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Speed

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Everything posted by Speed

  1. http://forums.eagle.ru/showthread.php?t=92692 ;)
  2. This might help: http://forums.eagle.ru/showthread.php?t=89788 Looks like the way TIR is interfacing with DCS is causing the problem. I think closing TIR, then closing all instances of TrackIR5.exe with the task manager, may be the solution. After confirming they are all closed, confirm that you are able to connect to master server, then close DCS, restart TIR, and try again. I've had this problem a couple times myself, but it hasn't cropped up again for me since I learned it was probably TIR causing the problem, so I can't personally vouch that the above solution actually works. Edit: Maybe that solution doesn't work for everyone :( Edit2: DISREGARD. Personally, I don't think TIR has anything to do with this problem anymore. Sorry for the confusion!
  3. Oh and, I just noticed, you said you're installing Slmodv6_0? Slmodv6_0 had a bug causing some Slmod functions to not properly detect multiplayer clients. It should be fixed in Slmodv6_1. You want to install Slmodv6_1 now. See the first post in this thread for links. I should probably remove the old ones to Slmodv6_0. Sorry for the confusion!
  4. I sounds like you did nothing wrong, because that's actually not Slmod causing a problem, that's a problem with your track IR doing something weird with DCS: http://forums.eagle.ru/showthread.php?t=89788 To make a long story short: close track IR software, and then use the task manager to close every instance of TrackIR5.exe you can find. Remember, just because you had a crash after installing a mod, doesn't mean it's the mod. In fact, most of the time, the mod is completely blameless and gets unfairly accused :thumbup:
  5. Statics have always been hard to access properly, in any Lua environment. Have you also noticed how ships don't export properly either? LoGetWorldObjects doesn't return unit name or group name for ships. That said, one way you could get statics is by reading the mission file. I actually created a function that will do this in any environment that has access to lfs and io, and I can share that one with you if you want. However, in many (but not all!) ways, the export Lua environment is pretty weak compared to other Lua environments. You have no events access, for example. If you DID, then you could also tell which of the intial static objects were still alive. If you were willing to expand your mod beyond the bounds of the export environment, then the solutions would open up to you. In fact, if it's OK that your mod would only work in multiplayer, and only run on the server host, the best place to put a mod is the net Lua environment, because the net Lua environment can access the export, main simulation (aka "server"), and mission Lua environments via the net.dostring_in function. See what kind of things I am able to do with Slmod, for example, because I placed it in the net environment.
  6. You said it yourself: you're not an expert. On the other hand, my hobby is amateur astronomy, and I've been doing it for most of my life (since I was 9 years old, in fact). Calculating the size of the solar disk is pretty easy. It's 0.5 degrees across, in all cases except very, very close to the horizon, where the sun is actually shrunk vertically by atmospheric refraction by maybe 10% or so. So it's actually smaller near the horizon. The idea that objects get bigger nearer the horizon is just wrong. However, it is a very real illusion that many people experience (I remember noticing it when I was a little kid, but after I started observing, I never really noticed it again), and it's caused by simply having something to compare the object to. Far above the horizon, the sun and moon just get dwarfed by the vastness of the sky. So getting the sun accurate is very simple: just make it 0.5 degrees across. End of story. The vertical shrinking very near the horizon is just too minor of an effect to model. Edit: but really, you don't have to take my word for it: http://en.wikipedia.org/wiki/Moon_illusion http://curious.astro.cornell.edu/question.php?number=230 http://wiki.answers.com/Q/Why_does_the_sun_look_larger_at_sunset http://answers.yahoo.com/question/index?qid=20080723224517AAgx6ia http://blogs.discovermagazine.com/badastronomy/2010/05/13/why-does-the-moon-look-so-huge-on-the-horizon/
  7. Is there any way you could shrink it even more? A little over a year ago, I measured the sun in DCS to be 3 degrees across, six times larger than it is in real life, but maybe they've changed it since then. If the sun were that big IRL, Earth's surface would be a sea of lava :)
  8. Anyone know when it will beam back the landing video? I think it's supposed to be 5 frames/sec, starting from when the heat shield separated.
