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fargo007

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Everything posted by fargo007

  1. I just created a symbolic link from where I actually keep them to the DCS location.
  2. Thanks for clarifying @DflippinK.
  3. A Huey stops to pick up an Mi-8 pilot & crew somewhere in the Persian Gulf. Huey Pilot: "What'd ya get shot down by? A SAM?" The Mi-8 pilot refuses to acknowledge. Huey Pilot: "A manpad?" The Mi-8 pilot still refuses to acknowledge. Huey Pilot: "A DshK?" The Mi-8 pilot still refuses to acknowledge. Huey Pilot: "JUST TELL ME WHAT IT WAS!!!" From in the back, one of the Mi-8 crew pipes up: "It obliterated us so fast we're not sure, but most likely it was a dirty look."
  4. Well, you can shoot the Mi-8 down with a dirty look, so it all balances out!
  5. Actually that statement is what is called "present perfect continuous tense." It means they both were in the past, and still are in the present working on it. (takes off little grammar moustache and puts it away)
  6. The shadows are killing you. Turn them all off and try it. Shadows are the most expensive thing. Even flat.
  7. Question on shader recompiling. I'm getting very long startup and load times while using this. There are messages showing up in the logs as such: 2018-12-16 16:57:09.329 ALERT DX11BACKEND: Error: Can't find precompiled shader for effect model/def_material.fx:BLEND_MODE=0;DAMAGE_UV=tc0;DECAL_UV=tc1;DIFFUSE_UV=tc0;DIRECTX11=true;NORMAL_SIZE=3;SPECULAR_UV=tc0;TEXCOORD0_SIZE=2;TEXCOORD1_SIZE=2;USE_DCS_DEFERRED=1;. Recompilation process will take some time, please wait (this situation should not occur on end user PC, if there is no manual shader editing) I removed the directory as per install instructions, but no files ever get populated back there. Mods\terrains\Caucasus\misc\metacache\dcs remains empty. Is this expected behavior or do I have a problem?
  8. SUNTSAG - I'd be interested to see that teased out as well.
  9. You'll find by flying around different maps that there are certain areas that run better than others. The choice of location is for me a primary one against the background of your question.
  10. I opened steam, right clicked on steamvr in the left pane, then chose the betas tab and used the drop down to set NONE. Essentially the reverse of turning the beta on.
  11. This would be a good and useful addition regardless of whether we individually would fly it or not, because someone will, and you can interact with that person or use them almost as an AFAC.
  12. SteamVR beta broke last night, and I could not get it to work. Compositor 306 and 400 errors. Some investigation led me to just dropping out of the beta, and everything worked again. But how? So just so everyone is aware, the SteamVR beta works very differently from the way DCS and DCS OpenBeta work. In DCS, they are different code branches. In SteamVR, the beta is simply the newest version standing in front of the production one. Each production one itself formerly the beta. So coming out of the beta at this point puts you right back where you were before. What was formerly beta is now production. I hope I'm making sense here.
  13. The problem I had was that I could spawn a single infantry easily and make him a JTAC, but after that he was no longer transportable via CTLD.
  14. Thanks for doing these monthly videos. They are very much appreciated and I watch every one of them. The transparency you are providing into the actual bugs being tracked and worked is AWESOME. Couldn't be more transparent. I dare to call it a model to be followed. Bravo!
  15. What did you come up with? This is interesting.
  16. A line of code isn't equivalent to a trigger. It just doesn't work that way. A line of code can be equivalent to one, ten, or twenty triggers. And not all scripts are created equal. There are good and bad scripts just like good & bad triggers. The multimissions we run on our servers have some ~2000 lines of code, plus CSAR, CTLD, cmws and many others and among over 50 mini-missions where every single aspect of the AI is fully randomized. The type of enemy, their location, their route, their quantity, their skill, ROE, formation, state, destination... everything. Absolutely nothing fails to work and they run for several days at a time until someone restarts them or loads a different miz. Aside of the functionality you just can't accomplish with the ME alone, the time it takes to put all that together and test a gordian knot of triggers is among the principal issues here. It's a fraction of the time commitment, and testing/debugging it is super simple and lightning fast. In fact, seeing different aspects of how DCS operates through MOOSE/Mist/native lua script development has increased my understanding of not only DCS, but how many features in the ME work. The reason that we're suggesting a script to accomplish this isn't to steer people away from using the ME. We all use it. It's that Moe would be done with this and flying by now. There are a lot of us here who cheerfully assist people with debugging their scripting all the time. It's never been easier to learn what { : and # mean. There are even DCS-specific videos on scripting, MOOSE and all underlying aspects. Dozens and dozens. I used to do it exactly like you're now doing it until I decided to learn, so I know exactly what's involved in both approaches. And with that in mind, I would urge you to reconsider giving the stiffarm to what is undeniably the most powerful aspect of mission development available to us. I'll even help ya.
