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fargo007

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Everything posted by fargo007

  1. Following, and subscribed to your youtube channel as well.
  2. I didn't read all five pages, but have you tried deleting your fxo / shaders and letting them regenerate?
  3. I "sort of" have this working. You're right, the crates from the static ships in PG work great. As far as from allied ships, I came up with this: in CTLD: ctld.slingLoad = true ctld.spawnCrateAtZone("blue", 801, "cargo1") With the zone defined on the deck of the Tarawa. I tried this with ship groups that were dead still. Picking it up is orders of magnitude harder than on the ground. The hook flails around wildly. A couple times, what I believe occurred was that when I hooked it, the crate then fell through the deck, pulling the huey down sharply. I recovered from it, but it could easily have killed me. This does not seem to happen from the stennis.
  4. Hear hear. The improvements in the Tarawa are fantastic. The yellow shirt on the tram moving his head is great. I have to look every time I take off or land. I hope this continues how it's going, because the improvements are indeed excellent.
  5. Any other reports of use in DCS guys? ETA - ordered it for $299. Black friday special kicked off today.
  6. Although I understand that frustration..... I highly doubt this is Samsung's original plan. In fairness, Samsung much like any other company wants to sell all of its products everywhere. There's no point in cutting an entire limb off of your market share. It's far more likely that there's some government entity making it impossible or difficult for them to sell it there.
  7. These work as expected in SP, but regardless of parking spot, runway, etc. in MP an MI-8 always spawns next to the island and shortens its main rotor by a meter or so.
  8. I had the privilege of watching a 53 start and take off this month. You cannot imagine how much power this thing has. It was a large as a small house, and literally shook my spine within my body (thank goodness) 200Y away. It staggered my imagination.
  9. They really do need to make this work, because it will multiply the number of people buying modules quite a bit. Helicopters are harder to learn and master in DCS than fixed wing AC. If you could have someone in the cockpit talking you through doing stuff, e.g. "you're about to hit VRS, start pulling some collective, NOW." It would make learning so much easier and more realistic. This will attract more people to the experience.
  10. Thank you. It's now the least expensive VR headset out there at that price. Understanding that it should fit great but doesn't, I wonder what's possible in terms of designing my own mount, or modifying the existing one.......
  11. Svsmokey - where do you see the O+ for $300?
  12. You can set the limit with :initLimit(n,n), use a SpawnScheduler(2400,1) and STILL spawn that group manually in between with :Spawn(). Another possible way to handle this is to take a count of the alive groups by defining another SET_GROUP with a filter based on that groups name and use the iterator function to collect a count. Then compare the count of alive clients to alive groups and spawn according to the desired ratio. Or, you could put the entire declaration of the enemy (and the numbers in :InitLimit(n,n) ) inside your loop so you are defining what n, and n are based on your counts of clients and then let the SpawnScheduler populate the enemies accordingly. The existing ones may disappear and reappear somewhere else though. Not sure how that behavior will shake out but it may work for you.
  13. Why must it matter what the group name is, so long as the correct number of them are alive at any particular event window? Have you looked at :InitLimit() and :SpawnScheduled() ? That's a vehicle to guarantee you have a certain amount of assets alive at one time.
  14. Very cool Dino Might! It occurs - Maybe a SET_CLIENT would be a cleaner way to come at this. A client set is updated automatically. SET_CLIENT:FilterActive(Active) start the filter: SET_CLIENT:_FilterStart() Then you can step through the alive clients with a user-defined function and do whatever you want. SET_CLIENT:ForEachClient(IteratorFunction, ...) Hey it's a two way street. I got some good ideas from looking at what you are up to here as well.
  15. Mine's getting hung repeatedly, but only on our dedicated server. Log attached. 00010.996 INFO : DELTA_DECODE_BEGIN: Bazar/Textures/mig-29a.zip 00011.813 ERROR: DELTA_DECODE_FAIL: Bazar/Textures/mig-29a.zip :(23): Failed writing received data to disk/application 00011.826 INFO : DELTA_DECODE_RETRY(1): Bazar/Textures/mig-29a.zip 00012.795 ERROR: DELTA_DECODE_FAIL: Bazar/Textures/mig-29a.zip :(23): Failed writing received data to disk/application 00012.807 INFO : DELTA_DECODE_RETRY(2): Bazar/Textures/mig-29a.zip I did work around it. I moved mig-29a.zip elsewhere, conducted a repair (successfully) then ran the update again and it went right through just like butta. autoupdate_log.txt
  16. I believe this has to do with the Build Path that is set up in eclipse. It probably has the old MOOSE.lua in it, but there may be other steps involved.
