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tietze

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Everything posted by tietze

  1. As autoexec.cfg is an optional file the question is pretty obvious: you have not created one.
  2. JSGME is able to recognize symbolic links. So one way could (I have not tested this yet) be to use mklink /d to create a symbolic link (requires NTFS filesystem). There is at least two ways of dealing with this: Having JSGME manage ...\Saved Games\DCS and have a symbolic link to the DCS World inside that folder. Having JSGME manage ...\DCS World and have a symbolic link to Saved Games\DCS inside that folder.
  3. You actually don't have to have the program running, it just records tracks, when it is ticked in the TACView menu, but you might already know that :-) We should complete that mission soon.
  4. Yeah a few things went haywire - I noticed the invisble KA-50 also and posted the track to the author of TACView, in case he found it interesting. Did you also record a TACview track? I noted the phantomchopper did the following (and probably more afterwards): Guns being fired 04:42:43-04:44:00 towards Mi-28N (UKR Mi-28 #2.1) S-8's being fired 04:45:13-04:45:46 towards Mi-28N (UKR Mi-28 #1.1) Convoys being hit by weapons shells around 04:48:07.
  5. Ok - would you like the client tracks as well?
  6. @TurboHog: No we did not experience any teleporting, just some invisible units.
  7. I tried to use "log in" in the module manager. It would not accept my password unless I changed it to a password without symbols (only consisting of letters and numbers). Symbols like: *^.-#%& and so on.
  8. I'm missing the files below after doing autoupdate to 1.2.4.12179.160, anyone else? [edit: also tried a repair, which did nothing]
  9. Units out of sync [edit: just saw the new update 1.2.4.12179, that is aimed at "Fixed synchronization between the server and the client for ground units."] We just had two sessions with units out of sync. In short Practice session: A ship completely invisible for one client, but visible for another client and the server. Some units only seen by the server computer, but those invisible units had no problems shooting a blinded client down. Details and logs below Saved Games/DCS/Logs: Logs.zip First a practice session with a missing ship: Sever track: server-20130514-205414.zip Client track: (will come if needed) Mission: training.zip Example: when =CAD= Krycek (client) & JET (server) are landing on ship "New Ship Group #003" type: Pyotr Velikiy, the ship is invisible for MOE (client). Session with missing units: Defense of Gelendzhik Server track: server-20130514-215727.zip Client track: (will come if needed) Mission: DRAGONs_DefenseOfGelendzhik_V75.zip Example 1: =CAD= Krycek (client) not able to see the tank that shoots at him at the end. Example 2: =CAD= Krycek (client) not able to see most units that gets close to Gelendzhik airport. For example the units that are shot at game time 05:14:53 are invisible. When following the Vikhr to the target it hits nothing when seen from client. TACview track: Tacview-20130514-215730.txt.acmi.7z
  10. Apparently I'm typing blind - I was just annoyed to see that the 1.2.4 correction was not a fix for the bug as old as the repair-bugs and so on... ;-) Give the shark some love! :pilotfly:
  11. If you had done any graphics.cfg editing you would probably have noticed the nice graphics_readme.txt located here and quoted below: C:\Program Files\Eagle Dynamics\DCS World\Config\graphics_readme.txt
  12. Great you got it to work! ;-)
  13. The TARS control panel only shows the A-10C icon. Check you screenshot. It detects your teamspeak as x64, you should use x64 TS3. TARS will not show that it is running in the teamspeak pane before you have joined an unpaused multiplayer game. It will show frequencies of radios, when your radios are configured correctly. You might have to update the pane by clicking a channel for example and then your nick again.
  14. Ahaa, that was the part of ship take-off that was corrected with 1.2.4. Still the choppers are falling off the boat before one could manage to start it though... Link: 1.2.4: Helicopter takeoff from ships corrected
  15. If you checkout my controllerprofile, there is a readme explaining in detail the Helios setup with a combined Helios export script. Page 3, heading 3. Link to zip file containing the readme.pdf. http://db.tt/ldsVRI5Y
  16. I was excited to see that something was done here. One should probably emphasize no fix has been promised. So... at the moment this part of the new update has left me wondering what part of "Helicopter takeoff from ships" has been corrected? Still I see choppers (KA-50 & UH-1H) falling off shipdecks (Normandy, Admiral Kruznetsov) or sliding in the direction the ship travels. Unlucky KA-50 moving slowly to the edge of the Admiral Kruznetsov (forward speed 20km/h, wind 8m/s) without any userintervention and parking brake engaged (as default) Here it is the Huey that has left its starting position and as a result broken the main rotor on the Normandy (forward speed 20km/h, wind 8m/s) JET KA-50 Landing practice version3.miz
  17. Could you check out if the following two attached files fixes the problems? NATO.lua goes into: ...\DCS World\Sounds\Speech\NATO.lua comm.lua goes into: ...\DCS World\Mods\aircrafts\Ka-50\comm.lua comm.zip NATO.zip
  18. Yes no changes to affected files.
  19. Great work Peter, I look forward to get the time to tinker with this :-)
  20. Had luck getting the briefing up instead (ralt-b) and use the back button :-)
  21. Just wondering a bit - does all the monitors have to be connected to one graphics card or can the screens be connected to both graphics cards?
  22. More than 1gb VRAM will give you nicer looking textures and maybe better framerates. If you checkout VRAM usage (with a program like GPU-Z -> sensors tab), it will probably max out your VRAM (usually usage is around 1.2-1.5gb). This undoubtly creates some overhead as some CPU/GPU processor is tied to loading/ unloading textures more often. The HD7850 should give you rather nice framerates. Note that the dustcloud from the helicopter can make some systems choke under some conditions. (in my case, when flying low 1-3m at speeds higher than 150km/h) Checkout this thread for graphics tweaks: Bad FPS? Give these a try, pt. II
  23. My aim is to have two physical switches that mimics the behaviour of the cut-off vales. With every other switch in the Black Shark module (AFAIK) this is accomplished by sending value 0 to the sim to change a switch to position 0 and sending value 1 to change switch to position 1. So when sending 0 to a switch in position 0 nothing happens. (just an example other switches with more positions have other values) Right now the cut-off levers change position regardless whether you send value 0 or 1 regardless of what position the cut-off lever is in (it toggles position). In addition there seems to be a problem with changing the positions of both cut-off levers at the same time, unless you follow Madcats procedure above.
  24. A note further is that I've tried checking the cut-off levers state through HELIOS and it seems to be reliable. HELIOS even contains an input-box for lua-code checks, so it seems quite possible to do this. I don't know how to address the state of the cut-off levers though.
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