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Everything posted by deadlyfishes
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Suddenly a few of my scripts that have not been touched since January that have been working great suddenly don't work and are throwing errors in my log: 742: ')' expected near 'true' function getAliveGroup(groupName) local group = Group.getByName(groupName) 742---> if group and group:isExist() == true and #group:getUnits() > 0 then return group end return nil end It seems like something in the DCS lua framework may have changed?
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Hey folks, here's a great workaround: Instead of one REALLY long waypoint, add a lot of waypoints, each with the action "ACTIVATE TACAN" Seems the beacon is only activated for so long, so having them re-activated at each waypoint will do the trick. Additionally, MOOSE has a great method of adding your own TACANS to any air unit: (Assuming you've got MOOSE framework loaded up) JAS_Stennis = UNIT:FindByName("JAS_Stennis"); local JAS_StennisBeacon = JAS_Stennis:GetBeacon(); local tacanScheduler = SCHEDULER:New( nil, function() JAS_StennisBeacon:AATACAN(15, "BSN", true); end, {}, 30, 300 ) Basically; a HELICOPTER (AI, start on ramp, UNCONTROLLED, UNIT NAME:"JAS_Stennis" ) that sits on a ship really close to the carrier is carrying this tacan beacon. This will start after 30 seconds mission start and repeat every 5 minutes (300 sec) The TACAN is 15Y in AA mode. Seems it is a limitation of the framework to only be in Y AA band for now. This has been our server's workaround to keep a TACAN alive for more than a few hours.
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With the addition of putting static units on the carriers via "unit fixation" and using the visual diagram on the map to see where your static units on the carrier will go, I'm hoping that ED can implement a way for that to be an option for a client/player slot, so we can have several spawns on a carrier instead of only using one, or having to wait for one player to move out of the way after startup. There's already a simple edit in the me_route.lua to do here: DCS World OpenBeta\MissionEditor\modules Where you can have any plane (except FC3, it will crash) spawn anywhere on the ground (like helos can without this mod) I'll attach the file below. Feel free to try it out :D me_route.lua
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Hmmm. Sounds like a weird bug built into the Viggen then... I'll take a look, but try re-aligning your GPS/INS or whatever when you are on the ground that may be set incorrectly since I've copy+pasted some slots from other maps. Let me know how that goes, I'll see about fixing this. How can I re-create this problem?
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This is why there are two bases. One in IRAN and one in UAE. Take note of the mission location, and then choose your spawn point accordingly.
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Highly populated servers need to reset to clear up memory and to mitigate lag/warping issues. A server with a high population and complex/dynamic missions that's been up for around 6 hours+ will start to see issues. Usually you can see on the left side of the server list, how long a server has been up to get an idea of when it might restart soon. Most communities include tools/bots that let people know when a restart will happen. Also, it's been less than a week since the Hornet came out, you should expect people wanting to practice the basics before doing anything too serious, also like you said the features are limited so there's only so much you could do. Not everyone has the same amount of free time, so it's possible some will still be practicing the basics for a while. For some, this may be their first module or some may not be used to high fidelity as this is a well-known aircraft and may have brought new players to DCS. There's many great servers out there with nice missions/scenarios for the hornet or any other module. Most will have PvE and PvP features. As for SP missions, it can be pretty lacking, but it might be a fun idea to try to take some great existing missions for other aircraft (F-15C/A-10C) and replace those slots with Hornets instead. I've already shared my SP dynamic mission that generates missions for you on the fly on your command, but you can find those links in my signature.
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Hiya! Yeah, with the HUGE influx of players, we're getting literally 60 people on. And after a restart those same people come back..... Is this something you could share with the MP hosting community? I'm sure maybe there's something I could help out as well if you need something :)
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TACAN seems to stop working in multiplayer after an hour or two into the mission. Our server seems to have this problem every restart cycle about 1-2 hours in. We usually have anywhere from 25-40 players at any given time. 15X is the channel the Stennis is on and it works just fine during the first hour or two, then it goes all crazy. Here's a video example of this about 3 hours into the mission:
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Yes, if you want more slots for Co-op, just add them in the Mission Editor. It is best to copy+paste a slot instead of adding more jets within the group.
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I can confirm this. We have 4+ slots for the Stennis and they all spawn in the same place. If someone attempts to spawn in while another is spawned in already, then they will overlap and explode. These slots are CLIENT set to START ON RAMP. The only parking option I get in the editor for these slots is "Auto"
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I was noticing that trim was fully functional, and slow like everyone including Wags has mentioned here. However, I've noticed that in the controls indicator (rCtrl+Enter), the FCS Page and the actual stick itself, do not present a visual indication as to where your trim is set currently.
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The F/A-18C Hornet Module has been added to the latest version. Check the ED User Files page of this mission to get the latest version. The link is in the first post of this thread.
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The F/A-18C Hornet Module has been added to the latest version. Check the ED User Files page of this mission to get the latest version. The link is in the first post of this thread.
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The F/A-18C Hornet Module has been added to the latest version. Check the ED User Files page of this mission to get the latest version. The link is in the first post of this thread.
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My 'dedicated' server machine will crash right when it begins the load-in for multiplayer. It happens every other time, which makes it hard for our automated programs that restarts our DCS server to do so properly without human intervention. I've attached a few crash log packages of this but here's what all the crash logs say: # -------------- 20180529-040908 -------------- C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\World.dll # C0000005 ACCESS_VIOLATION at 3FFE0700 00:00000000 00000000 00000000 0000:00000000 3FFE0700 7C3FDAD0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\World.dll 2F2B0848 7C3FDDA0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\AsyncNet.dll 2F2B67E6 7C3FDDF0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\AsyncNet.dll 2F2B641E 7C3FDE40 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\AsyncNet.dll 2F2BFE22 7C3FDEA0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\AsyncNet.dll 2F2B200A 7C3FF760 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\AsyncNet.dll 2FF2EE2B 7C3FF7A0 0000:00000000 C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\edCore.dll ?clear@StringsCacheWithIndices@ed@@QEAAXXZ()+C9B 633CDC05 7C3FF7D0 0000:00000000 C:\Windows\System32\ucrtbase.dll iswascii()+A5 656C1FE4 7C3FF800 0000:00000000 C:\Windows\System32\KERNEL32.DLL BaseThreadInitThunk()+14 6701F061 7C3FF850 0000:00000000 C:\Windows\SYSTEM32\ntdll.dll RtlUserThreadStart()+21 dcs.log-20180528-162618.zip dcs.log-20180528-213921.zip dcs.log-20180529-040908.zip
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That's fine with me, as long as you're not running it as a main 24/7 public server. We've got that covered ;) Feel free to bring your stream to our server if you want to as well, it's well suited for intermediate to advanced pilots.
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Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
Hey there. So we do have a custom app that launches our server that injects real world weather using METAR data from an airfield of our choosing (usually an airfield that’s on the map we’re currently running) METAR data is usually always available since a lot of aviation websites and all use it but when it’s down for them, it’s down for us and we can’t run the app. That doesn’t happen too often. Additionally, sometimes running real world weather can be problematic for some maps since extreme conditions in the PG map can make some modules literally unusable due to extreme atmospheric conditions and temperature. We had another issue with Caucasus with cloud cover always making visibility 0% every single server rotation so we did put in some cloud layer altitude restrictions if needed. We may do the same for PG. Anyways, sorry for rambling on here; Basically we do have a great system in place for it but we sometimes run the default weather if the app is causing issues. I’ll keep an eye out for weather issues as we see how things are on the new PG map. Sent from my iPhone using Tapatalk -
It gets a bit hectic to manage, but it's easy enough to change those in the mission editor :D
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Yeah, it closed down my server that had about 20 players on it...
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The widely popular PvE mission "Through The Inferno" has successfully been ported over to the Persian Gulf map and is ready to go! All modern fixed-wing and rotary wing aircraft with a highly dynamic mission generation engine (spawn and generate all kinds of missions!) for a completely randomized, endless "open-world" experience for all available modules. Check it out here: https://forums.eagle.ru/showthread.php?p=3496171 The MP version of this mission is also running on our main server if you wish to fly with others. Leave any feedback, comments or suggestions regarding this mission on the thread posted above. Thanks, and enjoy!
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A new update has been pushed for this version of TTI Singleplayer. CTLD for helos is now fully functional since it was not working properly before. A lot of other changes are in place too, please check the original forum post on the first page for the changelog as well as the download link to the updated mission file. Thanks!
