

prccowboy
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I spent the day trying to write a script to "spawn" a static object (category = 'Effects', type = 'big_smoke', effectPreset = 1, effectTransparency = 1) using both coalition.addStaticObject and mist.dynAddStatic functions with no luck. Did I frustrate myself on something that isn't possible (spawning a fire effect static object) or is it possible but I need to go back and look at my code again? (I can get other static objects to spawn, but not the fire effects) I've seen another thread that it's not possible in ME via late activation but I was hoping to find a way by spawning the static object instead. Sorry for all the newb questions.
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perfect! thanks again
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I was already thinking of something like that, but my real question is: say I have 1000 units in the table but I find the answer I want on unit #5, can I stop the for in pairs command from running through the entire table (and wasting cycles)? Grimes, thanks for the code examples and feedback! I appreciate the help.
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I've been attempting to learn scripting in DCS (and by extension lua) and I have some newbie questions. I've written the script below to check if any RED coalition can visibly see a particular unit, and if so then perform an action (in this example, mark the position with smoke). I used the MIST DB "aliveUnits" to first determine valid RED units that could see the target unit. My questions: 1) Once the target is seen, can I somehow stop the check (additional checks are redundant and I want to minimize machine cycles) => meaning can I stop the for in pairs loop? 2) Can I clean up the code? ex: I use Unit.getByName often. Is that necessary? Is there a better way to address "self"? 3) I used the TargetUnitName's position instead of TargetLastPos because I was getting nil values for TargetLastPos even when TargetIsDetected was true. Did I do something wrong there? 4) I want to minimize the overhead burden of the code, is there a good way to schedule the check or use an eventhandler? 5) Maybe most important (although this has been a good exercise to learn), is there a better way? Does DCS already check this and can I somehow tap those results rather than checking again? Thanks for your patience and feedback...
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if you got it to work once then the problem is probably just that you have it set on a "once" trigger. Change the trigger to "switched condition" and make sure that you set the flag OFF as part of the action (after you launch the flares). That way you can keep doing it every time you hit the radio button
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According to the link I posted earlier MFAA causes problems with SLI. You can try FXAA (which I use) or SMAA (with Reshade) with SLI. in-game MSAA also works but is costly in fps
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Disclaimer: I didn't find this information anywhere, so if it is already known then just blame it on the scripting newbie (I only started scripting a few days ago). Nevertheless, since I couldn't find it, I figured maybe I should share it with others. This is using 2.5OBu5 (I don't know how it worked before) I was attempting to write a simple script to dynamically task ai to embark/disembark using "vanilla" DCS without any other workarounds (like CTLD). I discovered that the information available regarding the DCS task for embarking/disembarking appeared to be wrong (or at least didn't work for me), so I deconstructed the process from scratch and found that the embark/disembark tasking should use a different structure/syntax. Instead of using a "disembarkFromTransport" task given to the infantry unit, a "'Disembarking" task should be given to the transporting aircraft. Using this DCS task, I have successfully added dynamic embark/disembark tasking to groups. edit: I removed my example script and just replaced it with a description of the working DCS Disembarking task. BTW, credit to the Hoggit website for the information about DCS tasks that led me to this discovery in the first place.
