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robgraham

ED Beta Testers
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Everything posted by robgraham

  1. Frosties, currently it's process time not local time.. I can look into doing a datetime check option though can't promise.. guessing you want it so that you can do say if time is 8pm restart?
  2. thanks, yeah knew i could curve it but ideally I shouldn't have to ;) it boils down though to some one forgetting that an Axis goes from -xxxx to +xxxx not just 0 to xxxx. Hence reporting it as a bug to them so they can hopefully fix it heh.
  3. Don't know if this is right place but the new flap AXIS added in yestardays patch is only using 1/2 of the Axis range, this is easily noticeable on the Warthog Throttle if you map it to the slider 1 (and invert the axis) by the time your at the middle the flap leavers at full deflection. And i should note, no curves etc.. its like some one forgot to tell it that the axis ranges are -xxxx to +xxxx and it's hitting 0 and just stopping ;)
  4. Hate to break it to the OP but not all these features are in the ME and they shouldn't be either nor should it be 'you have to manually enter every thing every time'. MUMI exists for a reason as others have mentioned, My personal preferences for ALE-67 programs might be different to the OP's, lets say the OP makes a mission, why should I be forced to use his ALE-67 programs or manually have to change them (like we do now) ? I shouldn't that's why MUMI exists but it's not in the current ME (so there's one great example of stuff that the new Datacard will allow). As others have mentioned Ideally.. ED would decouple FLIGHT PLANNING from MISSION EDITING for anything that has 'Client' as an option, PLAYER could still have their mission set in the ME but really CLIENTS need to be able to plan their missions and load the data into their birds on the fly as CLIENT is designed to mean a Multiplayer jet. The MDC we see so far is hard to tell exactly what/how it's going to impact the game because we don't have it, Wag's has not said if we will be able to edit it from the options menu while in the slot list etc.. and honestly if we have to go all the way out it's likely to be used exactly as the personal data preferences in MUMI are.. for Chaff, Flare, and default weapons ranges etc. That brings up actually another thing that can't be set in the ME and shouldn't be tied to a Mission Designers whims.. AIM120, 7, 9 radar range, scan and bar preferences items which can normally be set as part of MUMI. Ideally there would be a few new options in the ME and that 'Mission Planning' option that is in SP open to MP though the issue there is of course that the 'Mission Planning' option in SP is really just ME with a lot of it's UI dead and it saves a temp mission.. which MP doesn't allow for. the 1 thing that the ME should have the option to do with the MDC/MUMI is override the MDC stored Channel List IF it's included in the MDC options for players (as a lot of missions etc have the comm card/studs set up). Or an option to enforce it and maybe Pre Briefed SAM sites, that's it.. In a perfect world.. we'd have a certain other sims DTC, Pre Mission package capabilities and all that jazz.. plus the WDP external app.. in a perfect world..
  5. with the kids being 'Wag's wont' give me FLIR!' 'Why can't i have... ' "Don't make me pull this Hornet over or you'll all regret it' ;-)
  6. Can see the thread being closed, I can understand both sides of the argument here, the birds been in EA now for a year or so.. and while yes it's improved some times you have to wonder about the speed of the updates given how long the modules 'meant' to have been in the works. On the other hand the programmer me understands that well stuff happens and delays happen, some times code has to be rewritten from scratch, some times you have to go back and fix bugs that creep in other times you have to rewrite sections to allow for other sections. The only part I don't really get is why ED doesn't have a public bug tracker and open roadmap for the project rather then the current method, as a public bug tracker would allow people to actually look at reported bugs, the status etc rather then having to guess around if a forum post from a year ago is relevant today etc.. and a roadmap would mean that a lot of the questions about 'when is this feature coming' would be answered instantly as you could SEE the progress etc. It's also understandable why some people are wondering what is going on as well, I mean they look at some of the other products and go 'well why can they give basically a finished bird for EA but ED can't?' which is a valid question however you have to stop and remember ED also have to maintain the core simulation platform. Still it'd be nice to hear what is going on with the AGR and the like, it'd be nice to hear when the flare count will be fixed or when the ALE-67 master arm 'bug' is gonna be corrected (it shouldn't be tied to the master arm, that's what the dispensor switch and the stby mode are for). etc.. But... every time Wag's has given dates etc in the past people hold them like their stone and that again bites ED and Wags in the rear.. because stuff happens.. it's kinda a No Win Sit for ED and Wags as a whole, they are damned if they do and they are damned if they don't.. no one's ever gonna be happy. The one thing I can't say I'm happy with is the move to monthly updates on the other hand if it means we might see things like the VR performance enhancements promised in DEC etc then ...
