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Everything posted by deadlyfishes
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Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
Thank you for your comment. We have some plans to work on more tools to get this kind of thing worked out. It would be hard to explicitly have an enforced SRS policy at all times, however we have been running many ops during the week where we schedule controllers to get on and we get nearly the entire server on SRS because of that. The only statics I believe are the helo logistics, there's not much of those, but I can try to reduce some of the other un-used vehicles as well to reduce lag and performance issues overall. We have a lot of great content now, but we've been scaling back a bit since our population is high most of the time. Yeah, get on the Discord, maybe talk to our admin Butterfly (107th) since he's in your timezone (also an aussie). He should be able to help you! Also, update to OpenBeta, or convert your current stable install to OpenBeta, really easy to do: https://forums.eagle.ru/showthread.php?t=114030 -
There should be an A2A backup option in the F10 Other Menu. You can also change the layout of the mission spawns if they're too hard for you, take a look at the readme on how to configure the mission settings. The ZEUS spawning system should allow you to spawn any aircraft on the map with a map marker in real time. Again, check the readme files and tutorials on this thread. Additionally, making new AI units in the editor is pretty simple, just click the add airplane button from the left side (looks like a jet) and click on the map. Then you can add any AI aircraft group you want. Check banjo's youtube tutorials on the mission editor if this is something you want to do.
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Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
New Through The Inferno - Features and Overview Trailer! -
UPDATE 09/03/19 -1: v1.55a - Added new JTAC Auto Lase Logic to now include ELEVATION IN FT of the marked target: Big thanks to SanekFl for helping me find the scripting logic to implement this. - Added a new map marker command "-delete jtac" that will remove the last zeus-spawned jtac. A new message appears when creating a zeus jtac to remind you of this new command and feature.
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UPDATE 09/03/19 -1: v1.55a - Added new JTAC Auto Lase Logic to now include ELEVATION IN FT of the marked target: Big thanks to SanekFl for helping me find the scripting logic to implement this. - Added a new map marker command "-delete jtac" that will remove the last zeus-spawned jtac. A new message appears when creating a zeus jtac to remind you of this new command and feature.
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UPDATE 09/03/19 -1: v1.55a - Added new JTAC Auto Lase Logic to now include ELEVATION IN FT of the marked target: Big thanks to SanekFl for helping me find the scripting logic to implement this. - Added a new map marker command "-delete jtac" that will remove the last zeus-spawned jtac. A new message appears when creating a zeus jtac to remind you of this new command and feature.
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UPDATE 09/03/19 -1: v1.55a - Added new JTAC Auto Lase Logic to now include ELEVATION IN FT of the marked target: Big thanks to SanekFl for helping me find the scripting logic to implement this. - Added a new map marker command "-delete jtac" that will remove the last zeus-spawned jtac. A new message appears when creating a zeus jtac to remind you of this new command and feature.
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It's on my list of things to do and to look into. It wasn't originally in the script for that auto-lase script, but I can try my best to hack it together :)
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UPDATE 08/17/19 - 1: v1.03a -Fixed a major issue with map-marker zeus spawns not working correctly after the latest OB update from 8/14/19 https://forums.eagle.ru/showpost.php?p=4008751&postcount=66 This latest version of TTI is REQUIRED if you wish to get map marker zeus spawns to work properly again. Additionally, this means you can move mission zones around in the mission if you'd like, but the mission intel will be incorrect. You can use the JTAC Status as a work-around to get the coordinates of the designated targets if you aren't relying on the F10 Map. - Added a new JTAC zeus spawn that you can create anywhere on the map to spawn a JTAC recon drone to auto-lase/designate and smoke targets. The code for these JTAC drones created by zeus map marker spawning is always 1685 for now. I do have future plans to edit this on the fly. You can make as many of these as you'd like. NOTE: For TTI Normandy WW2 , you must use "recon" instead of "jtac" to spawn the auto-lase/designating sentry unit. Additionally the recon drones in Normandy WW2 do not lase targets.
