bigger problem. (Especially since this has been working for ages and just with the the latest 2.5.4 OB causes a CTD.)
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Danke für die Warnung und das Feedback, Shagrat :)
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Jup, ich schau mal rein. Aber eigentlich ist bis auf den Control Indicator alles schon drin :) https://github.com/funkyfranky/MyButtons/blob/master/Mods/aircraft/AJS37/Input/joystick/default.lua
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2021 (and earlier) DCS Newsletter Discussion Thread
funkyfranky replied to NineLine's topic in DCS 2.9
Lke it :) You guys did very well in 2018 and we still have a couple of days left - hopefully with a new DCS version 2.5.4 if things go to plan. Thanks from my side and happy holidays! Looking forward to 2019... -
Meiner auch - heute kam die Nachricht :) Sag Bescheid, wenn Deiner ankommt. Dann kann ich mich ärgern, dass meiner noch nicht da ist (oder anders herum) ;)
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I have implement this functionality as part of Moose
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Hallo Reinhold, Schatten und MSAA gehen extrem auf die FPS. Ich mag die Schatten auch, deshalb hab ich sie auch an, aber MSAA würde ich entweder komplett ausschalten (0x) oder maximal auf 2x und dafür dann aber die Pixeldichte evtl. etwas runter. Letztendlich muss man etwas rumprobieren und sehen, was einem von der Bildqualität gefällt. Aber MSAA, Pixeldichte und Schatten sind die Schrauben, an denen man drehen sollte. Teste einfach mal mit MSAA 0x, dann sollten sich deine FPS schon mal verdoppeln. Ob es dir dann zu sehr flimmert und Du es dann wieder anschaltest, musst Du wissen. Anisotropische Filterung kannst Du übrigens einschalten. Das kostet quasi keine FPS.
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[Official] SimShaker for Aviators
funkyfranky replied to f4l0's topic in PC Hardware and Related Software
Good luck :thumbup: