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Speed

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Everything posted by Speed

  1. Put the videos in HD, full screen, and look carefully at the HUD at 0:11 and 017. While flying formation with the Apaches, the airspeed indicator clearly reads 356 knots. It never changes. Also, there are some radar contacts that never move. The heading and clock on the HSI, or whatever that display is, never moves. Just look at anything in the cockpit- it's frozen. Not a very good advertisement for your product, Boeing :D
  2. How is an AH-64 passing the simulated F-18 in this video like it's sitting still?! And Furthermore, look at the HUD- the F-18 is supposedly going 356 knots. So the AH-64 had to be doing 400 knots... Maybe it looks nice, but it's a really unrealistic simulator. I'll stick with Eagle Dynamics :)
  3. There is a tiny bit of upkeep (the alive units DB/deadObjects DB), but Mist was stress-tested with 2000 units, and tuned so that the frame rate reduction was negligible even under these conditions.
  4. I get that too. It's like clockwork. It's not scripting related. I don't think you have too many units- #mist.DBs.unitsByNum shows 1238. That should be stable enough now. I think it's probably some kind of bug with an AI algorithm, or an unoptimized AI algorithm. I'll look into it when I get a chance.
  5. The root of the problem is not that LEAVU is an addon. The REAL problem is the integrity checker. Maybe one day we will get an integrity checker that cannot be fooled, and which can recognize different mods as also being valid, non-cheating installs.
  6. BTW Tyger, if you wanted to just use the admin tools portion of Slmod, you can. After Slmod is installed and run for the first time, it generates a config.lua file. In this file, you have the ability to turn off or on almost all features of Slmod. For example, you can disable the mission scripting portions of Slmod by disabling the "daemon".
  7. Ok, and I just doubled-checked mist.flagFuncs.mapobjs_dead_zones in 1.2.2.7286. The function still works successfully. I used a script almost identical to yours: mist.flagFunc.mapobjs_dead_zones{zones = {'bridge'}, flag = 10} Flag 10 is set true when the bridge map object within the zone named "bridge" dies. Test mission is attached. test of mapobjs_dead_zones.miz
  8. Doesn't sound like there is anything wrong. Please upload the mission. I'll also double-check that the function is operating correctly. I just looked over its code, and I realized that the Mist manual is wrong about it- I believe that in the Mist manual, I state that mist.flagFunc.mapobjs_dead_zones counts up all map objects ever destroyed in that zone, but that's wrong- it only counts dead map objects that were killed AFTER the function/process began operating (so it works just like the similar Slmod function).
  9. Please see the simulator scripting engine guide http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine_(DCS:_World_1.2.1) There is no way to spawn bombs. You can, however, create explosions where ever you want them in 3D space, see this: You could use the scripting engine to generate explosions, true. See the Mist thread where I give an example. There is another possibility that MIGHT work. You could get the CLSID of a full B-52 bomb bay by extracting a .miz file that contains a B-52 with a full bomb bay. Place that CLSID into the loadout slot of like, a Tu-95, from a different extracted .miz file. Rezip it back up, and now you have a bomb-carrying Tu-95. The Tu-95 is propellor driven, and you could just set its waypoint speeds to be fairly slow. However, in game, the Tu-95 is not allowed to carry bombs for some reason :huh: Anyway, now you would have a bomb-carrying Tu-95, you can try to force it onto a bombing task with Controller.pushTask (see the scripting engine guide, part 2, where it tells about Controller objects and the AI task types). There is a possibility it could crash the game, there is a possibility it just might do nothing, but there is also a possibility it might work. You can do some pretty unusual stuff with Controller objects, like force AI aircraft to shoot down friendly aircraft.
  10. You can't really do anything in Lua if you don't know how tables work, so you would have to learn them extremely soon anyway :) The official Lua manual is extremely well written, informative, full of useful examples, and available in English, German, Korean, Japanese, and Chinese. The first edition is available for free on the internet (in English only, though). However, it's for Lua 5.0 and DCS uses Lua 5.1, so some of what the Lua 5.0 manual says does not apply for DCS.
  11. And when you mean, "stuck at loading screen", you REALLY mean stuck at loading screen and not just crashing when joining? Did they tell you "I can't get past the loading screen", and you didn't realize that they meant that they were crashing when the mission was finishing loading? Clients crashing while loading is an extremely common problem with 1.2.2.7570. Roll back to 1.2.2.7286 and these problems will largely disappear.
  12. Canopy scratches are unrealistic and they interfere badly with target detection. IRL, you eyes would be focused at infinity, and also, even if you did see them, your brain's depth perception would reject them. We have no such natural "scratch rejection" on a simulated on a 2D screen, so yea, they interfere badly with target detection in ways that are unrealistic. I hate them.
  13. No. If they don't have EPLRS, they simply won't be able to send you data (the "Standby data" step). They can still give you coordinates over the radio, talk you on, etc.
  14. Back when all of Asia was in control of the Ghangis Khan, or all of the Roman empire was controlled by the Emperor, or every country/empire was a monarchy/dictatorship and constitutional monarchies did not even exist yet, or back in the time of the Egyptian pharaohs... and of course, freedom of the press/speech wasn't even a concept in those times- none of those count? :huh:
  15. So did the people who elected Hitler. The fact of the matter is, this is what you want, in your eyes. In your point of view, you are correct. However, in the eyes of many people, you are espousing extreme limits on personal liberties- applauding China and wanting to ban youtube?!
  16. So basically, you want significantly fewer personal liberties and to give the government a lot more power to regulate and control, in exchange for a little bit of safety, right? Such attitudes are how many of the most oppressive and brutal regimes in history climbed to power, and you're promoting of this attitude is a lost cause. The majority of people in the USA (and hell, the Western world, too) will vehemently disagree with you.
  17. Not possible. The reason CA_chatmsg was added was because it is not possible to send a text message/sound message to a Combined Arms player. a_out_text_delay_g/trigger.action.outTextForGroup a_out_sound_g/trigger.action.outSoundForGroup- these don't work on Combined Arms players: they are not in groups. The only way to send them a "private message" is to use chat- slmod.CA_chatmsg identifies which multiplayer clients are in Combined Arms slots, and sends a chat message JUST to those players. It's better to use the Simulator Scripting Engine for something like this. You're hardly the first to ask about how to do this though: http://forums.eagle.ru/showthread.php?t=98711 http://forums.eagle.ru/showthread.php?t=96235 http://forums.eagle.ru/showthread.php?t=94182 However, using a flag value for scoring is... rather crude. Why not use a Lua variable instead? Just make a global variable, name it something like, "score", initialize it to zero, and every time you want the score to go up, just run a script like this: score = score + X Where X is the number of points you want the score to increase by. Info on the scripting engine: http://en.wiki.eagle.ru/wiki/Simulator_Scripting_Engine_(DCS:_World_1.2.1) Grimes and I also released a set of additional functions for the scripting engine here: MiST See the above thread for multiple examples. Also, see this particular post: Scoring and weapons impacting in polygon zones example mission for an example mission that includes a scoring system. It is, however, possibly more complicated than you need (but I don't know what you want so...). Messing around with a simple scoring system would be a great way to introduce yourself to more detailed Lua scripts, if that's what you desire, at least. ------------------------------------------------------------------------ On an unrelated note, last night, I got the mission scripting Lua environment and the net Lua environment "talking" to each other using LuaSocket and localhost, which is a significant milestone :). When I first released Slmod, and up until DCS World, such a thing was not possible, because the "sanitization" code for MissionScripting was hidden away in C++, not Lua. Anyway, now that it is, you can expect Slmodv7 to finally do away with the "daemon" and pass commands from mission scripting to net solely through memory. I may keep the old daemon around just as a back-up that could be optionally enabled though. It worked pretty flawlessly for a long time, it was just inefficient and crude.
  18. Well someone correct me if I am wrong, but from what I understand, the PAC control system (that keeps your gun on target) was not designed with the speed brakes being a factor in the system. So the system response might not be what the PACs control system is expecting, and hence, it won't control your aircraft correctly. I donno if this is true in the sim or not, because I never had the motivation to check so. Deploying speed brakes during a gun run is a tactical mistake and an invitation to get yourself a nice, slow, parachute ride to the ground.
  19. I am not wrong. You are not supposed to apply speed brakes during a gun run. If I remember correctly, the avionics weren't even designed for it.
