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Everything posted by fargo007
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reported earlier Invisible trains when late activated in MP
fargo007 replied to Proper Charlie's topic in Multiplayer Bugs
Trains are kind of a moving target. It would be great if they become assets that we can use predictably, such as having them be detectable and respond to trigger zones. Trains worked for me in MP when I did NOT set it to late activated, but instead just set a "start time" for the train. James744 questions expose reasons why it may not work too. -
We're seeing this as of perhaps the last update. Pilots were reporting sudden and unexplained connection loss, unconnected to any particular activity (e.g. just sitting there on the ramp, cold). Got to finally experience it myself today. Was in a gamemaster slot. I saw in the chat that someone was joining. Before he had completely joined/spawned, the F10 map controls stopped working for me. Then I noticed a bunch of desync, like aircraft frozen in place, and then the connection was lost and the server had crashed. We've been chasing this for a while. There's absolutely NOTHING written to the dcs.log or dcs.log.old that even remotely explains it. The logs close with only some generic INFO LuaNET statements, and they do NOT include any evidence of the person joining. We started troubleshooting by going after mods, but haven't seen any difference. I'm suspicious it surrounds connections or joins based on it occurring coincidentally with one while I was observing. If anyone is also seeing this, or has advice on further troubleshooting, please let me know. Thanks, /Fargo
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Also in the biz, and you're speaking some truth here. Those that sign up for pre-release in exchange for the discount and then complain every day that it's not released should take a hard look at whether they've got the intellectual mustard to participate in such a program. ED maintains a very forthcoming stance on new products compared to like, ... anybody. I don't want to see that change.
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Civilian Objects And Vehicles
fargo007 replied to Eight Ball's topic in Static/AI Mods for DCS World
I came to say I laughed my ass off at the ice cream truck vidya. -
Looks good! It would be cool if we had some specific buildings that can shoot. Frequently fire is taken by friendlies from a certain building. Would be nice to model those scenarios in DCS instead of putting some unit in plain view.
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Complete Transport and Logistics Deployment - CTLD
fargo007 replied to Ciribob's topic in Scripting Tips, Tricks & Issues
I created a demo and posted it for you in the MOOSE discord when you asked there. -
TROOPS IN CONTACT! (V13 released, on github)
fargo007 replied to fargo007's topic in User Created Missions General
I have version 8 readying up. Ability to suppress/re-enable voice comms, and some other improvements. -
TROOPS IN CONTACT! (V13 released, on github)
fargo007 replied to fargo007's topic in User Created Missions General
I see. That behavior is still possible by using only one zone, and one each of a friendly/enemy group. These could be as small as a single infantry unit. You don't need multiple zones for it to work, only one is enough. A mission designer can also call the grid by grid functions directly if desired. -
TROOPS IN CONTACT! (V13 released, on github)
fargo007 replied to fargo007's topic in User Created Missions General
I'm not entirely sure what you mean here. Could you elaborate on that situation? -
Even easier, thank you!
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Hey Server admins, Is there an SLMod stats to web project out there that is fleshed out and running yet? All I can find is older ones that don't seem to be maintained. ETA: I found some working code here that at least gets me into JSON. We've got a kickass web guy who can work with that. https://github.com/peterb154/dcs-slmod-stats
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Looks good! A nice tour of one of the best modeled cities we have.
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The Cobra can carry & fire I think 12 or 16, but it takes some "imagination." It will only recognize 8 or so at a time. The crew have to fire some, reset the breaker, and then it will recognize the others.
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I'm a helicopter guy, but switching to VR made a very deep difference in immersion and sensation. Primarily because it's 3D, and that's something a monitor can't do for you.
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The Mi-24's "Petrovich" has improved greatly in the past couple updates and keeps moving forward. If "George" is as good or better, I think we're gonna be at least "okay" from the get go. Even so, our time with the 24 has shown that both survivability and effectiveness go way up with two people in it, and I'd expect this to be true for the 64 as well. For stuff like the Mi-24 dropping dumb bombs, it's actually necessary to have two people. I dare say there could be some things in the 64 that will still cry out for multicrew, even with a pretty damn capable "George." This argument could be made on workload alone based on what we've seen so far.
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TROOPS IN CONTACT! (V13 released, on github)
fargo007 replied to fargo007's topic in User Created Missions General
The coords are always going to be in grids from the script itself. I think that menu item needs to be disabled. -
TROOPS IN CONTACT! (V13 released, on github)
fargo007 replied to fargo007's topic in User Created Missions General
Gamemaster isn't needed at all. It's just there in the example mission to support my testing and because it's so amazingly useful. Thanks, I will clarify that MOOSE needs to be loaded first. ETA - Done, along with a graphic showing the correct/required triggers. -
We can kill them a number of different ways if we know they are there (e.g. buddy lase, KH25ML) or with team tactics. But yeah, a 'surprise' SA19 is going to be certain death. If I knew where one was and was part of an Apache AWT, I would probably buddy lase it from out of range, and have a closer Apache put a hellfire up toward it, onto my laser. Assuming it works that way in the 64 in general terms.
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Yes, there was some component missing from the update and we were advised it will be put into the next one.
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You can explode it, and simulate that. Or start it there with zero fuel which will force it to crash.
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TROOPS IN CONTACT! (V13 released, on github)
fargo007 replied to fargo007's topic in User Created Missions General
You're quite welcome Hallsy and I'm happy to hear you are enjoying it! Keep on supporting the guys on the ground in the coming year too. I'm sure there will be further enhancement ideas also, and with the AH-64 coming, this is almost tailor made for it. -
Apologies if already reported. The bindings are there (nose up, nose down, etc) but this doesn't seem to generate actual input for me. Regular hold style "T" trim works fine but not the hat. They of course work fine for the pilot seat. Anyone else?
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Good news! Test and debug them one at a time for the fastest route to success.
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Just like the person who posted earlier, the log doesn't show that Moose was actually loaded. When correctly loaded, you'll have lines like these: 2021-12-26 20:30:33.150 INFO SCRIPTING: *** MOOSE STATIC INCLUDE START *** 2021-12-26 20:30:33.280 INFO SCRIPTING: 4431( 74157)/I: BASE00000.?(Tracing in MOOSE is OFF) 2021-12-26 20:30:33.280 INFO SCRIPTING: *** MOOSE INCLUDE END ***
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You need to load an actually MOOSE script file after loading MOOSE itself. For example a file containing: TOPGUNRANGE = RANGE:New("TOP GUNNERY RANGE") local strafepit={"strafe_1","strafe_2","strafe_3"} strafe_fouldistance = TOPGUNRANGE:GetFoullineDistance("strafe_1", "strafe_foul_line") TOPGUNRANGE:AddStrafePit(strafepit, 3000, 600, 270, true, 20, strafe_fouldistance) TOPGUNRANGE:Start() Everything "in quotes" (except for "TOP GUNNERY RANGE") is the name of a group in the ME. See the MOOSE RANGE documentation page I linked above, there are example missions already built if you would like to learn more. This is really all that's needed to set up strafing targets.