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A new update has been pushed for this version of TTI Singleplayer. CTLD for helos is now fully functional since it was not working properly before. A lot of other changes are in place too, please check the original forum post on the first page for the changelog as well as the download link to the updated mission file. Thanks!
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You can DOWNLOAD the latest version here via ED User Files---> [https://www.digitalcombatsimulator.c...files/3300558/] Designed for Singleplayer or Private Co-op Only ____________________________________ Guides, Tutorials, and General Documentation for TTI SP: TTI SP Guides, Tutorials, General Documentation ____________________________________ UP-TO-DATE CHANGELOG: TTI SP Mission Changelog ____________________________________ Join the TTI Community Discord for technical support, general DCS help and to find fellow pilots to fly with: TTI Community Discord Server ____________________________________ Please consider supporting Through The Inferno DCS and community projects. You can do so via Patreon! Support Through The Inferno on Patreon! ____________________________________ Looking for the multiplayer server? Multiplayer Server Info Thread:https://forums.eagle.ru/showthread.php?t=185281 ____________________________________ WHY PLAY TTI AND HOW IT WORKS: FLY AND ENJOY ALL DCS MODULES WITH PROPER MISSIONS FOR EACH AIRFRAME TYPE. - NO NEED TO SWITCH OR LOAD INTO MISSION FILES TO FLY OTHER AIRCRAFT OR FOCUS ON ANOTHER COMBAT SCENARIO. CUSTOMIZABLE IMMERSIVE EXPERIENCE FOR YOUR OWN ENJOYMENT - Fly it your way, adjust settings for difficulty, immersion or for fun extreme scenarios! Change various settings that affect your living and breathing air combat arena of operations. CHOOSE BETWEEN SEVERAL ERAS OF WAR TO EXPERIENCE AERIAL COMBAT THROUGH PAST AND PRESENT CHOOSE ANY MISSION TYPE TO BE GENERATED - This mission can generate a WIDE VARIETY of mission scenarios. - Ground missions are generated in a random location on the map, with a random pool of units, and placed in different positions within the mission zone. Each ground mission generation will be completely different every time one is generated. - There are many potential areas for ground missions that utilize the majority of the map, you'll be able to explore many areas of the map for a wide variety of terrain challenges and experiences. - Air missions will generate a random flight of enemy bandits. The airframe, of the bandits will be random. Their initial spawn point will be random. Their altitude, waypoints and waypoint altitude will be randomized every time as well. A simple yet very comprehensive dynamic A2A mission generator makes for an amazing and unpredictable A2A experience! Choose from a variety of A2A difficulties as well. You can switch (pause, choose slot) to change aircraft at ANY TIME without having to quit the mission to reload a new one! You'll never need to create your own scenarios (too predictable) again! Amazing Auto-lasing JTACs will designate targets for you without any interaction menu fumbling (no 9-line, readback, buggy comms) Other scripts include CSAR (helo search and rescue) CTLD (helo menu for crates/building/sling loading) and an AWACs reporter to help you locate bandits. The highly dynamic mission generation engine of this mission is FULLY CUSTOMIZABLE. You can edit mission spawns to your liking, disable or enable auto-spawning missions/a2a ai/random air traffic, and you can even customize the amount and types of ground targets at mission zones! The mission is ENDLESS. Repeat or do new missions as long as you'd like. FEATURES: Wide variety of aircraft to choose from Choose between several eras of war "Never the same experience" for every type of mission. Ground and Sea Mission generate enemy units dynamically, at random positions within an AO, and their unit composition will be random as well. Dynamic moving convoy hunt missions! Hunt down convoys that are dynamically generated, they will compose of random unit types and spawn in random locations. You will have the proper tools via the F10 Map and Intel reports to help you track them down. Air to air missions will generate random enemy aircraft types, and they will spawn at a random position, and will have random tasks/waypoints of their own each time an air to air mission is generated! Do things on your own time. Want to fly around a bit before you start? Sure, accept and start missions on your command. Several types of missions to choose from Do several missions at once (multiplayer recommended) for a larger-scale operation Configure all and any aspects of all of the spawnable missions with configurable mission options Configure other mission options to play the way you want JTAC Autolase Airboss Carrier Ops Script Repeatable/endless missions that are never the same each time Call in for backup friendly AI CAP