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Everything posted by Darcaem
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You could use MOOSE to spawn a group and then create a CAS or strike mission. 1.- You need to add moose script on start 2.- On ME you need to create the AI aircraft with the loadout you want and set it as late activation (you don't need to add waypoints, the mission is created by moose) 3.- How do you want to trigger the spawn? You could trigger it when the client enters a zone, or whatever you want, just call the spawn method SPAWN_AI = SPAWN -- https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Core.Spawn.html :New("name of the late activation group") :OnSpawnGroup(function(SpawnGroup) local zoneCAS = ZONE_RADIUS:New( "Zone marker", -- internal name of the zone {x = details.targetPos.x, y = details.targetPos.z}, -- Vec2: the center of the zone, you could use the target's coordinates radius, -- I believe it is in meters, but not 100% sure false ) local fg = FLIGHTGROUP:New(SpawnGroup) local mission=AUFTRAG:NewCAS( -- https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.Auftrag.html##(AUFTRAG).NewCAS zoneCAS, altitude, speed, zoneCAS:GetCoordinate(0), 90, 20, {"Helicopters", "Ground Units", "Light armed ships"} ) fg:AddMission(mission) end) function spawnAI() SPAWN_AI:SpawnAtParkingSpot(data["airbase"], data["spots"], SPAWN.Takeoff.Hot) -- Change this to your liking, you can spawn it on some specific coordinates on the air, on an airfield or in my case I choose the specific spot I want it to spawn https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Core.Spawn.html##(SPAWN).SpawnAtAirbase end When the spawnAI() method is called it will spawn a new instance of the late activation group you created on ME, and after it has spawn the onSpawnGroup function is called. In there, you can use moose to create a CAS mission sent to a specific area, you can customize the CAS zone. Or you could use the strike mission, also using the Auftrag class from moose. This is just a quick copy-paste from one on my libraries, but I hope is understandable enough for you to test it (moose documentation is good enough :P) EDIT: if you do want to create a smoke marker, moose also has built-in methods for it https://flightcontrol-master.github.io/MOOSE_DOCS/Documentation/Core.Point.html##(COORDINATE).Smoke, you would need to create a COORDINATE, just with COODINATE:New(x,y,z), first
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Troops spawn at variable location
Darcaem replied to dr_hippo's topic in User Created Missions General
I do something similar on my missions to simulate an "assault squad" being drop by a helo. But I do use MOOSE You need to have a late activation group (in my case named "BLUE ground infantry assault"), and with this code I spawn the troops, in my case with an F10 radio menu command, but you could use the "do script" command on your trigger to call the spawn method BLUE_GROUND_INFANTRY_ASSAULT = SPAWN:New("BLUE ground infantry assault") :InitLimit(100, 100) :OnSpawnGroup( function(SpawnGroup) /** DELETE this: in this example my spawned group is send to attack the enemy position closest to the drop zone local ag=ARMYGROUP:New(SpawnGroup.GroupName) ag:SwitchROE(ENUMS.ROE.OpenFire) ag:SwitchAlarmstate(2) local targetPos = findClosestGroundRed(SpawnGroup:GetCoord()):GetPositionVec3() local coordinate = COORDINATE:New(targetPos.x, targetPos.y, targetPos.z) ag:AddMission(AUFTRAG:NewCAPTUREZONE(OPSZONE:New(ZONE_RADIUS:New("Target", coordinate:GetVec2(), 50, true), coalition.side.RED), coalition.side.BLUE, 25, 0, "On Road")) FLAG_LOCK_MARKER = false */ end ) function spawnBlueGroundAssault(group) local coordinate = group:GetCoord() BLUE_GROUND_INFANTRY_ASSAULT:SpawnFromPointVec3(COORDINATE:New(coordinate.x + 10, coordinate.y, coordinate.z + 10)) -- experiment with this value, +10 works for me end you would need to call "spawnBlueGroundAssault(group)" on your script, where "group" is the group unit you want them to spawn close to. So if your truck's group is named "TRUCK" you would need to call spawnBlueGroundAssault(GROUP:FindByName("TRUCK")) If you haven't used MOOSE, you can download it here https://github.com/FlightControl-Master/MOOSE/releases/tag/2.9.9, you have to load it on ME with a MISSION START trigger > Do script file -
+1 I haven't seen them on 2D, but in VR the effect is odd and scary. Flying low level on a Chinook it tricked my brain into thinking I was flying straight down to the sea
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X: cockpit highlight element action via script
Darcaem replied to Darcaem's topic in Scripting Tips, Tricks & Issues
That's what I though... but it was worth the try to ask jejeje I was referring to this https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Core.Set.html##(SET_CLIENT). In my head I wanted to get all client slots and the "initiate" whatever code I could write to enable the "tutorial" -
Did you post it on the Third party > Aerges > Mirage F1 forum? I've done a quick search and I don't see it. I'm sure there are plenty of fellow F1 simmers there that would love to read it (I've only done a quick checkout of the book, I'm at the office, and it looks quite quite interesting!) Enviado desde mi SM-A346B mediante Tapatalk
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Is it possible to trigger the "X: COCKPIT HIGHLIGHT ELEMENT" action through lua? I would like to create exactly the same we get on the startup tutorial missions, but I would like it to be through a script that I could simply add to any of my missions (using SET_CLIENT for example to detect which aircraft is used and launch the appropiated tutorial) without the need of copying all the triggers used on each ED's tutorial every time I want to add it to a mission. In summary, I would like to be able to copy startup tutorials easily on my sandbox missions
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I do think the goat is the key asset here Jokes aside, I fully agree. And why not unarmed "background" assets? As Dropship Pilot said, we already have airshow crowd (or is that asset part of a mod and not part of DCS?)