  7. 1. The current loadout is shown on i believe page 2 or 4 of the Kneeboard (it's there) 2. check the bindings... is all i can think of. 3. no idea i have to lean forward or use VR zoom. 4. I tend to cross check with my pilot what we have on the AC ;) it comes in handy but VR zoom and kinda checking it looks 'right' is the only way I've been able to read that wheel.. HB really need to make it more readable.
  8. Go through the manuals, and check the Hz rating to what the manuals say then look at the Hz rating in the current sound. That is literally the only way you can be 100% 'certain' that your getting the exact sound the other thing you have to remember (which Victory is trying to point out to a lot of you) is that there IS a volume control for the Winders, the winder 'growl' or white noise as I've actually heard one or two pilots call it, is designed to punch through a number of other items that might be happening at the same time not just 'on its own'. Use the volume controls and don't leave them simply yanked to max every Fighter i've ever been near in person there is generally only 1 or 2 switches ever 'maxed' and those tend to be the comm switches when they've had a very shitty connection to the transmitter and need to cut through the noise. That being said HB and the like do kinda need to remember we aren't sitting here with real engines thrumming, the ECS system blowing, the humm of all the electronics, two earplugs, etc.. ;) but hey it's a sound don't like it.. replace it with one you do.
  9. This started happening the last 2 or so beta's for me but at times when either changing to the F10 map or say you eject and the view changes etc.. Steam VR will end up crashing with the message 'Steam VR Encountered an issue and needs to restart'. looking at the logs I can't see anything that should be causing it however, unless its some how related to the TDR issue that ED is chasing down however when you go and look at vrserver.txt (the vr server log) at the time that it occured you get this Sun Mar 24 2019 19:15:10.564 - App system.generated.dcs.exe (holographic_hmd) loaded default binding file:///D:/Steam/steamapps/common/SteamVR/resources/config/legacy_bindings_generic_hmd.json Sun Mar 24 2019 19:15:27.502 - Closing pipe vrcompositor (11908) because it was broken from the other end Sun Mar 24 2019 19:15:27.502 - Process vrcompositor (11908) disconnected (Thread(0x00000272E1A78970/0x000) Sun Mar 24 2019 19:15:27.502 - Clearing application openvr.component.vrcompositor PID because 11908 has exited vrmonitor.txt is showing Sun Mar 24 2019 18:36:59.963 - [system] System is running for 10 seconds. Sun Mar 24 2019 18:36:59.963 - [system] Transition from 'Starting SteamVR...' to ' '. Sun Mar 24 2019 18:37:00.823 - [system] Transition from ' ' to 'Ready'. Sun Mar 24 2019 19:15:23.834 - [system] Transition from 'Ready' to ' '. Sun Mar 24 2019 19:15:23.943 - [status Alert] SteamVR Fail (-204) Sun Mar 24 2019 19:15:27.838 - [status Alert] SteamVR Fail (-203) dcs log shows nothing 2019-03-24 08:09:23.402 ERROR SOUND: invalid source_params(woLA-17305089:aircrafts\engines\f110afterburnerrearclose): gain 2019-03-24 08:09:23.816 WARNING LOG: 1 duplicate message(s) skipped. 2019-03-24 08:09:23.816 ERROR_ONCE DX11BACKEND: texture '/liveries/f-14b/vf-101 grim reapers low vis/HB_F14_LOD3_3in1' not found. Asked from 'GRAPHICSCORE' 2019-03-24 08:10:50.342 ERROR_ONCE DX11BACKEND: texture 'mig-29_metal_spec' not found. Asked from 'NGMODEL' 2019-03-24 08:10:50.346 ERROR_ONCE DX11BACKEND: texture 'mig-29c_nose_spec' not found. Asked from 'NGMODEL' 2019-03-24 08:10:50.349 ERROR_ONCE DX11BACKEND: texture 'mig-29c_tex03_spec' not found. Asked from 'NGMODEL' 2019-03-24 08:10:51.448 ERROR_ONCE DX11BACKEND: texture 'mig-29c_tex01_spec' not found. Asked from 'NGMODEL' 2019-03-24 08:11:08.675 ERROR Dispatcher: call register_unit(1004662,17341185) failed ,?:0: attempt to index field '?' (a nil value) 2019-03-24 08:12:23.457 ERROR SOUND: invalid source_params(F14_PILOT_COCKPIT:foley\damage_impact): gain 2019-03-24 08:12:23.503 WARNING DX11BACKEND: Texture './Mods/aircraft/F14/Cockpit/Resources/IndicationTextures/HB_VDI_Broken.dds' has unknown format: 95 2019-03-24 08:13:08.772 ERROR SOUND: invalid source_params(woLA-17334785:aircrafts\engines\f110afterburnerrearclose): gain 2019-03-24 08:15:08.492 WARNING LOG: 1 duplicate message(s) skipped. 