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funkyfranky

ED Beta Testers
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Everything posted by funkyfranky

  1. Unfortunately, A"I" are not that smart :D :music_whistling:
  2. No problem. AI tasking is not very intuitive but only the first time. Have fun :)
  3. (DCS)Tasks are described in the controllable section https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Wrapper.Controllable.html You need to get the task first and than execute it. But best explained by an example I guess :) -- Get helo group named Huey. myhelo=GROUP:FindByName("Huey") -- Define some place to land, e.g. 100 meters east of the current position. Vec2=myhelo:GetCoordinate():Translate(100,90):GetVec2() -- Get DCS Task to land and stay for 60 seconds. MyDCSTask=myhelo:TaskLandAtVec2(Vec2, 60) -- Set/execute the task. myhelo:SetTask(MyDCSTask) IsPartlyInZone() actually checks exactly that, i.e. if a group is partly but not completely in a zone. So if the group consists of only one unit, it will never be true. You should use IsCompletelyInZone() in this case.
  4. It happens in the Viggen as well https://forums.eagle.ru/showthread.php?t=216420 According to Cobra, ED is aware.
  5. Would this not be the cleaner way to ensure the shaders were compiled with the mod?
  6. Good find! Same thing that caused the key bindings problem ;)
  7. MOOSE 2.4 pre-release MOOSE Pre-Release 2.4 alpha - Patch 1 Hi guys, FlightControl is very busy at the moment with real life stuff. But there have been many improvements of the MOOSE code in the last couple of months. So all the people who contributed, felt that it would be time to share the new developments with you :) For now, this is still a pre-release of 2.4, i.e. there a probably issues which need to be fixed. So if you feel brave and encounter something unusual, feel free to report here, on Discord or on github :smartass: Of course, you can make our lives much easier, if your report contains all information necessary to reproduce the issue. It's always best to include the whole mission (.miz) file because it contains the most information (moose version, mission script, defined groups, etc). But also relevant excerpts of the dcs.log file are welcome :detective: Download: Moose.lua files can be downloaded from the github page. Okay, let me try to summarize the new stuff: Firstly, there is a new documentation homepage, which includes the latest changes. Check it out and RTFM ;) It's not perfect but very helpful in many cases. Several new classes have been added. As you can see, most but not all of them are focused on cargo. One thing to point out is, that this MOOSE version supports the new DCS feature of neutral coalitions (c.f. changelog below). CARGO Core Classes CARGO GROUP Declares a CARGO object that handles a GROUP of infantry or vehicles for cargo handling using the MOOSE cargo handling classes for boarding and unboarding into and from carriers. CARGO CRATE Declares a CARGO object that handles a STATIC object or cargo object for cargo handling using the MOOSE cargo handling classes for loading and unloading into and from carriers. CARGO SLINGLOAD Declares a CARGO object that handles a STATIC cargo object for cargo handling using the MOOSE cargo handling classes for sling loading by helicopters. Cargo Handling Classes AI_CARGO_APC Provides methods for the transportation of cargo by a group of ground vehicles, like APCs, trucks etc. AI_CARGO_HELICOPTER Provides methods for the transportation of cargo by a group of helicopters. AI_CARGO_AIRPLANE Provides methods for the transportation of cargo by a group of planes. Cargo Task Dispatching for AI Units AI_CARGO_DISPATCHER_APC Orchestrates the AI to transport cargo to deploy locations, by APC groups. AI_CARGO_DISPATCHER_HELICOPTER Orchestrates the AI to transport cargo to deploy locations, by helicopters. Cargo Tasking for Human Players TASK_CARGO_TRANSPORT Orchestrates the tasking of cargo transportation by human players to defined deployment zones. TASK_CARGO_CSAR Orchestrates the tasking of transportation of downed pilots behind enemy lines. Artillery Can be used to easily assign and manage targets for artillery units. Suppression When ground units get hit by (suppressive) enemy fire, they will not be able to shoot back for a certain amount of time. Hope you enjoy :) FF on behalf of all MOOSE contributors! Changelog: Note that this only contains changes w.r.t. the inital 2.4 alpha pre-release. DATABASE * Added support for new NEUTRAL coalition DCS feature. Neutral groups (and players) are registered in the MOOSE data base (e.g., neutral groups can be found by GROUP:FindByName()). AIRBASE * Added Persian Gulf map airport enumerators including Shiraz and Kerman airports. * Added a lot of convenient wrapper function for new DCS API getparking() function. This enables finding the coordinates of parking spots, explicitly specifying terminal types, check on runway, mark parking spots and many more. * Added sophisticated find free parking spot routine, which is takes dimension of aircraft etc into account. Also, aircraft are not spawned at places with statics or too close to scenery objects (optional). * Added