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funkyfranky

ED Beta Testers
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Everything posted by funkyfranky

  1. Hmm, there is no connection between a radioTransmission trigger and the activateBeacon command. I think hoggit is correct that you can have one beacon per unit. But again, I don't know what this has to do with sending a radio transmission?
  2. Thanks for reporting. We have had a lot of people using Moose reporting issues with menus disappearing. We never could really figure out why as there was no obvious error message. This might be the explanation.
  3. Indeed, enabling wake turbulence should raise a BIG warning if enabled. So far, this scales really badly with the number of units in the area. Lots of people already went into this trap and complained about FPS dropping to single digits until they were told to disable this feature. I like it but it is heavily WIP and not really usable at the moment. Just ask the poor guys who create DLC campaign content and have to constantly answer questions why their missions have subpar performance if they want to make them interesting.
  4. okay, that explains it :lol:
  5. Torrent download speed was much bettern than usually today :thumbup: My download bandwidth was maxed out.
  6. But the Ju cannot load bombs just torpedos atm, right? Or did I overlook something?
  7. Thanks, but nothing really applies so far. Hence, my question.
  8. 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?
  9. Vielen Dank für die Info, Kate! Macht weiter so :thumbup:
  10. That seems to solve the issue. Thanks!
  11. 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.
  12. 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?
  13. 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' )
  14. 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:
  15. 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.
  16. Looks like Moose is not for you. Just move on.
  17. Great stuff :thumbup: Thanks!
  18. Yeah, strangely they already fixed that with the last patch and mention it in today's notes. Moose.lua from the develop branch is fixed and working already for some time :)
  19. Very welcomed change. Caught me by surprise when I forgot to "hit ESC twice" and still got all my menus ;) Thanks, ED!
  20. 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.
  21. 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.
  22. Wonderful, thanks :thumbup:
  23. 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?
  24. 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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