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Pizzicato

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Everything posted by Pizzicato

  1. Are you using the new launcher? If so, I found that using those arguments in the shortcut caused issues with starting in VR. Try using a "clean" shortcut with no arguments and use the launcher to flip the launch icon to VR. That seemed to fix it for me, and still used OpenXR.
  2. The Comms Menu in DCS (using "\") is basically just for ground operations such as communicating with your Crew Chief unless you've set Easy Communications in the options. It ceases to function once you're off the ground. Understandably, this tends to throw a lot of players at first. Once you're airborne, you need to use the aircraft's radio. In the Apache, you use the Push-To-Talk switches. Make sure you're on the correct frequency, though.
  3. Not really. They missed two dates and sections of the community started throwing tantrums. It makes sense that they hold off on announcing a new date until they're sure they can actually hit it.
  4. That sounds disturbingly close to commonsense...
  5. This is right up there near the very, very top of my personal wishlist (along with randomisation settings for time of day and weather, and persistence between campaign missions). It's insanely frustrating that AI landings are effectively prohibited if there's any movement at all on the airfield. The whole startup, taxi and taking-the-active flow would be so much more interesting with AI landings being conducted at the same time.
  6. You need to physically move your head to the right until the reticle is centred in the gunsight. That's easiest if you're using VR or TrackIR or Freetrack or whatever. I think there might be a keybinding that moves your head into the correct position if you don't have any of those devices, but I haven't got any of the WWII modules installed at the moment so I can't check.
  7. Thanks, as ever, for the response and the detailed explanation @cfrag. That's hugely helpful and much appreciated.
  8. Is it possible to get Event Data via the Mission Editor? I thought I remembered it being possible to use the ... variable arguments syntax to get the Event Data, but it doesn't seem to work. Am I misremembering or doing it wrong, or was that never a possibility?
  9. Hey all, My question is basically the title. How do you go about checking if a point is within a Quad-Point Zone? I've poked around online and it seems like raycasting is the accepted way of doing this, but that's way beyond my amateur pay-grade. Is there a more accessible/off-the-self function for doing that? Thanks in advance.
  10. Yeah, I have to agree. That was a selling point for me, too.
  11. Hey all, I'm sure this has been asked 100 times already, but does anyone know of any good guides (or even forum threads) about improving head tracking with the G2? I'm assuming the lighting in my room is problematic, but I don't know how to go about analysing or improving it. Thanks in advance to anyone who can point me in the right direction.
  12. @Flappie Here you go. I created a new simple mission that demonstrates the issue without requiring my scripts. It just calls setCommand( { id = 'EPLRS', params = { value = true, } } ) and a few other setOption calls on a bunch of parked Flankers. It turns out that the likelihood of the crash increases with the number of aircraft that are being processed. I filled up Krasnodar with Su-27s and it crashes pretty much every time. You might need to run it a couple of times, but probably not - it's close to 100% reproducible now. Reduce it down to 4 or 5 aircraft, though, and it barely happens at all. Hope that helps. Let me know if you need anything else. EPLRS_Crash.miz
  13. @Flappie Not easily, unfortunately. The script is one of a self-made library of about 15 that I'm loading dynamically from my hard drive. I'd need to look into restructuring the mission so that they all get loaded via Do Script File. Should be doable though. I'll take a look later today and report back.
  14. After an embarrassing and excruciating 4+ hour session of experimentation, debugging and re-writing chunks of script I eventually discovered the root cause. It turns out that it was down to calling: controller:setCommand( { id = 'EPLRS', params = { value = true, } } ) My initial thought was that it might have been a result of calling it on a Flanker (which obviously doesn't have EPLRS). That turned out to be wrong, though, as calling it on an already airborne Flanker worked without incident. In the end, it turns out that it only causes issues with Uncontrolled aircraft Groups, not Late Activated ones. Regardless of whether I set the flag before issuing the Start command or 5 minutes afterwards (yes, I checked), it invariably resulted in a silent crash to the desktop. I eventually removed that line from my script, and I've been crash free for the last 10+ test runs.
  15. Yeah, I had that same thought. I already had a 3 second delay in there, but I pushed it to 15 and I’m still seeing the crash. I totally agree that this still seems like the most likely cause, though. I’ll go back and triple-check that this really isn’t the issue I’m going this try putting a one second delay before processing each group in case it’s choking on doing too much in the same frame. Doesn’t seem very likely, but I guess it’s one more thing to try to rule out. I did check my assumption about it before this first function. I commented out all the code and was able to run the mission ten times in a row without trouble. Most bewildering.
