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Posts posted by fargo007
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46 minutes ago, Rudel_chw said:
... and he wants to re-distribute your assets, when the only thing you ask for on your website is "Please DO NOT redistribute the mods without permission!"
How do you think mods are handled in a squadron such that everyone has the exact same mods, and the exact same versions - by instructing each member to go find & download them individually?
Keep in mind that these aren't the only mods that are going to get used. 46 Gb is hardly a compromise if only a few things from each pack are needed.
Tying them up in giant packages and deliberately making it impossible to separate them is just a bad choice for good mods.
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29 minutes ago, currenthill said:
I'm integrating them more with every release, so it'll become even harder.
I think that's the wrong direction.
Dude, they are great mods but nobody wants to curate and distribute 75Gb of stuff among a squadron if only a few items from each are going to get used.
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Does anyone have a guide or recipe for extracting or separating out 1 or 2 specific mods out of a large pack (e.g. Russia) like these?
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Whatever long range missiles Iran and it's Hizb'allah proxies have, that's the launcher and systems I want most.
These are great for deep strike missions for anything from F-15SE's to Hornets, A-10's or (of course) attack helicopters.
It's important that they work with both CA and script control as most advanced users will be deploying them in a more dynamic way rather than hardcoding fire orders via the ME.
Since we're using so many of your most excellent mods, CH - We are happy to offer to help test the full spectrum of anything we're likely to use. CA, Script (MOOSE/ARTY), & multiplayer.
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9 hours ago, KrazyPilot said:
Well you should be ableto set the fire mission just like he showed and then allow the script to run it at a specific time or condition. You can do this by adding a Trigger.. Unless you mean something else.. As for CA probably a little more difficult to implement.. But, Idk for sure.
No brother, that's not what I'm referring to at all. I'll explain a little better.
The way we use this (and mortars) is that a lift helicopter transports those assets to a drop zone where they are in range of the target. In this case, the gun is deployed via CTLD (or slingloaded there).
Some distance away, an observation helicopter (SA342, OH-58D) spots a target, calls that pilot on the ground near the gun and provides coordinates.
That pilot (who has combined arms) goes to ground idle, hits the F10 map, clicks our M77 unit and sees this:
null
They then pick "ADD TARGET" and move the mark to the coords I provided:
null
They send those rounds and the helicopter spots the impacts, adjust as needed or call the fire mission complete.
What I want to be able to do is modify the mod so that the guided shells are either:
1 - The only ordnance this gun can fire, at any distance.
2 - Available at a much shorter range (configurable in the lua) than 30km.
I hope that explains it better.
/Fargo
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I'm sorry, I mean in a more dynamic way, like controlling them with CA, or via scripts.
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Really great job on these new additions man. I do have a question - With the M777, is there a way to tune or modify the range at which the unit decides to fire a guided round instead of the regular HE?
Or if I wanted this unit to ONLY fire the guided rounds, but at any legitimate distance for it for instance.
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The 430 it appears, should support MGRS. This would be awesome if that end of it could be made to work in the sim.
Thank you!
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Renewing the Sa342 Gazelle call here. Both US and EU platoons are now OPEN.
We are getting it done with all variants of the Gazelle big time, so come check us out.
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Guys, check SLmod. It has it's own ping-kicking logic.
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Nvm, I figured it out. It has to be a single unit group, then it will fire.
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Seems like they don't want to fire under any circumstances. I mean, that's smart for survivability, but still.
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Thanks to the new updates from Polychop, BSD's US/Canada SA342 Gazelle platoon is open again.
We fly all variants of the gazelle across the entire menu of mission roles it can occupy.
Recon, Light Attack, Escort, COIN, Anti-Armor, FAC(A), Calling in Artillery, and using the helicopter and everything it's capable of doing.
If you can fly this helicopter with a decent degree of skill and racing around in the chicken leg and working with others in a PvE environment that leans into milsim is your thing, come on out.
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If you could provide a breakdown of what the code is doing (or richly comment it showing where the different numerical values are coming from and what they do) we might be able to contribute these parts in pull requests.
