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Everything posted by ChuckIV
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Using NVIDIA's Surround with DCS? How?
ChuckIV replied to ChuckIV's topic in PC Hardware and Related Software
Screen Shot of 1Camera.lua file?? Austin/OverAlien, What file are you using (1Camera.lua or 3Cameras.lua)?? I assume 1Camera.lua. Could you attach a screen shot of the 1Camera file you are using so I can see how you set it up? In another thread, someone suggested that using SSAA is a problem. Must set this to zero?? Thanks, ChuckIV -
1Camera or 3Cameras LUA ?? Livers, Do you use 3 monitors? If so, what file are you using (1Camera.lua or 3Cameras.lua)?? Could you attach a screen shot of the file you are using so I can see how you set it up? Thanks, ChuckIV
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OK, to try fixing my weird shadows moving problem, I thought I'd try NVIDIA's Surround mode for my 3 monitors. With Surround I've got NVIDIA using my 3 monitors as one very large 5760x1080 monitor now. When I tried DCS using 1Screen and that large resolution, I get a DX11 Renderer Error. Looks like this... Shader "bazar/shaders/deferred/blurCompute.fx" failed to compile. Reason: warning X4717: Effects deprecated for D3DCompiler_47 error X4586: The total amount of group shared memory (34560 bytes) exceeds the cs_5_0 limit of 32768 bytes C:\Program Files\Eagle Dynamics\DCS World\bazar\shaders\deferred\blurCompute.fx(73,20-60): There was an error compiling expression Retry Cancel How does this work with DCS?? Do you use 1Camera.lua or 3Camera.lua?? I could use some help guys - Can anyone share your settings that's using a 3-monitor setup with NVIDIA's Surround Mode?? ChuckIV
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OK, to try fixing my weird shadows moving problem, I thought I'd try NVIDIA's Surround mode for my 3 monitors. With Surround I've got NVIDIA using my 3 monitors as one very large 5760x1080 monitor now. When I tried DCS using 1Screen and that large resolution, I get a DX11 Renderer Error. Looks like this... Shader "bazar/shaders/deferred/blurCompute.fx" failed to compile. Reason: warning X4717: Effects deprecated for D3DCompiler_47 error X4586: The total amount of group shared memory (34560 bytes) exceeds the cs_5_0 limit of 32768 bytes C:\Program Files\Eagle Dynamics\DCS World\bazar\shaders\deferred\blurCompute.fx(73,20-60): There was an error compiling expression Retry Cancel How does this work with DCS?? Do you use 1Camera.lua or 3Camera.lua?? I could use some help guys - Can anyone share your settings that's using a 3-monitor setup with NVIDIA's Surround Mode?? ChuckIV
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Check this out... With my TrackIR5 turned OFF, I video taped my center monitor ONLY, I get the strangest tree shadows shifting all over the place in Normandy. This happens on the left portion of my center monitor; barely on the right half! I'm using the 3-monitor lua setup, and everything besides shadows works perfectly. I've tried all different system settings in DCS, but no luck. Please see my video, and tell me if anyone else has had this strange shadow shift happen to them and what solution, if any, exists. Thanks Everyone! ChuckIV IMG_7337.rar
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Anyone else have a 3 monitor setup and get NO SHADOWS on the center monitor? Also, smoke sometimes shows, sometimes shows partially. Were you able to find a fix to this problem? Please let me know, thanks! ChuckIV
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51 "wins" the game Remember, that a score of 51 "wins" the game. 50 is a draw, or tie 49 is a "failure" mission
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Advanced Waypoint Action "Hold" not holding?
ChuckIV replied to KittyVCAW-1's topic in Mission Editor
Use AI OFF and AI ON I would use AI OFF right after mission start for those units. When the enemy arrive in zone, turn AI ON for those units. -
In MOOSE lua scripting, you would place a group on the runway LATE ACTIVATED and use this code... Here you would have a Bf109 group of 4 spawn on the runway, get shot down and respawn back at the airport. Note the (4,5) in the InitLimit... this means a group of 4 can only exist at one time and this group can be respawned 5 times. Setting the 5 to zero would make it an infinite set of respawn groups... local Bf109_GP1_JG52 = SPAWN:New( "Bf109 GP1 JG52" ):InitLimit(4,5):InitRepeatOnEngineShutDown() do Bf109_GP1_JG52:Spawn() end I know learning lua code can be daunting. I'm still a major nube at it, but there are super helpful guys online here like Hard Card and Pikey and many others that help you out.
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Lua coding is easiest for this, but... Yes, you're right. MOOSE or MIST lua scripting would make this very easy. Doing this through the ME is a little tricky. Menu item 1 through 4 is easy, but 5 gets a little harder. You'll need to set a flag with menu item 5 that REMOVES THE ENTIRE MENU first. It then ADDS menu 5 items right after the REMOVAL. Not sure, but you'll probably have to press F10 again. Once a sub-menu 5 item is selected, this will also set a flag to REMOVE the SUB-menu items, and then ADDS the base F10 menu again. Hopefully, this will give you an idea where to start. ChuckIV
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Pikey, can you give me the link to the Discord? I'd appreciate it - thanks! ChuckIV
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No late activation All units could exist at mission start and then have their AI turn OFF a few seconds in. When you're ready for them, turn their AI back on. A trigger set when you enter their zone for example would work. ChuckIV
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" Notice Yoda967's choice of words... "AND" - in the ME make use of the "and" tool for both conditions.
