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Everything posted by fargo007
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I figured this out. The new server code is SO EFFICIENT that it was actually allowing the server to suspend/hibernate because it was below the threshold where it considered it to be active. I disabled all the power management features and now it's running anything I throw at it like a champ. Bravo ED!
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Any experience with Samsung Odyssey Plus & DCS yet?
fargo007 replied to fargo007's topic in Virtual Reality
See my post #94 in this thread on page 9 or 10. -
I'm having an interesting issue.... When I run a particular very large mission (lots of scripts, objects, etc) the standard way, by starting DCS, going into MP and starting a server, it runs fine. When I start this exact same mission using the dedicated server (dcs --server), it crashes the entire computer dark, in about 2-3 hours with no clients connecting. This is true with or without --norender and/or --webgui. Anyone see this behavior? I haven't tried with a different mission yet but I will. ETA - same behavior with a second mission (caucasus vs. PG)
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Thanks, I kinda skipped over the AI part here. <smack!> Okay I'm back. ETA - The Mi-8 12,7 gunner could use some training. He almost never hits anything.
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From the changelog:
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What does the 1.2.1 Menu issue involve? I am seeing a problem where whenever carrier wrench is loaded, it makes the menus created with other scripts no longer appear. Is this a related issue? The only thing that makes the menus reappear is NOT loading carrier wrench at all. Even if it's loaded on a time_more of 300, any clients joining after it loads get no menus at all.
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The same for me. 100% on the Steam VR SS, and 1.5 PD in DCS is the right combo for me, although some prefer it the other way around.
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What I do is map the menu entries to functions, that contain all the assets required to make that menu entry work. This way it's very clean code, it's all self-contained and modular, and performant, because everything can be local inside the function, and nothing's alive on the map unless it's requested.
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You are correct that you have to be trimming the Harrier constantly - defined as any time you gain or reduce speed, or add power. Bind the trim hat (gray) on your stick to nose down (fwd) nose up (back) and L and R. That's what most do.
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Mine shows a recommended of 200%. I had been running it there with renderscale 2.0 and PD 1.3 in DCS, also using the kegetys mod. After the last update performance went way down. For the time being, I am running at 100% on the slider, PD 1.6 in DCS, and the kegetys mod. It seems each update new experimentation is going to be necessary to find the right combination of settings for both visual appeal and smooth performance. Each of them being subjective.
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I just went to 32G from 16. No effect on framerate but it loads faster for sure. For me to get straight 45's in the O+ I have to use the kegetys mod, and go 100% on the steamvr video slider, and not the recommended 200%. 1.4 PD. I also use low terrain textures. In the PG map, I literally cannot tell the difference at all.
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In-Game Scratchpad Mod Available - Works Great In VR!
fargo007 replied to Fubarbrickdust's topic in Virtual Reality
This is an excellent mod and one I've been subconsciously wishing for. SOOOO much easier than trying to come out of VR and write stuff down. I am also inquiring about changing font size. I'd like to go bigger if possible. -
Syrian and Afghan theatre of operations confirmed!
fargo007 replied to WHOGX5's topic in Bugs and Problems
To me the map work being done since PG and forward seems more about the conflicts of the present & future than being very specifically focused on those of the historical past. -
I can say that in SP, spawning an MI-8 in parking 4 puts me in the back, clear of the house. Run the same mission in MP, and I spawn right next to the house, and shorten the rotors.
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[MOOSE] RAT - Random Air Traffic
fargo007 replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
What's the dcs.log say? Have a look at that. The code looks fine, I would double check the airfield names & the name of the F15 in the ME. -
The textures for the damage model on some ground units is affected as well. Once destroyed, you will see a big green texture_missing square without the correct damage model textures.
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We have someone in our squadron developing something like this by writing out XML to an external database with REST API calls. I have not yet seen under the hood but I've been in the mission, and it works very well. Restart it, and everything is EXACTLY how it was. It's very slick. This is a very sophisticated approach to it and it's targeted at very senior/advanced mission designers with script/programming/systems experience.
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Thanks Urbi, I see a description.lua with each skin, but I'm not sure exactly what you are referring to in them. Can you give me a quick example of what has to be done in description.lua to fix these? Thank you!
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Sure they can have waypoints! Wherever they spawn, they are then going to head for waypoint #1. Or if desired, you can route them directly to a Vec2 point that you can collect from any other unit (like sending them toward the location of a current enemy unit). I'll say that mod looks super cool and more realistic than having them just "pop" out.
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I don't understand how this translates to many skins having missing textures.
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I'd detect when it reached the beach with a trigger zone or zones in the ME (but better with scripted/polygonal), then spawn the troops with for example the SpawnFromUnit() method in MOOSE. Just spitballing here: -- landingcraft01 is the group name of the landing craft in the ME -- LCInfantry01 is the infantry that is supposed to disembark that craft (late activation) local LC01 = GROUP:FindByName("landingcraft01") local infantry01 = SPAWN:New("LCInfantry01") -- Then in the mission editor when they are in the zone you use a DO_SCRIPT trigger and: gogogo = infantry01:SpawnFromUnit(LC01) ------------------------ I use this technique all the time to spawn bad guys that get out of vehicles when it gets hit. Arrange the infantry knowing that the #1 unit of them will be dead center on the landing craft at spawn.
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I also think the type of flying you are doing matters a lot. Flying CAP in a Hornet at 26,000ft is a lot easier to get good looking 45fps than it is with an Mi-8 at rooftop level flying through a densely populated Iranian city. Another setting change that might help people on PG - You can set the terrain texture to low and lose very little if anything at all visually. It's indistinguishable from high for me.
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I've noticed problems with Huey skins/textures missing.
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