  9. YYYEEEESSSSSSSSSS Wow that was incredible! I can't believe they did it!
  10. I modified C:\Program Files\Eagle Dynamics\DCS World\Sounds\Speech\NATO.lua to try to fix at least some of the problems. If you guys want to try it out and let me know if you still have problems, that would be great. NATO.lua
  11. Yea, I've been looking forward to the rover's arrival for quite some time. A lot rests on this landing! If the landing DOES work, the rover will eventually broadcast back to us, over the next few hours or days, video of the landing at 5 frames per second. That should be pretty cool :)
  12. Yup, thanks for the report. There's something going wrong in there, I can see the Lua errors in your dcs.log.
  13. That is a good question, but unfortunately, I do not have a list of weapon names at this time. As described on page 32 of the draft Slmod v6.0 manual, this is the procedure for getting weapon names: There are hundreds of weapons in the game, and it's tough to know if I got them all too. I can probably get all weapon types for the most common flyables (A-10, P-51, Ka-50) without too much difficulty, but it takes time I don't have. Additionally, it's possible for weapon names to change across patches, making any such list, and all the hard work that went into assembling it, useless and wasted. For example, it appears that the names of many ballistic weapons changed between patch 1.1.1.1 and 1.2.0. I actually had a list of all the A-10 and Ka-50 weapon types assembled for Slmod, and this rendered that list useless. Not all names changed, but I certainly would have to go back and re-check all of them anyway. I don't know why that happened, and the following is purely speculation, but maybe this was an attempt to "fix" object names. In 1.1.1.1, objects could be referred to by up to three completely different names in different parts of Lua. In some parts of Lua, an object might not have even had a name at all. Maybe someone got fed up with it and object names got standardized? I haven't checked yet, but I can hope. But for now, I just recommend you harvest weapon names on a case-by-case basis from debrief.log.
  14. Odd. And Italy is one of the choices in game? I must have missed it somehow. Regardless, even if I missed it in the guide, any country name that's actually in the game will work with the unit table short-cuts. Adding every single unit name to a table is no longer a necessary with Slmodv6. This is exactly the problem that the unit table short-cuts solve. Adding a bunch of unit names into tables of unit names is something that is done automatically for you if you use the unit table short-cuts. That's why they are called "short-cuts" ;) I plan to indicate more specifically in future versions of the guides as to which tables are unit tables, and which are not. For example, slmod.units_in_zones { units = {'[blue][vehicle]'}, zones = {'victory zone'}, flag = 100} Sets flag 100 whenever any blue vehicle enters the zone name "victory zone". Note that it doesn't set flag 100 to true if any kind of aircraft flies within the zone. That is a common problem when folks are trying to use the PART OF COALITION IN ZONE trigger condition. The slmod.units_in_zones function was included to save time in situations such as this. Bascially, the '[blue][vehicle]' entry in the units table tells Slmod to automatically add the name of every single blue vehicle into the table.
  15. I do believe that "On Take Control" goes off only when you take control of an aircraft on your local machine, so it wouldn't go off for clients. Not 100% sure on this, just 95%.
  16. Sorry, I need more info... what is the trigger type and condition? ONCE-> TIME MORE(20) -> ACTIONS? If that is the case, it might help to upload the mission, and perhaps dcs.log from the server after a hosting session when the messages did not appear/sound. I have, from time-to-time, noticed some kind of trigger error reported to dcs.log, but I haven't had the chance to investigate it specifically (it's on a long list of potential bugs I want to investigate). I didn't notice it causing any problems, but that doesn't mean it wasn't. HOWEVER, if your trigger is: MISSION START -> TIME MORE (20) -> ACTIONS then naturally the messages will not sound or appear. MISSION START and TIME MORE (20) are mutually exclusive conditions.
  17. Not sure what "RDP" to the server means (transfer it and run it remotely?), but is this what is happening: when you host the mission on your computer, the message and sound play, but when you host it on another server (remote access?) you, as client, do not see or hear the messages? And the message on a MISSION START type trigger? My guess: Probably, the sound and text are playing on the server, but the MISSION START trigger goes off extremely early in the mission- the very instant the server finishes loading the mission. This will be BEFORE any client is able to finish loading the mission. Hence, the clients are not present when the sound message and text message are sent, and clients see and hear nothing. Basically, my recommendation has always been that you should only use MISSION START triggers for things that affect the host's Lua state, and not for anything that is sent to clients. So, setting flags, running random conditions, activating groups, group AI off... those are OK. Sending messages is most definitely not OK. For things you want happening at mission start, when in doubt, always use ONCE-> TIME MORE (1)-> ACTIONS.