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MOOSE or MIST Yep, this is perfect for MOOSE or MIST lua scripting - it is worth learning for sure. ChuckIV
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Perfect for MOOSE or MIST This is exactly what MOOSE or MIST scripting is for. I'm slowly learning how to use MOOSE lua coding. Definite learning curve, but what you are asking is done soooooo easily using lua code. ChuckIV
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Thanks for the input on the input Thank you SVsmokey for the input. Sorry about the pun there! ChuckIV
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Just got an Oculus Rift S, and this NEWBIE could use some serious help!! I fly the Spitfire and Mustang exclusively and I'm looking to improve the quality I'm getting out of this Rift S. As you can see my specs in my signature below. I've got the NVIDIA 1070 GPU. I got all my Windows 10 settings set for max performance now. I downloaded the OTT app and have tried to tweak a few things, but no luck really - and I don't know what the heck I'm doing honestly. Can a 1070 (or similar GPU) user chime in with all your settings that work well for you? ... or lead me to the forum post that does? I really would like to get this Rift S working. I need... NVIDIA settings OTT settings DCS in game VR settings DCS basic settings and ANY other settings/apps/etc !! Anything you guys can provide me would be GREATLY appreciated!! Thanks, ChuckIV
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Work needs to be done There's no getting around it. If you want AI planes to attack DCS map buildings/objects, then you'll have to put something in place that can be used as a means of measuring "hit accuracy". Using attack map object just makes the planes drop bombs or shoot rockets at the dirt. They don't "see" a target at all. So how would they know if they've blown up their target?? You need to either put in static objects and blow those up, or you have to use bomb in zone to determine if a bomb was dropped on target. This is so that the entire group doesn't keep attacking the same exact map object. How would the group know when to stop attacking a map object. You need to put some sort of trigger - either a placed static object or zone to see if a bomb, missile, or rocket has "been there". There's no easy way around this one - The AI will attack the "dirt", or map object, but it won't know when to stop and if it's a group, they will all attack the same point on the ground at the same time until out of that ordinance. Adding your own oil tanks will work since the AI groups can trigger to stop attacking that object when it's damaged or dead - then they can go onto the next placed object. The AI can act really strangely attacking map objects - you have to set it up and test, test, test.
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CAS and manually set ATTACK UNITS Set the engaging units to CAS - then at a certain waypoint used ADVANCED WAYPOINT ACTIONS. Set the group to attack all the units manually. Not sure, but I think by NOT selecting ATTACK AS A GROUP, the individual units will attack other units and not every single unit attacking one target at the same time. ChuckIV
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Simple MOOSE code to attack a hangar with bomb?
ChuckIV replied to ChuckIV's topic in Mission Editor
I'm trying to use :TaskAttackMapObject (see below)... Hardcard, any insights to this code - why it isn't working?? local Yellow_Group = GROUP:FindByName( "Spitfire Yellow GP P7350" ) local Red_Group = GROUP:FindByName( "Spitfire Red GP P7350" ) local Maupertis_Hangar_B_Vec2 = STATIC:Find("Hangar B", true):GetVec2() local Azeville_Hangar_003_Vec2 = STATIC:Find("Hangar Azeville #003", true):GetVec2() do function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType ) self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType } ) local DCSTask DCSTask = { id = 'AttackMapObject', params = { point = Vec2, groupAttack = GroupAttack or false, expend = WeaponExpend or "Auto", attackQtyLimit = AttackQty and true or false, attackQty = AttackQty, directionEnabled = Direction and true or false, direction = Direction, altitudeEnabled = Altitude and true or false, altitude = Altitude or 30, weaponType = WeaponType, }, }, self:T3( { DCSTask } ) return DCSTask end Yellow_Group:TaskAttackMapObject( Maupertis_Hangar_B_Vec2, true, 1, 3, 0, 2590.8, 240 ) Red_Group:TaskAttackMapObject( Azeville_Hangar_003_Vec2, true, 1, 3, 0, 2590.8, 240 ) end -
Simple MOOSE code to attack a hangar with bomb?
ChuckIV replied to ChuckIV's topic in Mission Editor
Thanks johny johnv2pt0, Thanks for the reply. I do know how to do this in the editor; I'm learning how MOOSE works and collecting snippets of code and storing them for my future missions I create. At this time I'd really like to see how I can use MOOSE code to have a plane bomb a STATIC target and have groups get into certain formations (again without flags in the ME). ChuckIV -
Can someone show me with MOOSE code how to have a plane attack a hangar with a bomb? I believe the bomb uses (Weapon Type = 240) Let's say the plane is called "Plane 1" and the hangar is called "Hangar B" both in the editor. Thanks in advance! ChuckIV
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Simple question... Through MOOSE script, can I change a group's formation without using flags in the ME? The group is one group of 4 aircraft. Normally through the ME, it would be done using the ADVANCED (WAYPOINT ACTIONS) / Set Option / formation / Echelon Right / Open (1055 m x 609 m) Can this be done at this time using MOOSE? No flags. ChuckIV P.S. I already know this can be done with 4 individual, single, groups of 1 aircraft.
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THANK YOU HARDCARD! HardCard, I changed all the offsets to DCS Vec3 format like you suggested. Then, after removing the :GetVec3(), I changed all the Group.getByName to GROUP:FindByName for the groups in the ME. *** I thought Group.getByName was for SPAWNED aircraft only and GROUP:FindByName was for EXISTING aircraft at startup only. ????? HardCard, can you explain to me the difference of these two definition methods?? This is what caused my problem. ChuckIV
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Can anyone get these planes to RTB right away??
ChuckIV replied to ChuckIV's topic in Mission Editor
Please REMOVE this post - thanks Moderators, please REMOVE this post - Blech has already taken care of this.