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funkyfranky

ED Beta Testers
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Everything posted by funkyfranky

  1. Parking spots with hardened shelters are of terminal type 72 as returned by the DCS getParking function. That should be 68. Furthermore, all other parking spots are of type 104, which is generally for larger aircraft. Some should be type 72. Helo spots (type 40) seem to be correct. This makes dynamic spawning extremely difficult! Attached an image of Incirlik but it applies to all airbases.
  2. yeah, finding parking spots for larger aircraft is really difficult in DCS. you can set terminal types but the big ones often make problems. I implemented a scan that checks the vicinity around the parking spot for statics and scenery. Not sure if it is enabled by default. Make sure you use airbase names exactly as spelled in the mission editor. For example, Dubai is called "Dubai Intl".
  3. You have to specify the name of the carrier unit ("Unit #001") not that of the group ("CVN-71") in the script. (A ship group could have multiple carriers and the script would not know which one you mean.) Note: There might be other issues as you also have the RESCUEHELO and RECOVERYTANKER in your script file but I do not see any late activated groups in your pics.
  4. Something like local Speed=50 -- km/h local Formation="Off Road" local zone1=ZONE:New("Zone Alpha") local zone2=ZONE:New("Zone Bravo") local wp={} wp[1]=zone1:GetCoordinate():WaypointGround(Speed, Formation) wp[2]=zone2:GetCoordinate():WaypointGround(Speed, Formation) GROUP:FindByName("My Mobile Ground Group"):Route(wp) will route them off road to trigger zone "Alpha" and "Bravo". In general, you need a set of coordinates, create waypoints and use :Route() on the waypoint table.
  5. Your script looks good. There is no reason I can see why there is a difference between what you do and the demo mission. Do you see the subtitles on the right or left side? If you see them on the right side, you have no radio relay (which you script suggests). The subtitles are then messages you see independent if you have the sound files in the right place or not. So two things could be: 1. You don't have all sound files in the right place. 2. You did not change your frequency to 264 MHz to hear the LSO calls. Hope this helps :)
  6. Which is a pity as it makes it very difficult to destroy a group of targets with a single "fire at point" task, even if you launch 20 missiles :cry:
  7. Infantry won't move if alarm state is red. Set it to auto.
  8. Please allow naval and ground groups to go backwards (negative speed). This would enable us to solve a lot of problems where these groups get stuck. (Of course, better solutions for this long standing problem are also welcome).
  9. Thanks! Need to listen to that episode :)
  10. Yeah, i was also positively surprised when I noticed the fireworks. Check from timestamp 7:10
  11. Really appreciate the bug fixing cycle - thanks :thumbup: I hope to see that again from time to time.
  12. Du kannst die Größe dieser "Maske" in einer Datei verändern. Je nach Headset muss man da andere Werte nehmen.
  13. Oh je :D Aber wenn Du zufrieden mit der Leistung bist, solltest Du das wirklich nicht tun. ED arbeitet an einer Vulkan Implementierung, die dann besser parallelisiert sein sollte. Wie viel das bringt und wann das fertig ist, steht aber noch in den Sternen.
  14. Ja, genau das hoffen wir alle :) Wollte Dich auch nicht überreden, eine neue CPU zu kaufen, sondern nur darauf hinweisen, dass der Blick auf die Gesamtauslastung trügerisch ist.
  15. Das kommt daher, dass DCS (noch) nur einen Kern benutzen kann (plus einen für Audiosachen). Der ist allerdings voll ausgelastet. Windows verteilt dann die Last gleichmäßig auf alle deine 6 Kerne (bzw. 12 Threads), so dass es so aussieht, als wäre da noch Luft nach oben. Aber die restlichen 5 Kerne kann DCS eben nicht nutzen, da der Code (noch) nicht parallelisiert ist. Anders gesagt, eine Gesamtauslastung von 19% heißt gerade, dass der Kern, den DCS nutzt, voll ausgelastet ist und am Limit laufen. Sprich, Übertakten bzw. eine schnellere CPU bringt sehr wohl etwas.
  16. Thanks Pieterras for putting this together :thumbup:
  17. Script Function: Random Air Traffic, ATIS, Carrier stuff, control AI, ATC, Spawning in general. Script Tool: MOOSE (but it does not really matter as explained below) The native DCS scripting engine already provides most things that are needed. It has great potential. Frameworks like MOOSE are "just" more complex scripts using what is already there. What is really necessary for a better support (as this seems to be the real question), is that the native DCS scripting engine works reliably, e.g. MP vs SP issues, "funny" AI behaviour, broken events etc. These issues have been reported. If they could be addressed that would really unleash the potential of the DCS scripting engine. In other words, most stuff is already there - now just make it work properly :)
  18. B-52s get stuck whilst taxiing to the runway at Kobuleti. See attached pic If I set the wind so that they would use the other end for takeoff they might make it, but even a two ship collides into each other.
  19. Not really. You can use the getParking function to get the runway spawn points. The distance between these points is a good approximation (lower bound) of the runway length. The Moose ATIS class uses this, for example.
  20. Lua ist case sensitive! ARTY:new("Gruppenname") gibt es zum Beispiel nicht. Schau Dir noch mal genau das Beispiel an, was ich gegeben habe und vergleiche mit Deinem Skript. Die Gruppen und Zonen kannst Du natürlich nennen, wie Du willst. Aber bei der Schreibweise der Befehle muss man sehr genau aufpassen. Hoffe es klappt. Wenn nicht, sag Bescheid :)
  21. Ich hatte das Skript vorher getestet und es macht was es soll. Wenn's bei Dir nicht läuft, häng mal die Mission an, so dass man nachvollziehen kann woran es evtl. hakt.
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