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ok, so I'm just getting into lua scripting (I haven't done much programming for a LONG time and that was in "dead" languages like Assembly) So far, I've learned some cool things to enhance mission building but there are a few items I haven't figured out. Is it possible to: 1) dynamically change ai damage? (I know I can use Unit.getLife() to gather info but can I change the life value?) 2) get coordinate information from player/client's SPI? (example: gather vec2/vec3 information from the SPI to use for other purposes) postscript: (one more) When an ai plane/helicopter lands and the crew pops out onto the ground next to the aircraft, are these separate units (can't find them on the unit list) or are they just an animation of the original unit? (and if so, can they be turned off?) thanks for any feedback
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Just realized that I don't have a lot of extra room on my SSD where DCS is installed. Is it possible to point DCS updater to a different drive to put all the torrent/download files for the updates? edit: if there isn't a way to do this in DCS, I think I found a workaround (create a folder hard junction in Windows)
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ME still freezing when working with KC130 tanker
prccowboy replied to Nealius's topic in Mission Editor Bugs
I've had a similar issue when working with the C-130 or KC-135. If I "Fly Mission" from the ME then exit and try to return to ME, DCS will freeze (it will happen even with a blank mission and only adding a C-130). This error just happened when I added a KC-135 to my mission (it looks similar to your error code): Edit: Does it have something to do with the [C]: ? reference? If that refers to a drive, it is looking in the wrong place. My DCS install is on a different drive 2018-03-20 20:40:57.762 ALERT LUACOMMON: Error: GUI Error: [string "./MissionEditor/modules/me_aircraft.lua"]:2083: attempt to index field 'group' (a nil value) GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_aircraft.lua"]:2083: in function 'onSpinUnitOf' [string "./MissionEditor/modules/me_aircraft.lua"]:1716: in function 'verifySingleInFlight' [string "./MissionEditor/modules/me_aircraft.lua"]:738: in function 'changeType' [string "./MissionEditor/modules/me_aircraft.lua"]:1189: in function 'setType' [string "./MissionEditor/modules/me_aircraft.lua"]:1084: in function 'changeCountry' [string "./MissionEditor/modules/me_aircraft.lua"]:1568: in function 'fillCountries' [string "./MissionEditor/modules/me_aircraft.lua"]:1522: in function 'updateCountries' [string "./MissionEditor/modules/me_mission.lua"]:1496: in function 'load' [string "./MissionEditor/modules/me_toolbar.lua"]:666: in function 'func' [string "./MissionEditor/modules/me_wait_screen.lua"]:72: in function 'updater' [string "./Scripts/UpdateManager.lua"]:64: in function <[string "./Scripts/UpdateManager.lua"]:40> -
missing files - do I need a clean install?
prccowboy replied to prccowboy's topic in Installation Problems
thanks, that saves me a huge download on a metered connection... I guess I will just plug in a different .wav for the JTAC "bombs" sound and call it good for now. -
While trying to fix a very old problem on my install, I discovered a lot of missing files in my log. Anyway, the problem I was trying to fix was that JTAC never specifically requests CBU-105's from me. Instead he will ask for "bombs" in the dialog (but there is no sound), so I did find that there appears to be a missing .wav file (I suppose I could plug in the .wav from the player sounds), but the bigger question is that I seem to have a lot of other missing files/textures in my log. Do I need a clean install? or is this "normal?" I have always run a clean/repair after each update but the repair finds no problems. Here is an example of the log errors (grouped by type): 2018-03-19 22:21:43.841 ERROR VFS: Can't open file //models/gaz-66_searchlight.edm.json. 2018-03-19 22:21:43.846 ERROR VFS: Can't open file //models/kamaz-fire.edm.json. 2018-03-19 22:21:43.851 ERROR VFS: Can't open file //models/gaz-66.edm.json. 2018-03-19 22:21:43.881 ERROR VFS: Can't open file //models/kamaz-tent.edm.json. 2018-03-19 22:21:43.886 ERROR VFS: Can't open file //models/btr-80.edm.json. 2018-03-19 22:25:48.153 ERROR VFS: Can't open file //models/hmmwv_m1045.edm.json. 2018-03-19 22:21:43.892 ERROR EDTERRAINGRAPHICS41: model "" not found 2018-03-19 22:20:52.199 ERROR EDOBJECTS: Destruction shape not found AVIASHTAB_CRASH 2018-03-19 22:20:52.808 ERROR WORLDGENERAL: AV8BNA : net_animation exceed 32 args! 2018-03-19 22:20:50.166 ERROR_ONCE DX11BACKEND: rendertarget 'HeatAir' not found 2018-03-19 22:21:48.434 ERROR_ONCE DX11BACKEND: texture 'defaultSpecular.png' not found. Asked from 'EDTERRAINGRAPHICS41' 2018-03-19 22:25:41.669 ERROR_ONCE DX11BACKEND: rendertarget 'SmokeTrailNoiseTex' not found 2018-03-19 22:25:42.216 ERROR_ONCE DX11BACKEND: texture 'wic/normal_huge.png' not found. Asked from 'EFFECTS' 2018-03-19 22:25:44.015 ERROR_ONCE DX11BACKEND: rendertarget 'Target::Reflection' not found 2018-03-19 22:25:45.362 ERROR_ONCE DX11BACKEND: texture 'tacan_a' not found. Asked from 'NGMODEL' 2018-03-19 22:25:45.365 ERROR_ONCE DX11BACKEND: texture 'airfield_lamp_red' not found. Asked from 'NGMODEL' 2018-03-19 22:25:48.180 ERROR Lua::Config: Call error Sounder_create:Can't find sounder GroundUnits/IFV/M1045 HMMWV TOW. 2018-03-19 22:25:50.020 WARNING COCKPITBASE: Cockpit: MapObjectsBuffer . Specific element 24 not implemented, map may be incorrect 2018-03-19 22:25:51.119 ERROR COCKPITBASE: Cockpit: Clickable - Wrong connector name PNT-BTN-RWR-UNK 2018-03-19 22:31:41.094 ERROR SOUND: can't load wave: "sounds\speech\sound\eng\common\jtac\weapon\bombs" (this last one is what I was originally looking for. but it doesn't explain why JTAC asks for "bombs" not "CBU-105's") running 2.5OB Hotfix 3
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OK, here is my 2nd attempt at mission building. It is part2 of my idea for a "Haristvala Dawn" series (eventually it will be a campaign. well, maybe) 1) MP (currently, BLUE only) is available for A-10C (4ship), SU-25 (2-ship), KA-50 (2-ship), F-15C (2-ship) 2) Single player (with AI wingmen) is the same file with A-10C (2-ship) and UH1H (2-ship) available. Note: The UH1H gunship flight is just for fun and testing (hey, I have the module) The mission was designed/tested for Single Player A-10C (That's what I fly), but I think it will be fun for any of the CAS capable aircraft and/or MP. Threats are both random and scripted and change based on what human pilots start the mission. If no human pilots a fixed wing CAS aircraft, then a flight of AI A-10s will be available. If no human pilots a CAP aircraft, then AI F-15s will be available. Both AI flights can be called in as needed (once they reach the marshall point) I have never flown MP in DCS, so although I *think* everything should work correctly, I have no way to test it or know if it is setup correctly for MP play (feedback is appreciated). The friendly ground forces will start moving towards the objective according to their timetable. However, you can radio request them to hold/resume at any time (as well as mark their position with flares). The recon team will also provide JTAC as they encounter targets. There will be both scripted and random targets as well as additional threats if certain aircraft are chosen. Mission type: SP/MP Controllable: A-10C, SU-25, KA-50, F-15C, UH-1H - Provide CAS support to ground troops - Both Random/Scripted targets and Radio commands to ground forces - Goal/Score based on how many friendly units survive and if destination is reached - Custom sounds & Radio Calls - Uses Caucasus (2.5) map The Situation: The situation is escalating Pro-Russian rebels are expanding their foothold across Georgia. Intel believes they may be establishing a stronghold in Tkibuli to defend the road thru the Nakerala Pass to Kharistvala and the Shaori Reservoir. Aerial recon has identified a small group of armored vehicles in the area. However, we believe that there may be more that are camouflaged. Elements of 1st Recon (callsign: Whiplash) consisting of 6 HMMWV's will be pushing up the M17 (Kutaisi-Tkibilu) road into Tkibuli to identify any additional threats. LAV's (callsign: Hammer) will support that push from the rear. A flight of F-15Cs (callsign: PONTIAC) will be available for CAP (However, there is no indication that the rebel forces have acquired any air assets at this time) Mission: Provide Close Air Support to 1st Recon. Whiplash must reach "Washington" and Hammer must reach "Oregon." You will assist in identifying and/or destroying any RED forces operating in the area. Remain on station until the ground forces have reached their destinations. Here is the file: HDawn1stReconv01.miz