parameter of how many parking spots are required in find free parking spots routine. * FindFreeParking function: Added check that units of a group don't overlap with previous members of the same group. AI_CARGO_DISPATCHER * APCs and helos will now obey speeds set by SetPickupSpeed() and SetDeploySpeed(). DESIGNATE * Fixed bug when e.g. smoke is fired that made script crash. RAT (v2.3.2) * Improved how free parking spots are found with the new DCS API function. * Respawn delay is now used as despawn delay as well. Groups will not get removed immediately after engine shutdown. * Commute "starshape" option added to preserve home base. * Added user functions for parking spots, terminal types etc. * Added return of self for user functions. * Added check for all units of a group that did not move within a certain time. * Added new check on runway function and removed old version. * Changed some default parameter values. * Removed old RAT parking spot DB routines and old check on runway functions. * RATMANAGER: Added interval between spawns. ARTY (v1.0.4) * Added tactical nuclear shells, illumination bombs and smoke shells. * Added dynamic target/relocation assignment via marks on the F10 map. * Added small data base with min/max firing ranges of most common artillery group. * Added possibility to set rearming place and group via marks. * Fixed bug that coordinates from marks are always at an altitude of five meters ASL. * Changed behavior that if no arty group is addressed explicitly, nothing is happening. Before all groups were addressed. * Added cluster and alias assignment via marks. * Added option to automatically relocate after each engagement. * Added option to automatically relocate to within firing range. * Added/fixed relocate option. * Corrected MISSILE category. * Added option to not engage an already assigned target. * Many other changes and bug fixes under the hood. * Rearming group will not always use 20 km/h = 11 mph. RANGE (v1.2.0) * Optimized performance. Bombs are now only tracked if the player is within a certain distance of the range. CONTROLLABLE * Improved TaskGroundOnRoad() function. Optionally, the controllable will take the direct route if the path on road is 10x longer than path on road or path on road is less than 5% of total path. * Added GetFuelMin and GetFuelAve functions to ensure polymorphic behavior. * Added speed unit to @param description. Sometimes it was unclear if speed needs to be given in m/s or km/h. * Fixed some default speed and conversions. * Fixed bug that ships cannot have another alarm state than green. COORDINATE * Improved GetPathOnRoad to give the length of the path. * Added new function to scan for units, statics and scenery around the coordinate. * Added functions to return the coordinates of the closest (free) parking spot. * Added power option for illumination bombs. * Added surface type function. * Added readonly and text as optional parameters for mark points. * Added possibility to get coordinate from latitude and longitude given in decimal degrees. * Added Big smoke and fire effect API functions. * Cleaned up some speed unit stuff. * Reintroduced PathOnRoad function to contain the full path. Useful as interface to DCS API function. * Fixed some default speed and conversions. SPAWN * Fixed bug in SPAWN:InitHeading(headingmin, headingmax) function. * Fixed grouping bug in SpawnAtAirbase. * Fixed spawn on runway bug. * Added user functions for livery and skill. * Reworked SpawnAtAirbase() function to use new feature that position of (free) parking spots can be determined. * Terminal type can now be specified for SpawnAtAirbase(). * If no parking spot is available, units are spawned in air (or not spawned at all). * Aircraft are despawned when accidentally spawned on runway (should not happen any more anyway). CARGO_GROUP * Improved UnBoarding so that units of a ground don't get spawned on top of each other if no explicit coordinate is specified. ZONE_UNIT * Offset option added. TASK_A2G * Fixed GetAlt() vs. GetY() bug. SET_GROUP * Fixed bug in SET_GROUP:FindNearestGroupFromPointVec2( PointVec2 ) function. This caused DESIGNATE class to crash (caused critical bug in DESIGNATE class). AI_CARGO_APC * Included improved route on/off road routine to use improved CONTROLLABLE:TaskGroundOnRoad() function. * Speed is not fixed any more. Default is set to 50% of the max speed a given unit can move at. AI_CARGO_HELICOPTER * Speed is not fixed any more at 150 km/h but can be given as input parameter. Default (if no speed is provided) is 50% of max possible speed, the unit type can fly at. AI_A2A, AI_A2A_Patrol and AI_A2A_Dispatcher * Changed average fuel for controllable to new min fuel function which should provide better RTB behavior for a group > 1 unit. AI_FORMATION * Fixed comma vs. dot bug. UTILS * Added clock vs second functions. * Added function to display mission time. * Added split function (used in many other classes). DCS * Updated country.id enumerator to include latest countries available in DCS. MESSAGE * Added possibility to clear previous messages. ROUTINES * Fixed MessageToBlue() function sending to red coalition. RADIO * NewUnitTransmission wrong method call fixed.