2019-03-24 08:15:08.492 ERROR WORLDGENERAL: waParts f-14b_damageparts_stabilizer (//models/f-14b_damageparts_stabilizer.edm): box is invalid, skip render 2019-03-24 08:15:09.275 INFO EDTERRAINGRAPHICS41: surface5 gc() LOD 0 564 squares 2019-03-24 08:15:09.337 INFO EDTERRAINGRAPHICS41: surface5 gc() LOD 1 1093 squares 2019-03-24 08:15:09.337 INFO EDTERRAINGRAPHICS41: surface5 gc() 144.004600 ms HMD is a HP WMR set, the bug itself is that SteamVr goes into an error state on the changing of a DCS view from cockpit to another object or even at times to the F10 map. And as closing SteamVr to 'reinitalize' causes DCS to close you can't just recover from it either. to me it's like steamvr isn't getting the data it needs and goes 'i'm just going to crash'.
  10. would kill to get this fixed, for more then a few reasons least of all the MEMORY that starts being chewed over time.
  11. 2011ish 'Pig' © model .. i can get you SME's. Would kill though for any model.. though.
  12. The topic kinda says it all but I wish that Labels would 'vanish' when the object that they are tied to can not be SEEN in LOS, currently the Labels ignore the Depth Buffer and seem to render last, which means they can be seen even through the floor etc. Even if it was just an option (and one that could be set server side at that) it would help and I think go a long way to the whole 'Labels are cheating' deal that happens at times as well. The other is maybe give us a few more 'dot' label options, the current method is good except that it allows you to 'cheat' in a way as well.. if we could get IN GAME support for - Dot labels that are just DOTS (not every unit it's own icon) with color coding. - Dot labels that are just DOTS with no color coding. - Dot labels that are limited to only showing at 20km - 5km then nothing - Dot labels that are limited to Air to Air only. etc. Again would allow far more choice especially on servers.. at the moment if you want to do any of the above you have to go in and set the labels up in save games/dcs/config/views/labels.lua Wags etc say the dot labels are there to help with the spotting issues etc, so why not add some more choice for server operators and the ability to actually ENFORCE the use of the main games label.lua and not the saved games one.
  13. One of the biggest things missing though @Nineline from DCS currently is acurate 'glint' modelling, read a lot of reports from combat pilots over the years and you'll see that they mention that it's typically a glint off a canopy or airframe, contrails, smoke etc that give something away at the distance, your right you shouldn't always be able to easily spot things but we currently are missing some of the things that do make spotting actually you know able to be done in the sim. Saddly I don't see Raytraced reflection coming any time soon to DCS (not with the current render overhead) however so we aren't likely to get a glint reflection etc. The DOT labels etc are great but ... there is a down side to them as well... they don't occlude through the air-frame.. which means you're getting F35 like SA for objects close to you... Also there really needs to be a seperate set of DOT labels for VR ;)
  14. fixed but new bugs with other stuff now
  15. Missions that had working Warehouses etc are broken after the last update, certain objects like Fuel tanks etc are not showing up and when you go into ME and look at the actual airfields the list shows big 'blank' areas at the top. The mission was working fine prior to this ob, all that was changed was literally adding the Tom Cat into the mission. Ok appears to be on existing warehouses only, deleting/making new ones etc then copying over fixed it.
  16. Rik is there any update on when this "Web GUI is currently on maintenance" Issue is going to be fixed so we can control the servers again?