reinforcements Great for co-op Great for beginners and veterans Wide variety of aircraft to choose from "Never the same experience" for every type of mission. Ground and Sea Mission generate enemy units dynamically, at random positions within an AO, and their unit composition will be random as well. Dynamic moving convoy hunt missions! Hunt down convoys that are dynamically generated, they will compose of random unit types and spawn in random locations. You will have the proper tools via the F10 Map and Intel reports to help you track them down. Air to air missions will generate random enemy aircraft types, and they will spawn at a random position, and will have random tasks/waypoints of their own each time an air to air mission is generated! Do things on your own time. Want to fly around a bit before you start? Sure, accept and start missions on your command. Several types of missions to choose from Do several missions at once (multiplayer recommended) for a larger-scale operation Configure all and any aspects of all of the spawnable missions with configurable mission options Configure other mission options to play the way you want JTAC Autolase Airboss Carrier Ops Script Repeatable/endless missions that are never the same each time Call in for backup friendly AI CAP reinforcements Great for co-op Great for beginners and veterans WHAT'S INCLUDED? Modules and add-on compatibility: All DCS modules, both fixed and rotary wing are available to fly and operate in TTI. Since the mission era/time period can be changed as desired, this gives any and all modules a compatible mission combat environment. WW2 Asset Pack is optionally supported. If you own the WW2 Asset Pack, you can enable these units to fully experience and utilize them however you'd like. You can optionally add your own client slots for co-op, they can be modded add-on aircraft as well. Please read our guides for more detail. Mission Types: Air to Air - Spawns a dynamically created enemy element flight. Choose between different difficulties. NOTE: These missions can infinitely stack, but an option is available to prevent stacking of forced air to air missions in the mission settings. It is advised to spawn one at a time, and only spawn new A2A missions when one is complete. Air to Ground - The mission will dynamically generate ground targets in a random location. There are several difficulties to choose from: HARD - SAMs may be present. EASY (Multirole) - No SAMs will be present. Helo - These missions will spawn closer to the home base. Helo Infantry Assault - These missions are designed for dropping off troops and/or utilizing gunship helos. Anti-Ship - This will spawn a group of enemy ships. Convoy Hunt - Hunt down moving enemy ground vehicle convoys. Mission WPT Label definitions (the labels that appear on your HSI/planning tools in-aircraft) MR - Multirole/A2G Easy AG - A2G Hard AGH - A2G Helo/Infantry Labeled same as mission zones in mission editor. Random/Ambient Events: - Random enemy A2A groups will spawn from time to time. This can optionally be configured and/or disabled in the mission settings. - Random enemy vehicle or troop reinforcments might show up at active ground missions at random times. This can optionally be configured and/or disabled in the mission settings. - Random air traffic for both friendly and enemy airbases will do random routes and patrols if this feature is enabled. ______________ Additional feature highlights, but not limited to: "ZEUS" MAP MARKER SPAWNS AND COMMANDS: You can CREATE and DESTROY units out of thin air at ANY location you choose on the F10 map, like in "Zeus" mode from ArmA 3. (Tutorials available in the TTI SP Tutorials/Guides Google Drive, linked above) ______________________________ Highly customizable SUPER CARRIER Deck Layout Menu: You can create your own Static Unit layout on the Super Carrier deck using this awesome menu: Big thanks to Redkite for allowing me to add these amazing static deck layouts for the Super Carrier. Layout Scripts Created by Redkite https://www.digitalcombatsimulator.c...files/3309905/ https://www.youtube.com/user/RedKiteRender/ AIRBOSS CARRIER OPS SCRIPT: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html _________________ Dynamic AI Helo Troop Transport Scripts: ____________________________________ TTI: Eras of War Experience the vast world of aerial combat operations past and present by selecting your desired conflict time period. The mission experience will automatically generate suitable ground, air and sea missions based on your mission era selection without the need of loading a separate mission file! Current Mission Eras include: World War 2, Korean War, Modern. Unit spawns are still editable! Optionally; If you own the WW2 Asset Pack, you can enable the units to be added in your mission. Mission attributes such as setting how many ground units and ground unit type at missions and many other options are now editable in the