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UPDATE 08/17/19 - 1: v1.54a -Fixed a major issue with map-marker zeus spawns not working correctly after the latest OB update from 8/14/19 https://forums.eagle.ru/showpost.php?p=4008751&postcount=66 This latest version of TTI is REQUIRED if you wish to get map=marker zeus spawns to work properly again. - Changed logic for JTAC units to optimize performance. JTAC units are now generated dynamically with mission zones and will be removed once the mission is complete. Additionally, this means you can move mission zones around in the mission if you'd like, but the mission intel will be incorrect. You can use the JTAC Status as a work-around to get the coordinates of the designated targets if you aren't relying on the F10 Map. - Added a new JTAC zeus spawn that you can create anywhere on the map to spawn a JTAC recon drone to auto-lase/designate and smoke targets. The code for these JTAC drones created by zeus map marker spawning is always 1685 for now. I do have future plans to edit this on the fly. You can make as many of these as you'd like. NOTE: For TTI Normandy WW2 , you must use "recon" instead of "jtac" to spawn the auto-lase/designating sentry unit.
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UPDATE 08/17/19 - 1: v1.54a -Fixed a major issue with map-marker zeus spawns not working correctly after the latest OB update from 8/14/19 https://forums.eagle.ru/showpost.php?p=4008751&postcount=66 This latest version of TTI is REQUIRED if you wish to get map=marker zeus spawns to work properly again. - Changed logic for JTAC units to optimize performance. JTAC units are now generated dynamically with mission zones and will be removed once the mission is complete. Additionally, this means you can move mission zones around in the mission if you'd like, but the mission intel will be incorrect. You can use the JTAC Status as a work-around to get the coordinates of the designated targets if you aren't relying on the F10 Map. - Added a new JTAC zeus spawn that you can create anywhere on the map to spawn a JTAC recon drone to auto-lase/designate and smoke targets. The code for these JTAC drones created by zeus map marker spawning is always 1685 for now. I do have future plans to edit this on the fly. You can make as many of these as you'd like. NOTE: For TTI Normandy WW2 , you must use "recon" instead of "jtac" to spawn the auto-lase/designating sentry unit.
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UPDATE 08/17/19 - 1: v1.54a -Fixed a major issue with map-marker zeus spawns not working correctly after the latest OB update from 8/14/19 https://forums.eagle.ru/showpost.php?p=4008751&postcount=66 This latest version of TTI is REQUIRED if you wish to get map=marker zeus spawns to work properly again. - Changed logic for JTAC units to optimize performance. JTAC units are now generated dynamically with mission zones and will be removed once the mission is complete. Additionally, this means you can move mission zones around in the mission if you'd like, but the mission intel will be incorrect. You can use the JTAC Status as a work-around to get the coordinates of the designated targets if you aren't relying on the F10 Map. - Added a new JTAC zeus spawn that you can create anywhere on the map to spawn a JTAC recon drone to auto-lase/designate and smoke targets. The code for these JTAC drones created by zeus map marker spawning is always 1685 for now. I do have future plans to edit this on the fly. You can make as many of these as you'd like. NOTE: For TTI Normandy WW2 , you must use "recon" instead of "jtac" to spawn the auto-lase/designating sentry unit.
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UPDATE 08/17/19 - 1: v1.54a -Fixed a major issue with map-marker zeus spawns not working correctly after the latest OB update from 8/14/19 https://forums.eagle.ru/showpost.php?p=4008751&postcount=66 This latest version of TTI is REQUIRED if you wish to get map=marker zeus spawns to work properly again. - Changed logic for JTAC units to optimize performance. JTAC units are now generated dynamically with mission zones and will be removed once the mission is complete. Additionally, this means you can move mission zones around in the mission if you'd like, but the mission intel will be incorrect. You can use the JTAC Status as a work-around to get the coordinates of the designated targets if you aren't relying on the F10 Map. - Added a new JTAC zeus spawn that you can create anywhere on the map to spawn a JTAC recon drone to auto-lase/designate and smoke targets. The code for these JTAC drones created by zeus map marker spawning is always 1685 for now. I do have future plans to edit this on the fly. You can make as many of these as you'd like. NOTE: For TTI Normandy WW2 , you must use "recon" instead of "jtac" to spawn the auto-lase/designating sentry unit.