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The Load is Swinging Fore and Aft...Tim? Ten? Tam?
Darcaem replied to dresoccer4's topic in DCS: CH-47F
"The load is swinging forward and aft. Ten" -> the load is "oscillating" (I don't know if that is the correct word) in the direction of flight, 10 feet "The load is swinging side to side. Ten" -> same, but perpendicular -
Fixed with the latest patch!
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Lo mejor es que hagas una copia de seguridad de la carpeta ./Juegos guardados/DCS y borres todos los mods. Luego ve añadiéndolos de nuevo a poco hasta que encuentres cuál es el que te está causando el problema. Cuando no aparecen los modelos en el juego normalmente es por conflictos con los mods que les impiden cargar (o al menos es lo que siempre me ha pasado a mi). Cuando tengo problemas como los que describes con mods lo que hago es una suerte de "búsqueda dicotómica", elimino la mitad de todos los mods, si sigue el error, elimino la mitad de los que quedaban, si no, es que el causante del problema estaba entre los eliminados... y repetir Te confirmo que tanto el L61 como las fragatas y el L52 funcionan correctamente con la última versión de DCS. De los paquetes de Civilian Assets Pack tengo instalado el Civilian Assets Pack - Navy v2.1 y también funciona correctamente. En el log salen muchos errores relacionados con mods, pero como "en condiciones normales" también aparecen muchas entradas en el log marcadas como "ERROR" de mods, a priori no sabría decir cuál es el problema solo con el log.
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Fixed with the last update! ------------------------------------------------------------------------------------------------------------------------------- Hi! This is a duplicate of this thread I'm still having the same issue, mirrors value is resetted each time I change my profile. All other settings are fixed and now are stored correctly. I'm duplicating it because nobody answerd since I posted there and since that thread is marked as fixed I assume it is no longer monitored Thanks! EDIT: copy my original post Do you still have the issue with mirrors or is it only me? I've check again just in case. I use profiles "Custom 3" for VR and "Custom 2" for pancake. Mirros get always disabled after changing profile. I was playing VR in Custom 3, I have manually check mirrors on settings, exit DCS and start he launcher again, click "Save" on Custom 3. When starting DCS mirros are on. After I change to Custom 2 mirrors are unchecked. I check it and then save Custom 2. Again after switching to Custom 3, mirrors are disabled. Custom2.lua Custom3.lua
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DCS Update | F/A-18C and F-16C Fixes | End of Summer Sale
Darcaem replied to Graphics's topic in Official Newsletters
Great to hear about VRAM usage and aircraft and ground AI improvments!! Let's hope performance can be as good as it was on 2.9.5!! Thanks! -
I think that is directly related to CH47F textures and vram usage. Correct me if I'm wrong, but I believe we are facing two different problems that are intertwined: newer modules with huge unoptimized texture file sizes (while at the same time older modules have smaller textures, so if you decrease texture settings newer cockpits look fine but older ones are unreadable), and some changes in ground unit pathfinding and/or detection having a much greater impact (so DCS is now able to handle way fewer units than before) EDIT: have you tried this? it has improved my performance with zero visual quality lost
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Not that this is actually important (I don't need a reminder on the launcher to buy modules, I do it anyway willingly jejejeje) but this issue still happens (bump)
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Do you still have the issue with mirrors or is it only me? I've check again just in case. I use profiles "Custom 3" for VR and "Custom 2" for pancake. Mirros get always disabled after changing profile. I was playing VR in Custom 3, I have manually check mirrors on settings, exit DCS and start he launcher again, click "Save" on Custom 3. When starting DCS mirros are on. After I change to Custom 2 mirrors are unchecked. I check it and then save Custom 2. Again after switching to Custom 3, mirrors are disabled. EDIT: attached custom profiles. There are no mirror settings on either of them I think. EDIT2: only happens for mirrors now for me, easy comms was fixed I don't think it is related, but I also have another bug where I do not see all available modules to buy Custom3.luaCustom2.lua
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+1 Just here to say my experience has been the same, great improvement and no stutters so far on the same mission. VRAM usage reduzed has been the key for me it seems.