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TrackIR not as smooth in 2.5 as 2.2 and 1.5.8
prccowboy replied to Jacks's topic in Game Performance Bugs
I suspect that many of the "jitter" or shudder problems that people see are related to either frame latency (soundslikerust wrote a nice post about that here: https://forums.eagle.ru/showthread.php?t=200737) or mismatch in the framerate that DCS outputs in a particular scene and people's monitor or controller input rate (i.e. TIR). For example, if TIR is providing "smooth" inputs at a rate that doesn't match the fps of the game, then the effect will be a jitter (it only has to be mismatched by 1 or 2 frames to see jitter). If the game is outputting framerates that doesn't match your monitor refresh, then you will have jitter (e.g. if your fps is 59 or 61 but your monitor is 60Hz then your graphics card will either duplicate a frame or drop frames to make the timing => perceived jitter) At higher fps (for most people this means over 120fps), the human eye may not notice this mismatch jitter but it becomes more obvious the lower the number. Home theater buffs figured this out a long time ago - which is why most enthusiasts lock their displays to the framerate of the movie they are watching (i.e. 24 or 30 Hz) or close multiples of that number, like 50/60. My aging pc doesn't have the horsepower of some of the people complaining here, but I can manage most jitter by optimizing my settings to keep frame render times low and then lock the fps with vsync (also use adaptive/smooth vsync settings for when the framerates get really low). It is tempting to leave the fps unlocked (so I can see it hit 200fps at times) but that really doesn't do much for smooth play, so vsync it is. For some people, the use of a framerate limiter that matches the refresh rate of your monitor and TIR inputs with whatever fps DCS can consistently output with your preferred settings may be the answer (using the highest common denominator). This way everything stays in sync (but at lower overall fps) (Note: lowest or highest common? Not sure how clear I'm being here - haven't had my coffee yet) now "hard shudders" are a different problem, which I suspect is related to people's RAM/pagefile settings -
Haristvala Dawn: Extract Name: Haristvala Dawn: Extract Author: prccowboy Mission type: SP Controllable: A-10C Quick Summary: - Provide CAS support to SpecOps team attempting to Exfil while pursued by enemy QRF - Enemy QRF consists of Mechanized Infantry and mobile AAA/SAM - Score based on how many friendly units survive - Custom sounds & Radio Calls - Uses Caucasus map (2.5) Link/Download & Full brief/Discussion thread: https://forums.eagle.ru/showthread.php?p=3422399
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My first attempt at mission building. Constructive feedback is welcome. I have an idea for an entire "Haristvala Dawn" series or campaign but will wait for feedback first Brief Summary: A SpecOps team's primary extraction has gone FUBAR and they are attempting to make secondary extraction site while being pursued. You will provide CAS to assist their Exfil Situation: Pro-Russian "rebels" are moving to establish strongholds across Georgia. A US Special Ops team (callsign: Blackbeard) working with Georgian forces are operating in the area near Haristvala. A US BlackHawk (callsign: WarHorse), escorted by a Georgian Mi-24 (callsign: Springfield) will be extracting the team. An MQ-9 Reaper (callsign: Uzi) is providing overwatch Intel indicates that the Rebel forces have Mechanized Infantry and mobile AAA/SAM operating in the area Note: Winds are moderate/turbulent. See briefing for wind conditions Mission: You will lead a 2ship flight (A-10C) from Kobuleti to provide additional CAS as needed to protect Blackbeard Note: Knowledge of LASTE and Coordinate Input (both L/L and UTM) will be helpful but not necessary - Enemy units consist of Mechanized Infantry and mobile AAA/SAM - Score is based on how many friendly units survive - Uses Custom sounds & Radio Calls - Uses Caucasus map (2.5) EDIT: As I learn more about mission building, I've decided that I will probably re-do this mission with better sound files, scripts and make it both MP/SP with more player controlled aircraft (ex: the rescue Huey and possibly a KA-50 and/or add SU-25 for CAS role) However, I will wait for feedback (from this and the 2nd mission I made) before releasing an update. HaristvalaDawnExtractv01.miz