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2.5.5 Dedicated Server Crash - Flight.dll
deadlyfishes replied to deadlyfishes's topic in Game Crash
Still getting that crash and others on the latest OB: (attached crash zip) # -------------- 20190707-164844 -------------- DCS/2.5.5.33057 (x86_64; Windows NT 10.0.17763) C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\edterrain4.dll # C0000005 ACCESS_VIOLATION at A3459E98 00:00000000 SymInit: Symbol-SearchPath: '.;C:\Program Files\Eagle Dynamics\DCS World OpenBeta;C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Matthew' OS-Version: 10.0.17763 () 0x100-0x1 0x0000000000199E98 (edterrain4): (function-name not available) + 0x0 0x000000000019EF71 (edterrain4): (function-name not available) + 0x0 0x0000000000244F11 (edterrain4): (function-name not available) + 0x0 0x00000000000663F9 (Flight): wsAdrTerminal::~wsAdrTerminal + 0x409 0x000000000006623C (Flight): wsAdrTerminal::~wsAdrTerminal + 0x24C 0x0000000000061A21 (Flight): woATC::controlTaxi + 0x141 0x0000000000052956 (Flight): woATC::Control + 0x4B6 0x000000000002770C (Flight): wAirdrome::Control + 0xCC 0x0000000000022E63 (Flight): woRunWay::setIDAirdrome + 0x283 0x0000000000002D11 (World): (function-name not available) + 0x0 0x00000000000031DF (World): (function-name not available) + 0x0 0x0000000000555432 (DCS): (function-name not available) + 0x0 0x0000000000564B38 (DCS): (function-name not available) + 0x0 0x0000000000537F14 (DCS): (function-name not available) + 0x0 0x00000000001B012F (DCS): (function-name not available) + 0x0 0x00000000007195D6 (DCS): (function-name not available) + 0x0 0x0000000000017974 (KERNEL32): BaseThreadInitThunk + 0x14 0x000000000006A271 (ntdll): RtlUserThreadStart + 0x21 dcs.log-20190707-164844.zip -
SA-15 is not used because it caused some issues. You can add it too the list, but be mindful of the group name. The group name is the one that goes into the unit list in the settings. Feel free to add it, but remove it if it causes more problems. So about the priority naming: In a dynamic mission, the unit names are not kept since the units are dynamically generated out of thin air with a random given name. There IS an option and script to have them keep their names with a number at the end but this caused some MAJOR spawning issues. With the priority names in the vehicle types, it caused issues where less than half of the requested units to spawn were actually spawning and the JTAC had a hard time picking up the lase even if there was a clear line of sight. This kind of thing is meant for a one-off non-dynamic mission. For now, I had to forego this feature altogether, and I should've removed any kind of text that suggested this feature was in. I can work on testing this more, but ED keeps changing lua scripting environments without letting us know. It's on my radar to attempt to get this to work again, but I doubt it will work 100% with our dynamic spawning scripts. If there is any big update with this, I'll let everyone know for sure.
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Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
It's not possible as far as i know to set unit invincibility to player friendly fire. for now, just be careful and mindful of blue on blue. They deal with this IRL and it should be part of your ground attack tactics. If it becomes a serious problem for everyone and the entire server overall we'll look into it further. Otherwise, it's not as big of an issue right now for our server. -
Not sure about the slowness, that's probably a DCS thing... Also, this issue was fixed. A hotfix update was uploaded to ED User Files: UPDATE 07/03/2019 - 1: v1.53c HOTFIX - Fixed a script error that prevented the trigger list lua file (main script file) from loading due to an error with CTLD file still in this version. This would occur when you set SlingLoading to false.
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UPDATE 06/25/2019 - 1: v1.53a - JTAC Autolase Target Reports are reformatted for easier reading and now provide Lat/Long SECONDS (DMS). Perfect for JDAMs, JSOWs and navigation systems that cannot use lat/long decimal format. - There is now a new option for HELO SLINGLOADING to be enabled or disabled. Enabled = uses real rope/sling on helos that have the sling feature. If there is no sling for the helo, then you cannot sling load with it. Disabled = hover over the crate to carry it. Any helo can use this feature. - Missions will now have unique procedural generated operation names, giving these missions a bit more character. This is more useful on our multiplayer servers, but we may do more with this in the near future.