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Yep, I know, totally stupid. However, after many years I have taught myself not to defy the Computers God's placebo effect It has absolutetly no effect, but I'm following the "if aint broke, don't fix it" rule. The same with the fast vsync value, since vsync is off on DCS it probably has no actual effect...
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Only 8GB i9700k, 64GB @3200 ram, rtx3070, 2TB m2. I play vr with G2 in windows10
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Just in case anyone want to try, I have experienced another performance gain (this is by no means a fix, but at least performance is "not as bad") rescaling all textures using Zbysiek script I've just played a pretty rutine and boring CAS retribution mission on the A10CII in Sinai with no stutters!! And it has been the most awesome flight I've had in months in DCS XD To summarize, tricks that had improved performance for my (in VR with i9700k, 64GB@3200, rtx3700, 2TB m.2). Some might perfectly be placebo and I don't really know which one actually do have any effect. * 64GB static pagefile on the same m.2 drive that DCS (OS installed on a regular SSD) * Fast VSync on NVidia control panel * Rescaled textures * Affinity core trick * Obviously reducing the number of units on my custom missions and remove OH6A gunner script... null
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Thanks a lot! In my case I did experience a performance gain, I've been able to play the very same retribution CAS mission that before the texture optimization caused stutters while close to ground units and while landing back on the airbase.
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I don't know about his, but you can look at a lot of bug reports with specs, trackfiles, testing missions, etc. in the Game performance bug section https://forum.dcs.world/forum/483-game-performance-bugs/, reporting problems aggravated in the last patches since 2.9.5. The main results of these issues are that now DCS seems to be able to handle a lot less units (specifically ground units seems to affect the most), which has rendered many awesome paid campaigns unplayable. and they also affect servers (with no rendering) being unable to handle the same mission they were hosting before. Is summary, the very same mission file in 2.9.5 runs buttery smoth, but in recent patches in a stuttery mess. Of course it does not affect very light-loaded missions with few units (but since this is DCS and we love it for the awesome war sandbox it provides, flying missions without content, just flying from point A to point B is not interesting enough and we have civil sims for that) This is the main thread where it is discussed and there are messages from Bignewy acknowledging the issues and saying they are working on it. So lets hope this is true and next patches addresses these issues and not just remove the last working version I assume changes just need more fine-tunning and after the past months from the last major update problems will be fixed and we will be back, as it had happened before. In paralel there is the issue of un-optimized textures, and having a huge difference between older aircraft and cockpit textures of ~300MB and newer ones of +3.4GB. This makes a huge difference where we must downgrade texture resolution from high to medium for example to fly the Chinook, and visuals are awesome, but at the same time older models such as the Huey in that lower resolution are almost unreadable. Again, my message is by no means a critizism, just trying to expose the problems that we face right now. Of course many players with state-of-the-art hardware do not notice them, but we are just raising the issue that medium hardware (myself is i9700k, 64GB@3200, rtx3700, 2TB m.2, w10, G2 for vr) that work buttery smoth on 2.9.5 can not run the same missions on 2.9.7, and that we are only having issues with DCS, every other sim keeps running buttery smoth. So I do hope this new update means fixed are deployed and ST is removed so all resources can be put to "restore the best combat simulator we have to its glory"
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Please, do not de-rail this We all understand your point of view, the sim runs fine for you. Lets all agree we are happy for you and stop the discussion ^^ And for the rest of us, we have made our point of view clear, there are in fact problems that are been worked on. There is no need to convince people who disagree with us, we only need to make ED aware (which they are) and if we find anything worth sharing to clarify the issues even more, share it.
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Guys, the issues have been acknowledge by ED. There is no point on discussing it. Yes, there are issues. In a 10-pages post of people sharing the very same problem and marked as "investigating" there is no point on saying "nah, it is your fault!! if works for me!!". As we have said several times answering to this kind of posts: yes, we know we can downgrade and that it is normal that as the sim upgrades our systems do get obsolete. That is not the point of the thread, the point is there have been a huge performance drop. You can read the previous 10 pages and ED's posts acknoledging it and saying they are working on it if your are bored. Just my 2 cents. Don't wanna see this thread closed due to non-sense off-topic discussions