  8. Ich wünschte, ich könnte die Argumentation hier auch nur ansatzweise nachvollziehen.
  9. :thumbup::thumbup::thumbup:
  10. Nö, der war für was anderes ;) Der Bug is irreparabel. Bzw. wenn sie es gefixed hätten, hätten alle, die inzwischen ihre Zuordnungen angepasst haben, sie nochmal zurück anpassen dürfen.
  11. Für DCS wohl die Version mit mehr RAM. 8 GB ist inzwischen die Minimalanforderung mit niedrigen Graphikeinstellungen. 16 GB sind empfohlen. Ich denke, mit nur 8 GB nützt dir der bessere Prozessor letztendlich nicht viel.
  12. Darum ja meine Frage, ob wir einen Tester haben, der hier reinguckt und Bugs meldet oder einfach schaut, ob sie schon gemeldet sind. Das müssen nicht unbedingt die Entwickler selbst machen! Wie ebenfalls gesagt, es soll eher nicht um einzelne Module gehen, sondern um allgemeine DCS Bugs. Da ist Feedback im allgemeinen sehr mau, wenn es überhaupt eins gibt.
  13. Did anyone tried this at night? I just ran an instant action night mission on the PG map. With this mod enabled, I did not see many lights from buildings etc. compared to running it without the mod.
  14. Any news on this after more than three years?
  15. Da mir - und anderen - immer wieder Fehler (bugs) in der Simulation auffallen, hätte ich gerne auch hier im deutschen Teil, eine Plattform, wo ich Bugs melden kann. Diese sollten sich wahrscheinlich eher nicht auf individuelle Module beziehen, da die entsprechenden Entwickler nicht unbedingt der deutschen Sprache mächtig sind. Es sei denn, wir hätten jemanden, der diese Bugs an die entsprechende Stelle weiterleitet. Meine erste Frage ist allerdings, ob es überhaupt Sinn macht, hier irgendetwas zu melden? Haben wir deutschsprachige Tester o.ä., die in der Lage wären, etwas an ED weiterzuleiten?
  16. Indeed, is this documented somewhere (or will be)?
  17. Yes, you can. By assigning mouse buttons to movements/bends of individual fingers for example. I got a left glove. But I would wait for more reports before buying one or even a pair. Especially since it seems to be necessary to get additional sensor for the third dimension.
  18. Well, the answer is, "it depends" - on your hardware, your graphics settings, the mission, the number of objects in your vicinity, you name it... Here is an example for VR https://forums.eagle.ru/showpost.php?p=3567606&postcount=186 The improvement is significant. But it is just one case out of many situations you can encounter.
  19. For me it's fine because you guys did a brilliant job with all the bindings included right from the beginning :thumbup: I thought I were dreaming when I first fired up the module. WTG!
  20. Mod funktioniert bei mir problemlos.
  21. Danke euch. Ist regional wohl etwas unterschiedlich. Aber jetzt ist der Patch auch bei mir angekommen :)
  22. Könnt ihr schon den patch für die beta runterladen? Laut http://updates.digitalcombatsimulator.com/ ist er schon live aber mein updater sagt mir dauert, dass meine Version noch aktuell ist.
  23. Ich hab meine kleine Mission jetzt mal mit MSAA 2x laufen lassen. War etwas ernüchternd. Bin fast die ganze Zeit bei 45 FPS. Sowohl mit mod als auch ohne. ASW ist aber definitiv aus laut Oculus Tray Tool.
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