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Fisherman82

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Everything posted by Fisherman82

  1. No one who knows how the shift to cam parameter in the exporter works for fakeomnilights?
  2. Can you help me @tobi? Just some pointers perhaps.
  3. I need some help with using lights with the Blender EDM exporter plugin by Tobi, I cant get the to be visible from a distance, they are only visible when you are very close to them. They are very weak and it seem like they are not shining all around so to say, only the reflection from objects they shine on is visible. Can someone explain the different parameters for lights? I need some help understanding them, they are not covered in Tobis ReadMe for the plugin on Github.
  4. There seem to be two types of bow wakes, the old one that is just a simple white spray that you can set with the GT.nose parameter in the lua file for the ship and a newer one where the water actually is pushed before the ship, ED uses that for the Handy Wind ship for example. Its also used in the Civillian Nautical Mods pack by Eight Ball? How do I use this new type of bow wake in my mods? I cant see a parameter for it in the lua files
  5. Did not see that I had gotten answers here, must have missed the notification. One of them is this tow-truck with GPU. Did the truck using this model (https://3dwarehouse.sketchup.com/model/54042e1f-ad88-4e51-aa35-97f46ede5a49/VOLVO-F86) as base and then did the rest including the GPU myself. Its just a static with no lights so I cant imagine it being code impact related. Its dead basicly so to say. It does not have a damagemodel either. Its got LODs from 320 000 triangles down to 56, I know 320 000 is high but there are other high poly models also that I get the impression has better performance. But I dont know, its just a feeling that these mods of mine affects fps more than others, though lately I think it has gotten a bit better with recent updates of DCS. Just thought I missed something fundamental about how to get them optimized, like dont use to many materials or something. Im running VR in a Rift S by the way.
  6. Figured it out, I needed to add a dummy weapon, it needs a weapon.
  7. Hello! Im working on a ship mod and cant get the radar emitting so that it shows up on the RWR in the Hornet. I want it to be able to be picked up on RWRs in the aircrafts as U (Unknown) at least. I have tried setting it up exactly the same as in some mods I have made by others, but I cant get it to work in mine. My radar rotates on the model as it should but it does not emit any signal. Am I missing something easy? Like do the radar need to have a special argument number or do I need at special Armature in the EDM-file or something? I have tried to use the Sea Giraffe radar code from the HMS Visby Mod as a dummy to test but I cant get it to work. That code works fine in that mod.
  8. I dont have any 4k textures, I only have 2k for two of the materials and the rest 1k or even 0,5k.
  9. Hello I have made some mods that I think seem to affect performance more than it should, I have polygon counts that dont exceed the polygon counts of EDs models. I have LODs also. So Im thinking that it could be that I have too many materials in the model. I have 10. What is a normal number of materials? With regards to performance that is
  10. Perfect! I have been looking for practice sea targets. It would be awesome if you could do one suited for antiship missiles, like the one in this video. I wish i could do one myself but I havent learned to do sea objects, i can only do static land targets so far.
  11. I usually get the menu to show up by saying "options". However my problem then is that if it does it. keeps on showing upp everytime i make any radio call.
  12. I would think the reason is that Heatblur simply has not developed the in-cockpit pilot yet. I cant think that they wont since they have one in the Viggen. If you need to flick a switch that is obscured by the body you can just turn it off with a keybind. I have a USB pedal for it because I really want it on as much as possible in VR.
  13. I tried this, and I think it works! Ran the test mission 6 times and got the only detected blue aircraft shot down with a SAM everytime without getting the script error message. Since it used to occur randomly I cant be 100% sure that it works but 6 tests with no errors was unusual before, will test more, thank you! this script is a gamechanger!
  14. I think its something with when the only detected blue unit is destroyed when the script is running then the n value becomes blank (nil) and then the script crashes. I dont know how to prevent that, any ideas?
