

ked
Members-
Posts
141 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by ked
-
It's not, it's just a feature that let you run dcs as a service and administrate it from a webpage
-
Doesn't mean you need to download 100+ gb of map textures... Or even buy the damn maps. I won't lie this is a shame. Linux support couldn't have been nice too, windows isn't cheap
-
At some point, yes
-
Hello everyone ! I know it's been a while but I had some personnal issues and a lot of work to do. I'm not abandoning this project, I actualy have redone the whole thing in typescript. There's a lot to do but right now I am able to: - Send and receive data from/to the DCS server reliably - Retrieve data from all groups within a coalition I know it's not much but it was a huge pain, and I had a lot of work to do to get the foundation mechanisms for the next functionalities ! Incomming functionalities are: - Spawning - Zone retrieval - Event handling - API - Data persistance - Triggers - A nice interface to create triggers - Functionnalities comparable to MOOSE (AI_Dispatcher, etc ...) to create dynamic campaigns - Statistics Stay tuned !
-
Hello everyone, today I'm introducing NIOD. NIOD is a npm package that lets you use the MOOSE functions with Javascript or TypeScript, it connects to DCS World using a socket. Then you can use some of the functions at your disposal to spawn groups, create triggers, etc... We're still in the early phase of this package so there aren't many functions implemented yet but it will grow ! How does this work ? The nodejs server stores callbacks linked to a callback id, this id is passed to the lua server which pass it back with the returned data. The dispatcher will then execute the right stored callback Here's a basic example const { initNiod, spawnGroup } = require("niod"); initNiod().then(() => { spawnGroup("template_group", () => console.log("your group has been spawned") ); }); Instalation Unsanitize the require function Niod requires DCS to import some functionalities from LUA so it can create a socket, you'll need to "unsanitize" it. To do so go into your DCS installation folder DCS World\Scripts\MissionScripting.lua and edit this line to Mission Editor Then you need to create a mission that loads the MOOSE lua file (found here: https://github.com/FlightControl-Master/MOOSE/releases) and then loads the NIOD lua file found in the "script" folder. And there you go ! You're all set, you can import niod in your project and start the server using const { initNiod } = require("niod"); initNiod().then(() => { // your mission code goes here });and start coding ! Typescript support Niod is written in typescript, so the npm package is shipped with all the type declarations. Which means auto-completion depending on your code editor API initNiod(): Promise<core.Express> This function will init Niod and resolve the express server spawnGroup = (groupName: string, callback: Callback) This function will spawn a group and execute the callback once it's done, the callback takes one parameter which is the name of the group that was spawned spawnGroupInZone = (groupName: string, zoneName: string, callback: Callback, randomize?: boolean)This function will add a "trigger", it means that Niod will execute the callback function when something happens (depending on the trigger). The "type" argument defines the trigger that will be added, the only one implemented at the moment is: "GroupPartlyOrCompletelyInZone" addTrigger = ( type: string, groupName: string, zoneName: string, frequency: "once" | "repeat", callback: Callback)Special thanks Thanks to Drex from Dynamic DCS for all the help on sockets, go check his server out Make sure to leave your thougths and suggestions below or as issues on the github repository. I'm also thinking about opening a discord server so we can discuss this more in depth. Cheers :pilotfly:
-
I'm sorry man, i've read through so many threads here i couldn't recall where it was. But i'm pretty sure Cobra said it when the question was ask in one of the hundred pages of the updates threads
-
They said you'll be able to export th pictures from the tarps
-
How to implement “Ship Take Off Position” function?
ked replied to VillageRaper's topic in How To Mod for DCS World
Thank you, which file should i put it in ? -
How to implement “Ship Take Off Position” function?
ked replied to VillageRaper's topic in How To Mod for DCS World
Can you tell us how you did it ? -
can you explain that joke ?