  20. At this time, the scripting engine cannot get a player's name. It can get the unit's name. The ability to get a player's name *might* be added in a future patch, as there is a definite need to have this function, in my opinion. What I mean by this is the following: my multiplayer name is "Speed". Pretend I join the unit named "P-51 #1". The scripting engine can only get the "P-51 #1" name- the scripting engine cannot get "Speed". If just getting unit name is OK, why not use the mist.getUnitsInZones function? 1) Include mist into your mission: http://forums.eagle.ru/showthread.php?t=98616 2) Place a mission editor zone. Use the mist.getUnitsInZone function: table in_zone_units = mist.getUnitsInZones(table unit_names, table zone_names, string zone_type) in_zone_units is returned by mist.getUnitsInZones, and contains all the units from unit_names that are in the zones listed in zone_names. Remember that in_zone_units contains the actual Unit object for each unit, not a string name. So to get the names, you would need to do an additional step: do local names = {} local bluePlanes = mist.makeUnitTable( {'[blue][plane]'} ) -- make a UnitNameTable containing all blue planes. local inZoneUnits = mist.getUnitsInZones(bluePlanes, {'victory zone'}) -- let zone_type default to 'cylinder' if #inZoneUnits > 0 then for i = 1, #inZoneUnits do names[#names + 1] = inZoneUnits[i]:getName() end end -- now, the "names" table should contain all the unit names of all the in-zone units. -- Now, insert your code to do whatever you want with the "names" table. end Additionally, keep in mind: the continuous trigger only operates once per second. For an air race mission, you may need higher precision- imagine if the Olympics could only time contestants' times to the nearest second! To get higher precision, you can use the mist.scheduleFunction function. mist.scheduleFunction can operate up to 100 times per second. Check out the Mist manual that is included with the download for a full list of functions and how to use them. Oh and if you wanted to see what is actually inside mist.getUnitsInZones, But Mist is not converted into byte code anyway, so it's all in there if you want to look.
  21. You're worrying too much. If I'm writing a MissionScripting.lua mod, it is quite simple to create a "sandbox" for all mission scripts so that only MY functions can access the dangerous Lua libraries (io/lfs/os), but nothing else can. If we want a function that can read/write flags, but we don't want the io/lfs/os libraries to be usable by mission scripts, we can have it. Hmm... but could it be exploited to make a mission that fills up your hard drive? Maybe the risk would be worth it... after all, from 1.1.0.5 to 1.1.0.8 we had a completely unsecured and open mission scripting environment, and there were no malicious missions passed around that I know of.
  22. Well, it might not be a very effective real life tactic, but the following works good in DCS: 1) Create a large group of units that are randomly dispersed over a large area (40 km, or more). 2) Save this group as a template. 3) Set up triggers so that when the convoy comes under fire, the STOP AND DEPLOY TO TEMPLATE trigger action is used continuously on them. Use the scattered group as your template. So what will happen is that the convoy will disperse... TRULY disperse. Not just pull off the road and wait to die.
  23. Joyride, That's actually quite bad. Audacity is, I mean. You can get files 2 or 3 times smaller with AVS Audio converter. For example: 60 second sound file at 22 kHz same rate (good enough for music): .ogg - 246 KB .wav GSM 6.10 - 261 KB 60 second sound file at 11 kHz sample rate (MORE than good enough for radio, and good enough for music that is overheard over the sound of jet engines): .ogg - 182 KB .wav GSM 6.10 - 130 KB Obviously, .ogg has some scaling problems as you reduce the sample rate, at least if AVS Audio Converter is any guide. But your 5 second radio clip should really only need to be about 10 KB! I've actually put 20+ minutes of sound into missions before... and the final file size significantly under 4 MB :) One of the annoying things I've found with .ogg, at least with AVS Audio Converter, is that .ogg files often get the ends cut off of them during the conversion process :huh:. So I pretty much use exclusively .wav GSM 6.10.
  24. With stats keeping, Slmodv7 will need to keep a file that contains info on all clients who have joined a server. We can piggy-back additional features onto this file. One of the features I'd like to piggy-back on is localizations- translations. I'd like Slmod version 7.0 to support multiple different languages. The idea: Slmod has a default language you can set in Saved Games/Slmod/config.lua. All Slmod menus will be in this language by default when you join a server. However, the client can set a different language for his private Slmod menus (another reason it's great that menus are now private :)) with the -setlang <language name> or -lang <language name> commands. Now, forever more when that client joins that server, his private Slmod menus will be in his new, preferred language. I need to do some "homework" and learn about non-ASCII character sets. I think many "special" characters are support already in ASCII, we can PROBABLY already support Spanish, French, Italian, German- or perhaps be close enough (by using a character that is very similar to some special character). However, I know Cyrillic is not supported by default- ED team comments in Lua files are gibberish to me if they are in Cyrillic. ANYWAY, If you're interested in helping me with translating Slmod, please send me a PM. It will be a couple weeks before I'm ready to start. I think I can do the Spanish translation myself, but I know virtually nothing about German, French, Italian, Russian, Portuguese, etc. Also understand that as new features are added to Slmod, I may request that you help me translate the new features.
  25. See attached mission. If you're actually gonna play with them, FYI, the "nukes" also have a 75 km max range at which point they'll explode if they haven't detected a target or hit the ground yet. F-15 vs Su-27 WITH NUKES2.miz
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