  17. See the docs here: https://github.com/ciribob/DCS-CTLD
  18. They are not accessible to the entire script by default. It depends a lot on how it's written. Local variables are local to the code block, not the entire script. My next move would be to examine and debug the Client portion of this. This, since you are reporting that there's a difference between SP and MP. e.g. if Unit.getByName(clientTbl) then (message or log out some debugging input as to what it received) end Another point is that in the loop, you are repeatedly calling the same declaration. F5 = SPAWN:New("F5") This isn't going to give you (n) of them. You'll only get one since you're reassigning the same var each time in the loop. In the loop, you could do something like: F5name = "F5" .. k F5name = SPAWN:New("F5") So you don't keep overwriting/reassigning the same variable name.
  19. I don't think the tables should be local. Are those values being carried down? Also, what's it reading, the group or unit name to arrive at 'Client #002' ?
  20. It's far past a longshot that the level of improvement in this technology (for now) will be linear with the price point. I'm pretty sure you know that going in. Even so, this is coming in at $150 over the rift, so we'd be looking for $150 worth of improvement. It kinda seems like it's there from the initial reports so far.
  21. More detail and look at it:
  22. Notionally it keeps them from being detected and destroyed by a rogue AI moving past them for some reason. I've also been able to prove that the AI vehicle spawn hourglass does NOT appear in Caucasus. There's a blink but that's it. It's something specific to PG.
  23. Sunday, November 11 will be an open mission day! Guests of BSD are welcome! It's a great time and there's SO MUCH to do. The last one saw us in Caucasus and we teamed up on a short mission to recapture some oil fields: Time: 1500 EST (2000Z) Version: OpenBeta DCS (at latest version as of mission time) Server: [bSD] Blacksharkden 1 (104.137.108.73) Password: JOINBSD (all caps) Map: Persian Gulf Mods: None Airframes: All Helicopters are available in multiple quantities at multiple locations. Mission: BSD's "Hugh Jass" multi-mission, PG edition. Every possible aspect of enemy AI has been randomized. Type, location, route, disposition... all of it. Over one hundred possible mini-missions and tasks that you can perform from lift operations, CSAR, Hot Extracts, Search & Destroy, attacks on enemy strongpoints, lots and lots of stuff. Team up with a few pilots, pick an airfield to operate out of, select an objective and go for it! Then do another one. Gazelle M and Ka-50 drivers will find lots to keep them busy on Qeshm Island, and we're sure to need Huey's and Mi-8's for CSAR and other work there too. BSD Discord for voice comms, OPENCOMMS channel: PTT (PUSH TO TALK) is required in Discord. Voice activated comms are not accepted. Time: 1500 EST Version: OpenBeta DCS (at latest version as of mission time) Server: [bSD] Blacksharkden 1 (104.137.108.73) Password: JOINBSD (all caps) Map: Persian Gulf Mods: None Airframes: All Helicopters are available in multiple quantities at multiple locations. Mission: Over one hundred possible mini-missions and tasks that you can perform from lift operations, CSAR, Hot Extracts, Search & Destroy, attacks on enemy strongpoints, lots and lots of stuff. Team up with a few pilots, pick an objective and go for it! Then do another one. Gazelle M and Ka-50 drivers will find lots to keep them busy on Qeshm Island, and we're sure to need Huey's and Mi-8's for CSAR work there too. BSD Discord for voice comms, OPENCOMMS channel: PTT (PUSH TO TALK) is required in Discord. Voice activated comms are not accepted. https://discord.gg/6D24mQ
  24. Considering they were taken with a cell phone, I totally agree they look great. The instruments are immediately readable. Thanks! Looking forward to hearing the experiences when yours arrives guys!
  25. Pretty similar here. I'm using MOOSE with :InitLimit() and I'm getting a visible hourglass on every spawn. I'm also spawning in random zones like you are, via :InitRandomizeZones(). I have an entire farm of enemy "spawnstub" vehicles on the edge of the map set immortal/invisible, so the same unit at least is active. I am willing to help test against this. I will say this appears to be MUCH less of an issue on caucasus. I'm not sure how to explain why.
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