mission editor! Check the tutorial text file how to go about editing the mission settings and what each setting does! ____________________________________ Other versions of Through The Inferno on other maps/regions: DCS Caucasus Map: https://forums.eagle.ru/topic/168583-through-the-inferno-georgian-coast-highly-dynamic-and-endless-task-based-mission/ DCS NTTR Map: https://forums.eagle.ru/topic/168581-through-the-inferno-las-vegas-highly-dynamic-and-endless-task-based-mission/ DCS Pesian Gulf Map: https://forums.eagle.ru/topic/178750-through-the-inferno-persian-gulf-highly-dynamic-and-endless-task-based-mission/ DCS Syria Map: https://forums.eagle.ru/topic/243071-through-the-inferno-syria-highly-dynamic-and-endless-task-based-mission/ DCS Afghanistan Map: https://forum.dcs.world/topic/355155-through-the-inferno-afghanistan-highly-dynamic-and-endless-task-based-mission/ DCS Mariana Islands Map: https://forums.eagle.ru/topic/276081-through-the-inferno-mariana-islands-highly-dynamic-and-endless-task-based-mission DCS South Atlantic Map: https://forum.dcs.world/topic/302385-through-the-inferno-south-atlanticfalklands-highly-dynamic-and-endless-task-based-mission DCS Sinai Map: https://forum.dcs.world/topic/327950-through-the-inferno-sinai-highly-dynamic-and-endless-task-based-mission/ DCS Kola Map: https://forum.dcs.world/topic/349309-through-the-inferno-kola-peninsula-highly-dynamic-and-endless-task-based-mission/ DCS Normandy Map: https://forums.eagle.ru/topic/184033-through-the-inferno-normandy-1984-modern-highly-dynamic-and-endless-mission/ DCS Iraq Map: https://forum.dcs.world/topic/366268-through-the-inferno-iraq-highly-dynamic-and-endless-task-based-mission/ DCS Cold War Germany Map: https://forum.dcs.world/topic/374893-through-the-inferno-cold-war-germany-highly-dynamic-and-endless-task-based-mission/ ____________________________________ F10 Other Menus and available scripts/utilities (Quick Reference Guide): Reminder there are specific guides availabe for EVERY feature in TTI via our documentation folder on Google Drive https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo5 Mission Spawning Menu - Force spawn ground missions - Force spawn enemy aircraft to engage with - Force spawn friendly combat air patrol backup via airfield or carriers Navigation Tools - ATIS Menu and ATIS broadcasts (when enabled, and when not in FC3 aircraft) Intel Tools - Get detailed info on active missions - Show reports from AFAC/JTAC drones that designate targets - EWRS: Get AWACS reports via text-pop up to locate enemy aircraft Random Air Traffic - Force spawn random air traffic if desired - Add Military and/or Civilian Aircraft mod aircraft with the optionally installed expansion scripts, included with TTI zip download. Zeus Real-Time Spawning System: - Spawn in assets at-will while in-game on the F10 Map using map markers AI Helo-Troop Transport Script - AI will send a troop transport to attack a nearby mission. You can configure AI troop transport options in the mission settings. - CTLD Extract/Pickup DOES WORK with these troops! - You can initiate a troop transport to deploy on ANY point on the map with the Zeus system. ***Third Party Scripts*** Helicopter Ops and Logistics Transport by ciribob CTLD Script (Build air defenses, transport troops and more!) Realistic sling loading can be changed via the menu or in the mission settings. https://github.com/ciribob/DCS-CTLD CSAR Script (Combat Search and Rescue) https://github.com/ciribob/DCS-CSAR Carrier Ops Tools Airboss Script https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Airboss.html Carrier Deck Static Assets Menu (Spawn statics for an immersive look and feel on the carrier deck) Mission Enhancer Package by daemon1808 https://forum.dcs.world/topic/289944-mission-enhancer-package-a-mod-for-request-live-support-during-a-mission/ Script Frameworks used: EWRS MIST CTLD MOOSE Framework Mission Enhancer Package __________________________________________________________________________________________________________________________________________________________ THE OFFICIAL THROUGH THE INFERNO SERVERS MP SERVERS ARE NOW ONLINE: CHECK OUT THE OFFICIAL SERVER THREAD HERE: https://forums.eagle.ru/showthread.php?t=185281 Issues, comments, questions? Please let me know here in this thread. You can also join our discord community for support as well: TTI Community Discord Server __________________________________________________________________________________________________________________________________________________________
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Well if you take a look at the offered missions, there is something available for all airframes. For the Viggen you could do any of the A2G and the Anti-ship missions. I'd keep my eyes peeled for an update that adds more variety to the missions with more unit types and also a Persian Gulf Version!
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