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Everything posted by funkyfranky
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okay, that explains it :lol:
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Torrent download speed was much bettern than usually today :thumbup: My download bandwidth was maxed out.
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But the Ju cannot load bombs just torpedos atm, right? Or did I overlook something?
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Thanks, but nothing really applies so far. Hence, my question.
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What's the "correct" section for reporting scripting engine bugs? There does not seem to be any category for that. Just FYI, dynamic spawning on the USS Stennis went from okay-ish to really bad. Side effect of the SC implementation?
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Vielen Dank für die Info, Kate! Macht weiter so :thumbup:
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[Official] SimShaker for Aviators
funkyfranky replied to f4l0's topic in PC Hardware and Related Software
That seems to solve the issue. Thanks! -
Thanks for the info, Kate :thumbup:
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[Official] SimShaker for Aviators
funkyfranky replied to f4l0's topic in PC Hardware and Related Software
Well, still sounds promising :D Nope, I have a close look a the dcs.log file in case something is nil all the time. This came recently and distracted me from the nil errors in my scripts ;) Oh, just for completeness, SSA effects are working fine as far as I could tell. The errors in the log are not braking anything in the functionality. They just spam the log. Most people won't event notice, I guess. -
[Official] SimShaker for Aviators
funkyfranky replied to f4l0's topic in PC Hardware and Related Software
Yeah, I saw in the changelog that there were some changes. I know that you are struggeling with the fact that DCS does not export all the data you need sometimes. Are these changes improvements to the data you can simulate effects? -
[Official] SimShaker for Aviators
funkyfranky replied to f4l0's topic in PC Hardware and Related Software
That was 1.3.10.7 (or .8). Just tested with 1.3.10.10 but still got the error in the log. I'm just running a test mission as observer, i.e. I'm not in a plane. I think it happens even if SSA ist not running. This is my Export.lua -- Simshaker local SimShakerlfs=require('lfs'); dofile(SimShakerlfs.writedir()..'Scripts/SimShaker.lua') dofile(lfs.writedir()..[[scripts\SimShaker-export-core\ExportCore.lua]]) -- VAICOM local vaicomlfs = require('lfs'); dofile(vaicomlfs.writedir()..[[scripts\VAICOMPRO\VAICOMPRO.export.lua]]) -- SRS --local dcsSr=require('lfs');dofile(dcsSr.writedir()..[[scripts\DCS-SimpleRadioStandalone.lua]]) -- UR --dofile ( lfs.writedir()..'Scripts\\Tacnoworld_UR_DCSW.luac' ) -
[Official] SimShaker for Aviators
funkyfranky replied to f4l0's topic in PC Hardware and Related Software
Latest version gives me constant errors in the log: 2020-04-14 09:16:19.961 ERROR Lua::Config: Call error LuaExportAfterNextFrame:[string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts/SimShaker.lua"]:31: bad argument #2 to 'format' (number expected, got nil) stack traceback: [C]: ? [C]: in function 'data_send' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts/SimShaker.lua"]:464: in function 'AfterNextFrame' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts/SimShaker.lua"]:497: in function 'LuaExportAfterNextFrame' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts\SimShaker-export-core\ExportCore.lua"]:62: in function 'OtherLuaExportAfterNextFrame' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts\VAICOMPRO\VAICOMPRO.export.lua"]:231: in function <[string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts\VAICOMPRO\VAICOMPRO.export.lua"]:228>. Looks like LoGetAltitudeAboveGroundLevel() returns nil. Not sure about the line referring to VAICOM though :huh: -
Well, if you do not appreciate hundreds of hours of our spare time going to docs and YT vids (or are not able to find those), my suggestion to move on (silently) still stands. Lots of people can do this - even total scripting noobs, which get help on our discord. It's just a matter of "how" you ask (plus a minimum of effort from your side). Your conclusion that the project is "dead" is also wrong. It's just not for people who ask impolitely.
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Militariy Aircraft Mod
funkyfranky replied to BlackLibrary's topic in Flyable/Drivable Mods for DCS World
Great stuff :thumbup: Thanks! -
MISSION START execution has now changed (for the better)
funkyfranky replied to Pikey's topic in Mission Editor
Very welcomed change. Caught me by surprise when I forgot to "hit ESC twice" and still got all my menus ;) Thanks, ED! -
[REPORTED]Incorrect airbase IDs from airbase:getID() in 2.5.6
funkyfranky replied to hoggles's topic in Mission Editor Bugs
This! We needed include some temporary workarounds (aka dirty hacks) to make it work with the buggy DCS 2.5.6 version. That needs to be undone. -
Well, looks like a couple of units - in particular most tankers - don't have the "tankerType" entry: KC-130 (RAZBAM) KC-135BDA (RAZBAM) KC-135MPRS (RAZBAM) S-3B Viking tanker (ED) Il-74M (ED) My aim is to figure out, if in general a donor is compatible with an acceptor. But for that I need to know the refueling system of both. Only knowing the type of either acceptor or donor is unfortunately useless. The only tanker which has the type given seems to be the KC-135 by ED.
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Wonderful, thanks :thumbup:
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I noticed that we have an enumerator for the refueling system of a unit https://wiki.hoggitworld.com/view/DCS_Class_Unit Unit.RefuelingSystem = { BOOM_AND_RECEPTACLE, PROBE_AND_DROGUE } But I'm lost as to how I can extract the the information whether a given unit has this attribute?
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When I give a group the task to refuel at the nearest tanker, and there is no tanker available in the mission, this task stays alive and the group RTBs to the nearest airbase. Is that the intended behaviour? I would prefer the task to be "finished" so that subsequent tasks are carried out, if the refueling is not possible. In particular, I would like to make a "ComboTask" where the first task is "Refueling" and then let the group perform another task, e.g. "AttackGroup" once the refueling is done. That indeed works, when there is a tanker available to refuel. However, if there is no tanker, the second task of the task combo never gets executed. Instead, the group RTBs, as mentioned above.
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Which events are working and which are borken?
funkyfranky replied to funkyfranky's topic in Mission Editor Bugs
+1 -
[REPORTED]Incorrect airbase IDs from airbase:getID() in 2.5.6
funkyfranky replied to hoggles's topic in Mission Editor Bugs
:cheer3nc: :bounce: -
Well, initially I wanted to make a list/table about which DCS events are working and which are broken in either single (SP) and/or multiplayer (MP). But I just realized that I would (once again) do the ED's work (or that of their moderators, testers and the like). Events are very useful - some even vital - for creating good content for DCS. However, many bugs have been reported over the years; most of which have been flagged [REPORTED] but then silently moved to read only sections of this forum. Sometimes even with a moderator telling us that we should not raise another bug report about the same issue. Again, we, as a community have done our share by reporting the issues. And we even have been patiently waiting for fixes that never happened for years. Now, the least thing ED could do is to tell us, which bugs are known and which are going to be fixed in the no too distant futrure. Thanks ED, for helping the us to let DCS thrive by creating good missions without too much unnecessary workarounds so that you can pay your employees a good salary :)