  17. Another Jester Wheel one though this is not the same as the one for the screens. When the Wheel comes up in VR it's defaulted to being in the Middle of the HUD, that's great unless you bring it up while looking in another direction as the Wheel automatically detects were you where looking at that moment as the 'Centre' rather then the middle of the hud.. It wouldn't be an issue if the jester wheel popped up in front of where you were looking but it doesn't seem to be doing that, however the way the movement etc is happening would suggest that this is the intended means.. Steps to Reproduce: 1. Open the Cat in VR. 2. Look down at your lap or any other item not 'in front' 3. press jester. 4. try and use the menu. it is locked to the front of the AC and any head movements for alignment are not.
  18. Having Jester Talk and all is great, but there is an issue.. He lags BEHIND that bad that he's pointless, I did a tank just now and I was still listening to him making jokes about the force and the like and the previous 6 misses etc and come left, a little right etc etc after I hit the basket and was plugged for almost a minute + The 'queing' on him just seems messed up, his jokes are great but it shouldn't be triggering as often as it is.. He's meant to be our eyes for lining up properly.. and in the end I had to kill him talking after i came out of the basket because of the lag in his responses. I'm hoping this is a bug and his not meant to be doing 20 wise cracks in a row etc.
  19. Yeah and that little Box needs to be moved up where it's a little easier to see :/ I didn't even notice it down in the cornor
  20. This shouldn't really be a lotatc 'request' as much as a DCS please give us API hooks to the Datalink, DArt and any one else will likely explain to you that it's the API Hooks we need not only for the ability to link with LINK 16, 4, 4A etc.. but also even the SADL network.. I'd kill for ED to give us a scripting set of hooks for it.
  21. Gannon, the way i've done it (ciri can tell me if i'm wrong) 1. Main install of SRS and let it auto find the main DCS folder. 2. Copy the DCS scripts etc to the other servers. 3. Copy the SRS folder to a new folder, update server.cfg with the new port. 4. Update DCS Script for auto connect with ip/serveradd:port 5. Run DCS. that being said Ciribob, could we possibly get the ability to point on load a instance to a new .cfg file save us having to have multiple copies?
  22. Norm, it's easy to replicate but requires you to take off with 2 people from a carrier on a server and have one of them land on the land rather then on the carrier so the other can watch the bouncing happening you WILL NOT see it from your own AC, from your own AC landing you look fine, to every one else on the server your planes doing a pogo stick bounce up and down into the air that can and will collision detect with anything flying over the top. Saddly however getting people to bug test on a Multiplayer server not the easiest to always do as people are more wanting to fly and asking them to help test a bug can be a pain in the rear because they just want to fly. Even my server's got this happening, the 'Fleet' guys take off from Atennis and normally will rearm at one of the land bases as they are closer and the moment one of them lands if your in ANY other aircraft you see them start bouncing up and down. However you are correct that this is a NETCODE issue or at least a wider DCS issue, as it is an issue that happens with any aircraft that take off at sea and the land on ground, the Bug was Confirmed and fixed once before about 3 months ago prior to all the carrier deck fixes but it's returned.. I'll see if i can find you a tacview or something with it, but at the same time half the time tracks on multiplayer are also bugging out as well and have for over a year now (with the track having people crash into the ground etc when they haven't etc etc).
  23. link worked fine for me wood but here we go: servercontrol.zip
  24. So just updated this to the new version in the previous post. Main features: - Slight redesign of the UI it's still very rough and basic but i'm more function over form at the moment to be honest, servers are now tabbed. - Added ability to run a Kill and Auto Restart based on X amount of minutes for those wanting to force a restart of their server. - Added a warning when you click on the auto restart to warn you that you best have everything entered as it will automatically try and start dcs the moment you hit yes. - Added an uptime count. - In the source code commented some stuff so if any one else goes in they can work it out. Still to do: - Move the main 'process' over to it's own class so that things can be instanced rather then hard coded allowing for more then 3 servers. - Add the ability to tie an SRS process to the DCS process and monitor it. - Add a lot of exception catching etc so if something does fall on it's ass for some reason it's handled gracefully rather then well ungracefully. anyway same link will get you it. https://www.taskgroupwarrior.info/download/dcs-servercontrol.zip
  25. Need to run some tests (though it's working locally more just need to check it on the server) but added your request.
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