  15. Im using a script for setting a flag when a EWR radar detects a blue unit in a zone. This is the script that is used as a lua predicate on a continus trigger: EWR1_RED_Unit = Unit.getByName('EWR_1') if EWR1_RED_Unit ~= nil then EWR1_RED_Ctrl = EWR1_RED_Unit:getGroup():getController() local Targets = EWR1_RED_Ctrl:getDetectedTargets(VISUAL, RADAR) if #Targets > 0 then local InterestingTargets = 0 for n = 1, #Targets do if Targets[n].object:isExist() == true and Targets[n].object:inAir() == true and Targets[n].object:getCoalition() == 2 then InterestingTargets = InterestingTargets + 1 local TargetPosition = Targets[n].object:getPosition() local RedZoneInfo = trigger.misc.getZone('RedEWRzone1') local DistanceToRedZone = math.sqrt(math.pow(TargetPosition.p.x - RedZoneInfo.point.x, 2) + math.pow(TargetPosition.p.y - RedZoneInfo.point.y, 2)) if DistanceToRedZone <= RedZoneInfo.radius then return true end end end end end The problem is that the script sometimes crashes when a blue unit is shot down by a SAM, not every time but sometimes, seemingly randomly. I get the error in the image. What is the reason for the error and can I tweak the script to avoid it? Would be most thankfull for any help
  16. Im no programmer, but what Im requesting is the switch waypoint command but without the CPU taxing actual movement, seems like something that should not require new AI technology to make happen but I might be wrong.
  17. Exactly, now you understand me. When placing manpads it would also be great, you could place one team in a city and quite easily make them appear at 15 different locations, random every time you start the mission. That way you dont know where they are, if you have two places you might remember if you did the mission yourself. Now you have two options either make 15 units in the mission or use switch waypoint and make them run the distance, takes a while and the pathfinding for multiple units with the same setup all over Syria would make the CPU go down to fps 1.
  18. Imortal and invisible is not realistic either, yet they are there in the ME and serve their purpose for those that use them. Depends on how you design the mission. I like to set the SAMs up so that each of them operates in one of three random modes. 1. The normal way without any scripting. 2 Time based so that they can come on after a while and then turn of after a random time and then on again and so on. 3. The most leathal, they only turn on when the player is within their WEZ, providing that another radar, an EWR for example had the player detected at the time. (there is a script for setting a flag when a radar had detected a unit, I cant understand that there isnt a stock condition for when a unit has detected another, thats another wish). To set this or similar logic up for multiple units just so that the one you want can appear in different loctaions is very time time consuming, being able to change the location by teleporting them randomly at missionstart to simulate that you dont know where they are even if you designed the mission yourself would reduce the workload like 10 times or more. It would be a huge gain.
  19. A mission editor option for making units "teleport" to another waypoint instead of travelling there would be a big gamechanger for creating missions with random placement of SAM-sites for example. If you want to have risk of running into a SA8 somewere in Syria for example you need to place a great number of them to make this happen because they travel so slow that they cant move very far from their starting position, plus, they wont be able to launch while travelling. If there was a "skip to waypoint" option in the ME, kind of similar to "switch waypoint" but where the unit just moves to the other location it would make it possible to just use one unit and have the possibility to have it appear in 20 or more different locations. That would reduce the number of units in a mission and the time to edit the mission, if you have some more advanced triggers and zones for SAM-sites you have to set those up for each of the 20 different placements now. If there was a "skip to waypoint" option you would just need one set up.
  20. Yes. Check the uncontrolled box and add START under the triggered actions tab. Then you can add a trigger for AI TASK PUSH in the triggers for whatever you want. You can use TIME MORE 30 seconds or UNIT INSIDE ZONE as conditions for that trigger for example.
  21. My bet is that the deedle, deedle could be the anti ice warning, try to turn on ANTI ICE ENG to ON on the right consol and see if it stops.
  22. Its wierd that this is not available as a trigger in the ME when its possible to do with a simple script
  23. Balric sea or North Cape Fleet Defender/EF2000 style
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