-
And tbh don't bother running a dedicated on mac or windows, if you go ful dedicated then linux is the obvious choice (much more cost effective for server owners)
-
But it will carry a saturn 5 don't worry
-
Well that's how it works in Head to Head BVR: -Flankers will try to make you go defensive ASAP because they know their missiles can't follow you if you dodge them well, but yours can -As soon as you go defensive they'll try to lock you with the EOS and fire 27ETs if the situation's right (doing so when fighting in mountains isn't a great idea) So what you got to do: -Never go Head to Head unless under 30 nm, when you do you must crank your target and soft lock it (with TWS), when confortable (around 15 nm) you go head to head and fire, crank again after that until it goes pitbull -If a flanker fires before you : notch (90° from missile, slight nose down so ground can help mask you) and after a while go back up so it can't follow you up If you want your opponent to be defensive before you : Bypass launch range safety (not sure that's how it's called), fire an AIM-7 and start cranking (dont loose lock !). This will never reach but you'll most likely have an advantage and be able to close the gap for your fox 3 to be effective without being shot at. Always remember : If a flanked fires a fox 1 he needs to keep the lock for it to be effective, if you can force him to be defensive he will loose the lock. Whereas if you fire a FOX-3 and loose the lock during pitbull phase you're fine you just have to fire close enough and keep it long enough
-
Yes, it's pretty badly optimised but you're far from recommanded configuration
-
Good news, having a choice is always good :)
-
I feel like it's been forever we've seen the Kuznetsov. The Su-33 trailer showed it 6 months ago and it felt like it was looking pretty advanced and fonctionnal so I wonder why it's not in the game yet or even spoken of
-
I have another question, why is the new kuznetsov in the Su-33 trailer ? It's been out for 4-5 months now and we still don't have news about it ? Is it gonna be free ? in an asset pack with the F-18C carrier ? I feel like it's misleading to put it in a trailer and not have it in a trailer and not have it in game or have any information about it. I don't want to frame you guys it just feels odd
-
The most scary thing is i can spot contacts at 20+ km on a 1920*1080 monitor with high graphics
-
During real war you never fire at 85km nor even 20 until you're absolutely sure that the plane you're firing at is hostile, there's no IFF to tell you so. This is a simulation but it has its limits aswell I really think we should have more core systems implemented next, like better radios/ATC/AWACS/Transponder. Sadly, this doesn't sell more modules :(
-
2.5 is still in beta, 1.5 was fine and it's the stable release at the moment. You can't complain for lags on a beta
-
With the lantirn pod you'll be able to lase your own targets aswell ;)
-
UniversRadio / multiplayer radio simulator
ked replied to tacno's topic in Utility/Program Mods for DCS World
When you install UR you can check "DCS Open Beta", and then it'll look in the right folder. I had the same problem and had to reinstall and check the right boxes :) -
** F-14 Road to Release + Christmas Update!! **
ked replied to Cobra847's topic in Heatblur Simulations
I knew it :D Merry christmas guys, take a break and come back ready to roll the Tomcat out of the Forrestal's hangar ! I didn't have the viggen yet but at this price i'll take a go at it ;) -
* DCS: F-14 Development Update! Scan, Lock, Fire! *
ked replied to Cobra847's topic in DCS: F-14A & B
Yeah some guys here didn't read the updates :lol: The main reason for not releasing the F14 in 2017 is the fact that the harrier had to come before and had some delay. I was very confident about the Q4 pre-access. When you see that the harrier's radios don't work and that the F-14 has an AI which bases are coded and with already a lot of functionalities working I wonder why they released the harrier first. I'm not gonna make any assumption now but I'm sure they don't want to release 2 modules with a 2 months interval so a end of Q1 2018 pre access would be a pretty good estimate. Cobra said that they should know more after the release of the harrier so the next dev update has to be a road to release ;) -
I did resolve it by deleting the groups and adding them again, it's pretty weird so i think this should be left here for ED to see. I don't know how to replicate this tho