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Since the latest update, when a slot is joined, it triggers both a connection loss for the client, and causes a crash of the dedicated server.
Concerned section of the log:
Quote2023-04-22 13:05:11.290 INFO UIBASERENDERER (Main): Cannot create font [] size 16!
2023-04-22 13:05:11.290 INFO EDCORE (Main): try to write dump information
2023-04-22 13:05:11.322 INFO EDCORE (Main): # -------------- 20230422-130511 --------------
2023-04-22 13:05:11.322 INFO EDCORE (Main): DCS/2.8.4.39259 (x86_64; Windows NT 10.0.19045)
2023-04-22 13:05:11.323 INFO EDCORE (Main): C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin\uiBaseRenderer.dll
2023-04-22 13:05:11.323 INFO EDCORE (Main): # C0000005 ACCESS_VIOLATION at 00007fff40972e26 00:00000000
server crash output containing .crash, .dmp, .log, .trk.
https://drive.google.com/file/d/1gW-HSfJTPT7cGdjl2HzK-YBq2IGsHOLs/view?usp=share_link
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You can also go into the front seat and check things out for yourself.
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I am seeing an improvement in multiplayer.
As compared on a specific server I was previously seeing 40-45fps, now over 60.
Ryzen 6, 2080ti. Essentially default VR settings with a few tweaks.
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Quote
$msg = $args[0]
$webhook = "https://your_discord_webhook_URL..........................."
$body = @{
"content"= $msg
} | ConvertTo-Json$header = @{
"Content-Type"="application/json"
}Invoke-RestMethod -Uri $webhook -Method 'Post' -Body $body -Headers $header
This is a powershell (ps1) script that I came up with that is working for me at least on the command line.
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I literally just found this and have not installed it yet, but:
https://github.com/phoenix125/DiscordSendWebhook
Looking at this, it should be easy to debug it via command line. There are examples there which show running it directly which takes DCS completely out of the equation.
See if that still works, and we'll back into DCS from there.
ETA - it's not working for me on the command line either.
We need to find or create a different exe. This one is not maintained anymore.
It can be done super simply with curl though. This as a bat file works:
Quote@echo off
set /p webhook=Webhook :
:send
cls
set /p message=Message :
curl -X POST -H "Content-type: application/json" --data "{\"content\": \"%message%\"}" %webhook%
goto :send
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I started a (redundant) thread about this.
But this is the exact same issue.
If management via the website isn't used, is a full user login sequence even necessary for a dedicated server? It manages no maps, modules or DLC at all.
Perhaps this could be escaped entirely by either caching the login data locally or having an option to forgo external management and proceed without a login at all.
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On 2/15/2023 at 9:55 AM, MarcosR said:
Hey Fargo! has been a long time.... Good to see you.. Have the same issue in my servers too, comes and goes, there was another post saying something to remove some debugging tool... I haven't tried yet, since at least for me is only happens a few time most of them during the night,
Hey! Long time no see brother!
Yeah this is a crazy one. I'm gonna try the DNS switch, but honestly I can restart them a couple times and get this to reproduce.
I wonder why a dedicated server even NEEDS to log in with a username/pw each time? Unless you are trying to manage it via the website which to my knowledge is almost never done.
For dedicated servers, it might be a lot simpler to at least cache the login, or furnish an option where it can be bypassed if web management isn't desired.
A few of us flew on Rotorheads last night actually. It was fun!
Thanks for the pointer to the other thread. Exactly the same issue.
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Just an idea but have you tried creating (adding to the map) the units and building slices in the precise order they should appear?
Like - if you want them on the 3rd floor:
Create bottom, create first/second/third layers, then create the units, then add the rest of the building.
IOW - I think the "order of birth" may be playing a role.
Varying mid-floor styles would indeed be excellent, as would skins to change the overall look and feel to whatever extent is possible. Especially the top floor.
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Military Assets for DCS by Currenthill
in Static/AI Mods for DCS World
Posted · Edited by fargo007
Yeah, a squadron might just do that if they were packaged in a more consumable way.
@currenthill - if you define "redistribution" here as a squadron using your mods as part of squadron-specific mod packs, please say so and we will stop using them.