  17. It's astonishing that the effort you guys are spending on this rats nest of triggers is greater than it takes to actually learn how to write a simple script to do this. MOOSE has classes that randomize the ever loving stuffing out of every possible thing. Moe - can you make a simple flow chart of what you want to happen here?
  18. I'll pick up the tomcat for sure event though I'm a rotorcraft guy, but there's just something about this one that makes me want it even more. I know a guy who was a crew chief for one. He spoke very very highly of it.
  19. The way it's set up it's honestly too confusing for me to comment with authority but I don't think so. It looks like you are manipulating *all* of the flags regardless of which unit is killed. I'm suggesting to have one flag that is set to a random value whenever a unit is killed. Have a switched condition watching that flag and activate whatever group you want based off a TIME_SINCE_FLAG condition. I'll stand by the remark visible in the bottom left of your screenshots. ;-) This would be 25 lines of code or less.
  20. I looked at it, and there are a lot of very basic architectural things wrong with it. #1 of these: --- You are not loading MOOSE at all. No wonder why it's not working. It has to be loaded as the first trigger as MISSION_START. After that, as I wrote before, should be all your spawn declarations in a single script. Trigger #1 - Load moose as MISSION_START Trigger #2 - Load the moose script with all your moose stuff in it as MISSION_START Trigger #3 - Load Mist with a TIME_MORE of 3 seconds. ... then all the rest. Also pointing out that you should be loading mist on its own trigger with a TIME_MORE condition.
  21. This isn't a simple scenario, and you're into script territory with layers of randomness & probability involved. You could try setting a certain flag to a random value on destruction of a particular unit. Have a switched condition for each possible value watch that flag. If it equals 1, spawn enemy1. 2, spawn enemy2.... etc. Then reset the flag The problem here is that you will have a metric ton of triggers and you'll need a set of them for every enemy. This is why a script is a better choice.
  22. I can't open it because I don't have the A4. When requesting assistance it's always a good idea to distill the issue down past all the mods to make it easy for people to comment and see the issue. Some thoughts unseen: Make sure MOOSE is the first thing loading, and in a MISSION_START trigger. Second, Make sure your script is the second thing loading, also in a MISSION_START trigger. No conditions on either. I point out that what you want do do if you want the spawns to begin on a trigger is (in this case) NOT call :SpawnScheduled() in the script but in the trigger (DO_SCRIPT) itself. e.g. Scramble01:SpawnScheduled(30,.5) You are starting the spawn as soon as you call SpawnScheduled(). Your spawn objects should also be declared as local in the script. There should also be one script. There's no reason to separate each spawn into a different lua script of its own. Just list them all one after the other.
  23. Here's a video of one IRL being hit by a manpad, and continuing on like it doesn't care. I also agree it has a damage model that leaves it out of balance with the other helicopters in DCS at the moment. Looking back at the tracks, a single ak-74 burst of seven rounds will bring you down pretty reliably. Now - that CAN happen I suppose, but it should definitely not be "likely" or as it is now "almost certain." And not only in the Mi-8. I'd fly it a LOT more if this were brought into balance with the other helos.
  24. Here's an example of the round camp, with a (ranger pack mod) barbed wire rim around it. You just tell it where to put it (zone), how many infantry to stick in there, and what group you create is to go inside. The outer guard vehicles you define (towers here) are groups, so they will engage enemies as you set their ROE.
  25. thanks, I don't own that, but should be possible. If it's a 25M segment, it's a direct replacement.
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