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UPDATE 06/25/2019 - 1: v1.53a - JTAC Autolase Target Reports are reformatted for easier reading and now provide Lat/Long SECONDS (DMS). Perfect for JDAMs, JSOWs and navigation systems that cannot use lat/long decimal format. - There is now a new option for HELO SLINGLOADING to be enabled or disabled. Enabled = uses real rope/sling on helos that have the sling feature. If there is no sling for the helo, then you cannot sling load with it. Disabled = hover over the crate to carry it. Any helo can use this feature. - Missions will now have unique procedural generated operation names, giving these missions a bit more character. This is more useful on our multiplayer servers, but we may do more with this in the near future.
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UPDATE 06/25/2019 - 1: v1.53a - JTAC Autolase Target Reports are reformatted for easier reading and now provide Lat/Long SECONDS (DMS). Perfect for JDAMs, JSOWs and navigation systems that cannot use lat/long decimal format. - There is now a new option for HELO SLINGLOADING to be enabled or disabled. Enabled = uses real rope/sling on helos that have the sling feature. If there is no sling for the helo, then you cannot sling load with it. Disabled = hover over the crate to carry it. Any helo can use this feature. - Missions will now have unique procedural generated operation names, giving these missions a bit more character. This is more useful on our multiplayer servers, but we may do more with this in the near future.
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UPDATE 06/25/2019 - 1: v1.53a - JTAC Autolase Target Reports are reformatted for easier reading and now provide Lat/Long SECONDS (DMS). Perfect for JDAMs, JSOWs and navigation systems that cannot use lat/long decimal format. - There is now a new option for HELO SLINGLOADING to be enabled or disabled. Enabled = uses real rope/sling on helos that have the sling feature. If there is no sling for the helo, then you cannot sling load with it. Disabled = hover over the crate to carry it. Any helo can use this feature. - Missions will now have unique procedural generated operation names, giving these missions a bit more character. This is more useful on our multiplayer servers, but we may do more with this in the near future.
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2.5.5 Dedicated Server Crash - Flight.dll
deadlyfishes replied to deadlyfishes's topic in Game Crash
Yep still crashing. Happened the same day as the new patch from 6/21 # -------------- 20190621-210424 -------------- DCS/2.5.5.32533 (x86_64; Windows NT 10.0.17763) C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\Flight.dll # C0000005 ACCESS_VIOLATION at CA74D798 00:00000000 SymInit: Symbol-SearchPath: '.;C:\Program Files\Eagle Dynamics\DCS World OpenBeta;C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Matthew' OS-Version: 10.0.17763 () 0x100-0x1 0x000000000004D798 (Flight): ClientData::Position + 0x38 0x00000000000696EC (Flight): LSO::updateLSO + 0x22C 0x000000000006159A (Flight): woATC::controlLanding + 0xC3A 0x000000000005FF90 (Flight): woATC::controlTakeoffAndLanding + 0x70 0x00000000000528DE (Flight): woATC::Control + 0x4AE 0x000000000003E06C (Transport): wAirService::controlService + 0x2C 0x000000000003E8FE (Transport): wcColumn::netDestroy + 0x55E 0x0000000000002D11 (World): (function-name not available) + 0x0 0x00000000000031DF (World): (function-name not available) + 0x0 0x0000000000555102 (DCS): (function-name not available) + 0x0 0x0000000000564808 (DCS): (function-name not available) + 0x0 0x0000000000537BE4 (DCS): (function-name not available) + 0x0 0x00000000001B012F (DCS): (function-name not available) + 0x0 0x0000000000719166 (DCS): (function-name not available) + 0x0 0x0000000000017974 (KERNEL32): BaseThreadInitThunk + 0x14 0x000000000006A271 (ntdll): RtlUserThreadStart + 0x21 -
We use a custom auto-lase. This isn't available yet, I'll try adding it in soon.
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No problem! You know you can find out the errors by looking at the log file in your DC's saved games folder. Search script error in that file next time and it can tell you where and what you messed up. Sent from my ONEPLUS A6013 using Tapatalk
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