  16. So that flag didn't change anything unfortunately, but I've managed to pinpoint the function that's triggering the silent crash. It simply applies a bunch of default behaviours to my CAP and GCI groups. Frustratingly, though, the crash is completely random: Sometimes it'll happen, sometimes it won't. Sometimes it's on one group, sometimes another. Sometimes it'll happen when setting one particular option, sometimes a different one. I'm doing it at Mission Start, so none of the groups have been destroyed. I'm also checking that they exist, so they've all (presumably) been spawned. It's deeply infuriating, but I'll figure it out... eventually. Maybe.. --- SET BEHAVIOURS -- Set the behaviours for the Group -- @param self function AW.GroupGCICAP:SetBehaviours() if Group.isExist( self:GetGroupDCS()) then local controller = self:GetGroupDCS():getController() AW.Utils.DBG( "TEMP", "Processing behaviours for " .. self:GetName() ) controller:setOption( AI.Option.Air.id.REACTION_ON_THREAT, AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE ) controller:setOption( AI.Option.Air.id.RADAR_USING, AI.Option.Air.val.RADAR_USING.FOR_SEARCH_IF_REQUIRED ) controller:setOption( AI.Option.Air.id.FLARE_USING, AI.Option.Air.val.FLARE_USING.WHEN_FLYING_NEAR_ENEMIES ) controller:setOption( AI.Option.Air.id.MISSILE_ATTACK, AI.Option.Air.val.MISSILE_ATTACK.RANDOM_RANGE ) controller:setOption( AI.Option.Air.id.JETT_TANKS_IF_EMPTY, true ) controller:setOption( AI.Option.Air.id.PROHIBIT_AG, true ) controller:setOption( AI.Option.Air.id.PROHIBIT_WP_PASS_REPORT, true ) controller:setOption( AI.Option.Air.id.OPTION_RADIO_USAGE_CONTACT, false ) controller:setOption( AI.Option.Air.id.RTB_ON_BINGO, true ) controller:setOption( AI.Option.Air.id.RTB_ON_OUT_OF_AMMO, 264241152 ) -- See https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag controller:setCommand( { id = 'EPLRS', params = { value = true, } } ) if math.random(1, 100) > 50 then controller:setOption( AI.Option.Air.id.ECM_USING, AI.Option.Air.val.ECM_USING.USE_IF_ONLY_LOCK_BY_RADAR ) else controller:setOption( AI.Option.Air.id.ECM_USING, AI.Option.Air.val.ECM_USING.USE_IF_DETECTED_LOCK_BY_RADAR ) end AW.Utils.DBG("TEMP", "Finished processing.") else AW.Utils.DBG( "WARN", "Invalid or missing DCS Group. Is it dead? [AW.GroupGCICAP.SetBehaviours( tbl )]" ) end end
  17. Thanks for the really detailed response and suggestions, @cfrag. I'm not sure that the env.setErrorMessageBoxEnabled(false) issue applies in my case, though. I wasn't aware of that flag, so I'm certainly not setting that myself, and the only other script I'm running is MiST which also doesn't set it. I don't run any mods, so there's nothing else going on aside from vanilla DCS as far as I'm aware. I really appreciate you taking the time to make the suggestion, though.
  18. Hey all, Is there a way to set up an IDE without MOOSE? I used to use Eclipse LDT with MOOSE many years ago, but I'm not a fan of MOOSE these days (no shade thrown - just personal preference). I've been using Notepad++ for my Lua scripting over the past few months which has been fine until now. Unfortunately, I've managed to introduce a bug somewhere in my scripts that causes DCS to silently crash with no error messages. I could really do with being able to set breakpoints and monitor callstacks, but I'm not sure how to get set up. Can anyone point me in the right direction, please? (I'm not asking for a detailed walkthrough. A link to a relevant forum topic would be enough, but I never seem to be able to find what I'm looking for via the forum's search function).
  19. Since launch day for the original Flanker. I've basically been flight simming since the mid 80's, though, so I've played pretty much everything at one point or other.
  20. @Grimes Did you ever get the chance to look into the issue with the "This should not be possible." when updating the dynamic database? It's definitely related to me using destroy() on specific Units and then using coalition:AddStaticObject() to spawn a "dead" replacement. 2024-06-11 04:18:56.033 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-6 Site-D-6 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.033 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-6 Site-C-9 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.033 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-19 Tunguska-B-1 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.033 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-15 Gauntlet-C-1 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.033 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-6 Site-D-10 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.033 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-19 Tunguska-A-1 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.033 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-6 Site-B-1 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.033 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-6 Site-C-6 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.033 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_GND - Trucks-J-2 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.034 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-6 Site-A-1 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.034 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-15 Gauntlet-B-1 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.034 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-6 Site-D-1 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.034 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-6 Site-A-9 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.034 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-6 Site-C-1 is not a Group or Static Object. This should not be possible. Sent category is: static 2024-06-11 04:18:56.034 WARNING SCRIPTING (Main): MIST|dbUpdate|990: Dead_SAM - SA-6 Site-D-9 is not a Group or Static Object. This should not be possible. Sent category is: static
  21. @Grimes Do you have an API for opening, updating and closing a .miz file via Lua script, or do you have to manually go through the process of renaming the .miz, opening the .zip, updating the file(s) and then closing and renaming the archive? I know there's something called LuaZip for Lua Rocks that seems like it might fit the bill, but I've never been able to wrap my head around it. I'm OK with serialisation and saving/loading external files, but messing about with zip files seems a little out of reach to me just at the moment. I'd love to be able to dynamically change TOD and weather between playthroughs of a mission, though.
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