-
Posts
1260 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by fargo007
-
Cannot bind 4 (gunners seat)?
fargo007 replied to fargo007's topic in DCS: Mi-8MTV2 Magnificent Eight
That was it! It's working fantastically, thanks man! -
Cannot bind 4 (gunners seat)?
fargo007 replied to fargo007's topic in DCS: Mi-8MTV2 Magnificent Eight
Strangely, doing that enables me to bind it ONLY in the crosswinds pedals, and not the stick or the HOTAS. Those are still disabled. <?> -
Is it just me or is it not possible to bind the "4" key to anything?
-
If the power management mode does have some effect, I don't understand where the absolute conclusion comes from that maintains that is the only setting in the NVCP that has some effect. I apologize if that's been verified by someone with low level knowledge of the DCS rendering code. I do see differences with and without the NVCP settings I posted. I'm going to leave it as-is and try the 1.2 PD with your settings and report back. Who knows? I may find something I like.
-
Strongharm, I disagree with the blanket statement. There are some settings in there that do have an effect. Not all, but some. I can tell the difference. I have it set to 1.5, which is a very apparent difference for me from 1.2, and have some settings higher than yours. "Look better" is also subjective. At the end of the day we all have to find what we like. You posted what works for you, this is what works for me. I also fly helos almost exclusively if that matters.
-
After much experimentation and points brought out in this thread, These are my grail settings. I attached both pages of the nvidia CP. AMD Ryzen 5, ASUS Rog Strix 1080ti 11G, 16G ram, Crucial SSD, windows 10. Pixel density is 1.5. Solid 45fps everywhere, even in Vegas, even when I'm throwing the Gazelle around like a go-kart. I can't say how or why it's working for me, but I'm very happy with it.
-
Performance advantage of this map ???
fargo007 replied to adrianstealth's topic in DCS: Persian Gulf
If you haven't been back to Vegas since 2.5, for goodness sake - do so. Substantial frame rate improvement for me. -
Persian Gulf ground assets?
fargo007 replied to Stratos's topic in Utility/Program Mods for DCS World
Look in your Saved Games area. The "Scud Launcher" directory that contains "Shapes" and "Textures" and two lua files has to be put there, under Mods/Tech. If it's not there, it's not installed correctly. Consider using OvGME. To my knowledge, JSGME isn't maintained anymore. -
Respawning Alternating Target Groups with Moose
fargo007 replied to rassy7's topic in Mission Editor
Mist and MOOSE are both different ways of abstracting the underlying layers that we communicate with. So it doesn't matter if you use one, or both. They are not mutually exclusive at all. Being with a heliborne squadron, all of my missions are helo based, so we always have a modified version of CSAR loaded in there. And CTLD is still the best way to address loading, transporting, and routing troops. If you ever need me to take a look at a miz, I am happy to. Others helped me out when I started, and I would pass that forward with alacrity. /Fargo -
Respawning Alternating Target Groups with Moose
fargo007 replied to rassy7's topic in Mission Editor
IME, not much. Performance seems to be more related to the number of objects, and the number of MOVING objects DCS has to continually track and broadcast out to all clients. I'll point out that if using this approach, you can (and should where possible) have everything declared in ONE script, and exercise only the active portion with the ME trigger, e.g. targetname:SpawnInZone(Zone1,true) LMK how it works out. I don't think you are far from getting it going. I frequently have MOOSE, a MOOSE script, Mist, CTLD and CSAR, along with the CSAR ogg files loaded. That's six triggers right there before I start doing anything. -
ETA, Apologies, should have posted this in the MOOSE thread. Mods, please relocate if possible. ================================================== Hi, I essentially want to route a water vessel to a point where it will generally intercept another one. Since this is occurring in an OnSpawnGroup() function, as the units to be routed are dynamically spawned with SpawnScheduled() , I don't have the group and unit names available outside it in order to continue re-routing them, such as in a scheduler. So my intent is to collect the heading and coordinate(vec) of the target vessel, and compute a 'predictive' route to an x/y point that will generally result in an intercept. TL;DR: I want to get the present position and heading of a ship, then mathematically compute a point in front of it. If anyone's tackled this or sees a better way to approach it. Perhaps this is a great candidate for another method? e.g. COORDINATE:GetInterceptPoint(Vec2, heading, distance) Where Vec2 is the current position, heading is the direction, and distance is how far away in meters the returned point on the course should be. Return could be a coordinate or one of the pointvec's. The over arching purpose is to route some other unit there. :D Thanks, /Fargo
