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Everything posted by deadlyfishes
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A major error in mission completion detection for A2G Helo Mission 2 has been fixed and pushed to the ED User Files page. Please download the latest version which can be found on the initial post of this thread. Thanks!
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Through The Inferno (Dynamic DCS) - Public US Server
deadlyfishes replied to deadlyfishes's topic in Multiplayer
The "Unlocked Liveries" mod on our homepage will allow you to use ALL countries' skins for all aircraft on our server. This works on other servers as well. Enjoy! -
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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