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Georgian Hammer Campaign - Pathfinding issue
prccowboy replied to sobek's topic in Aircraft AI Bugs (Non-Combined Arms)
I've seen the same problem in GH Push 12-1. One of the M1's continuously drove in circles around a building and would not progress to destination -
I have DCS on a dedicated SSD and Windows system files on another SSD; however, I also had some big stutters. I noticed that the stutters coincided with HDD activity (HDD light was on), so I checked with Windows Task Manager and saw that there was activity on a completely different drive (one of my mechanical HDDs). It turns out I had a pagefile running on that HDD. I moved the pagefile back to a SSD only and the stutters went away. With your 16GB RAM you could attempt removing the pagefile completely which will stop the HDD activity of the pagefile, BUT this might cause crashes if RAM use creeps too high (possible with the current memory leak or if you play MP)
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The pagefile is controlled by Windows (separate from DCS); basically, it allows Windows to have more storage room than your physical RAM (by storing some of it on a HDD). So, having it on a faster SSD may reduce stutters. You can also check your Windows' power settings. If your pc decides it needs info on a HDD that has powered down, then you have to wait for the drive to spin back up (causing stutter) Also, you might try turning off Nvidia's shader cache if your system drive is not a SSD. I have seen pro's and cons on both sides of this one (Shader Cache ON or OFF), but since it also stores info on your HDD it could be the source of stutters. Try it both ways and see what works for you.
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there is a lot to master - I personally think I need more time practicing release parameters (pattern/ripple settings) and AAR but the hawg remains fun/challenging for a long time edit: I probably need to study spoofing missiles too - in the fast movers I did the ol' beam technique - put the incoming missile on my 3 or 9 then turn into it - this obviously doesn't work so well with the Hawg. Yo-yo patterns seem to work (but it feels unrealistic to me)
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setting tree visibility to 100 helps with that I'm torn between the better NVGs with DS and the ability to see cockpit switches and/or city/airport lights. Its worse when you have a long sortie that will straddle day/night hours... then what DS setting to choose?
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I can understand the desire for higher fps (up to a point)... especially during air-to-air combat (something I personally try to avoid in the Hawg :music_whistling:) Various studies have shown that humans can perceive over 500hz, up to 3khz (500-3000fps), so during the intensity of "combat" in DCS, higher fps equals faster response time and better perceived fluidity. As a reference point: NASA and the USAF targeted 120fps (8ms frame render time) for the OBVA simulator https://ntrs.nasa.gov/search.jsp?R=20120014276 That said, I think IRL the G-force impact on your body and mechanical response time of the aircraft would limit some of the fast maneuvers that people attempt on pc games. Personally, I can perceive the difference in 144 vs. 60 vs. 45fps, but I'm extremely happy if I can get a steady 60fps (to match my TV refresh). Nevertheless, I give credit to those wanting to drive higher fps if their hardware can handle it.
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AI landing into player
prccowboy replied to discwalker's topic in Aircraft AI Bugs (Non-Combined Arms)
or parked. I just flew a mission, landed and refueled/armed. I heard a Falcon land and taxi into the parking area. Knowing the bug, I tried to rush through my restart but wasn't fast enough... boom. I guess in the future I will need to find an unused taxiway to rearm. -
As a former Vegas resident I've always wondered why the city is so dark at night :music_whistling:
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well, the Tomcat might lure me away a little, but unless DCS comes up with bad weather pitching deck landings then I will probably still spend most of the time in the hawg. edit: living near Davis Monthan as a kid might have had some influence on me. I would love to join the 163rd hawg community but my current network speed is too slow/unreliable