-
Respawning Alternating Target Groups with Moose
fargo007 replied to rassy7's topic in Mission Editor
If the general idea is to keep an area populated with a specific number of targets, you could come at it like this: target2 = SPAWN:New( "target11" ) :InitLimit( 4, 20 ) :InitRandomizeZones( ZoneTable ) :SpawnScheduled( 2, 1 ) That gives you four targets alive at any one time with a max of 20 total, spawning randomly in any zone configured in ZoneTable (which can also be a single zone object of any kind, such as a zone polygon if desired). Another option is a hybrid approach where you trigger the spawns as a DO SCRIPT in the ME, but define them in the DO SCRIPTFILE loaded script. Check with a trigger for the absence of that coalition in the concerned zone, and if so, spawn what you want as DO SCRIPT. So in the loaded script file: target2 = SPAWN:New( "target11" ) :InitRandomizeZones( ZoneTable ) ======= TRIGGER: SPAWNBADGUYS CONDITION: All of coalition out of zone XXX ACTION: DO SCRIPT == newtarget1 = target2:Spawn() Hope this gives you some ideas, /Fargo -
Persian Gulf ground assets?
fargo007 replied to Stratos's topic in Utility/Program Mods for DCS World
So the Mercedes is kind of an organ donor too! I like that. It fits what's going on here. -
Persian Gulf ground assets?
fargo007 replied to Stratos's topic in Utility/Program Mods for DCS World
You rock Hawkeye! Just tried it out. It looks GREAT. Shot at it with a HOT3 from a 342M and it blew up great, but the wreckage looks like a digital woodland camo'ed old mercedes. Minor issue. This is still immediately useful. Organ donor box: Already checked. -
Persian Gulf ground assets?
fargo007 replied to Stratos's topic in Utility/Program Mods for DCS World
Very true. I wonder: Can these be crowdfunded/donation-driven to increase incentive? -
Persian Gulf ground assets?
fargo007 replied to Stratos's topic in Utility/Program Mods for DCS World
Adding (while protecting my testicles) that a static object is satisfactory here. The scud does not have to move or shoot. -
There is a way to do this. Not with the descent menu but handling the entire thing in MOOSE. But it's tedious and requires a lot of conditions to be checked. The group names are constant all the way through as they are managed as MOOSE objects. The weight is accurate. What I did was put a plain tire where I wanted the troops to go to, and after verifying they are dropped off I collect the Vec2 of that tire and route the troops to that point (forgive the crappy paste-in formatting). https://pastebin.com/MVJtre7K It's over 200 lines of code but it does work. In retro - I could probably have used filterprefixes in a couple places and simplified it a bit. Additionally, boarding and unboarding are automatic. If you are in the zone and on the ground, they run to you and board. If you are in the intended drop zone and under the given speed they start fast roping out. They come out one at a time in a more realistic looking way. Having to code this in great detail each time is a very heavy lift, and I join you in wishing this to just work via the default descent menu. LMK if you want the mission. Something tells me you have all the mods. ;-)
-
If you use one of the group object buildings like "Armed House" or "Armed Barracks" it will work flawlessly. No man on the roof required.
-
Weird crashes in 2.5OB VR after multiple edits of missions
fargo007 replied to fargo007's topic in Mission Editor Bugs
FYI with the 2/6 hotfix, this appears to be completely resolved. Thanks Eagle Dynamics! -
Hey Gizzy, Maybe you've tried this but you could take a look at waypoint zones in CTLD to handle routing. If you drop them off inside a properly defined wpzone (a different entity than a dropzone), the troops reliably move to the center point of that zone, engaging enemies along the way. So I set things up where the wpzone is large enough that it is centered on where I want them to wind up, but also contains the area I want them dropped off. This has been working 100% reliably for me for routing them after dropoff with the only annoyance being that they will go on and off the roofs of buildings unpredictably as they traverse them. They can also be picked back up again, and the process repeated in another wpzone indefinitely.