  18. Cripes, I never said build a pyramid. I just said I was surprised that given that 4500 years ago people could build a structure of equal size, and it can last for probably at least 10,000 years, that with modern building techniques we can't come up with a design that would last significantly more than 100 years, even despite the engineering challenges.
  19. Slmod version 6.1 for DCS World 1.2.0: Fixes: -Fixed a problem where some Slmod functions would not properly detect human-controlled Ka-50s and Su-25Ts. -Exporting of active units to active_units.txt off by default (was accidentally left on). Content additions: -Added function: slmod.units_in_zones( table units, table zones, number flag, number stopflag, string zone_type, number req_num, number interval) -Added the "slmod_humanable_types" variable to SlmodConfig.lua, so that server hosts can more easily adjust Slmod to work properly with custom flyable aircraft mods. -Greatly expanded the unit table short cuts. This is the new list: Prefixes: "[-u]<unit name>" - subtract this unit if it's in the table "[g]<group name>" - add this group to the table "[-g]<group name>" - subtract this group from the table "[c]<country name>" - add this country's units "[-c]<country name>" - subtract this country's units if any are in the table Stand-alone identifiers "[all]" - add all units "[-all]" - subtract all units (not very useful by itself) "[blue]" - add all blue units "[-blue]" - subtract all blue units "[red]" - add all red coalition units "[-red]" - subtract all red units Compound Identifiers: "[c][helicopter]<country name>" - add all of this country's helicopters "[-c][helicopter]<country name>" - subtract all of this country's helicopters "[c][plane]<country name>" - add all of this country's planes "[-c][plane]<country name>" - subtract all of this country's planes "[c][ship]<country name>" - add all of this country's ships "[-c][ship]<country name>" - subtract all of this country's ships "[c][vehicle]<country name>" - add all of this country's vehicles "[-c][vehicle]<country name>" - subtract all of this country's vehicles "[all][helicopter]" - add all helicopters "[-all][helicopter]" - subtract all helicopters "[all][plane]" - add all planes "[-all][plane]" - subtract all planes "[all][ship]" - add all ships "[-all][ship]" - subtract all ships "[all][vehicle]" - add all vehicles "[-all][vehicle]" - subtract all vehicles "[blue][helicopter]" - add all blue coalition helicopters "[-blue][helicopter]" - subtract all blue coalition helicopters "[blue][plane]" - add all blue coalition planes "[-blue][plane]" - subtract all blue coalition planes "[blue][ship]" - add all blue coalition ships "[-blue][ship]" - subtract all blue coalition ships "[blue][vehicle]" - add all blue coalition vehicles "[-blue][vehicle]" - subtract all blue coalition vehicles "[red][helicopter]" - add all red coalition helicopters "[-red][helicopter]" - subtract all red coalition helicopters "[red][plane]" - add all red coalition planes "[-red][plane]" - subtract all red coalition planes "[red][ship]" - add all red coalition ships "[-red][ship]" - subtract all red coalition ships "[red][vehicle]" - add all red coalition vehicles "[-red][vehicle]" - subtract all red coalition vehicles Country names to be used in [c] and [-c] short-cuts: "Turkey" "Norway" "The Netherlands" "Spain" "UK" "Denmark" "USA" "Georgia" "Germany" "Belgium" "Canada" "France" "Israel" "Ukraine" "Russia" "South Osetia" "Abkhazia" Known issues... -As of 1.2.0, many Slmod functions will not work properly on ships!! There is a bug in ED's Lua exporting code, apparently. -The last_to_hit variable of slmod.units_killed_by still probably not working correctly... it needs testing. -Many Slmod functions will not work on static objects -No guide yet for 6.1... the 6.0 guides are still 100% correct though. Install Directions Slmodv6_1 for Non-Servman installation 0) Download and extract this file: http://forums.eagle.ru/attachment.php?attachmentid=68942&stc=1&d=1344055983 1) In C:\Program Files\Eagle Dynamics\DCS World\Scripts, rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory. 2) In C:\Program Files\Eagle Dynamics\DCS World\Scripts\net, rename "server.lua" to "server_original.lua". Now, paste the "server.lua" file included with this mod into this directory. NOTE: DO NOT CONFUSE THE "server.lua" file LOCATED IN C:\Program Files\Eagle Dynamics\DCS World\Scripts WITH THE ONE LOCATED IN C:\Program Files\Eagle Dynamics\DCS World\Scripts\net!! 3) Paste the "Slmodv6_1" folder into C:\Program Files\Eagle Dynamics\DCS World\Scripts\net. Slmodv6_1 for Servman 301 installation 0) Download and extract this file: http://forums.eagle.ru/attachment.php?attachmentid=68943&stc=1&d=1344055983 1) In C:\Program Files\Eagle Dynamics\DCS World\Scripts, rename "MissionScripting.lua" to "MissionScripting_original.lua". Now, paste the "MissionScripting.lua" file included with this mod into this directory. 2) In C:\Program Files\Eagle Dynamics\DCS World\Scripts\Addons\ServMan3, rename "servman_server.lua" to "servman_server_original.lua". Now, paste the "servman_server.lua" file included with this mod into this directory. 3) Paste the "Slmodv6_1" folder into C:\Program Files\Eagle Dynamics\DCS World\Scripts\net. Slmodv6_1 NON Servman.zip Slmodv6_1 For Servman 301.zip
  20. Slmod version 6.0 or higher is what you want, if you're willing to put up with these drawbacks: - Slmod requires you to use the multiplayer executable; - You must install Slmod on the server that is hosting the mission (clients do not need to have the mod, Slmod is Server Lua Mod). Slmod does not interfere with your other missions in any way. Like Grimes said, you probably want to use slmod.weapons_impacting_in_zones for something like this. I have yet to release the Slmod guide that includes programming examples for the new functions that I added in Slmod version 6.0 (which includes slmod.weapons_impacting_in_zones, so I can give you a programming example here, it's pretty easy. If you want to go this route, make sure you check out the first post of the Slmod thread here: http://forums.eagle.ru/showthread.php?t=80979 It contains links to both guides (the draft of the full guide and the quick reference guide), installation instructions, links to downloads, basic information, etc. Also take note of the the Slmod example mission here: http://forums.eagle.ru/attachment.php?attachmentid=68569&stc=1&d=1343087314 This example mission uses the slmod.units_firing and slmod.weapons_impacting_in_zone functions. For your example, say that you want to detect whenever the units named "player1" or "player2" drops a Mk-84. You do this by running a Lua function that tells Slmod to set a flag whenever these conditions are met. That Lua function is slmod.units_firing, and you run it with the "DO SCRIPT" trigger action. In this example, say you want flag 1001 to be set, so your Lua function looks like this: slmod.units_firing{ init_units = {'player1', 'player2'}, flag = 1001, weapons = {'Mk-84'}} Now flag 1001 is set true every time the units named "player1" or "player2" drop a Mk-84. Note that many Slmod functions are self-looping (all functions that have a "stopflag" variable are self-looping), meaning that you need only call the Slmod function with the DO SCRIPT trigger action once, and after that, the function will periodically evaluate the condition, and set the flag if the condition is true, looping forever at a certain periodicity (usually once per second) unless you stop it with the optional "stopflag" variable. OK, so now you're detecting when one of these two units named "player1" or "player2" drops a bomb. You might or might not want that in your actual target range mission. I donno. But you definitely need to know if it hits in your mission editor trigger zone: Say you use the mission editor to place a zone named "target". Say you want to set flag 1002 whenever a Mk-84, dropped by either the unit named "player1" or the unit named "player2", impacts inside this zone named "target". This is the script you would use: slmod.weapons_impacting_in_zones {init_units = {'player1', 'player2'}, zones = {'target'}, weapons = {'Mk-84'}, flag = 1002 } With those flags going true on certain conditions, you can now have mission trigger logic that handles those flags and implements your shooting range mission.
  21. Please, upload a track and dcs.log. dcs.log is in C:\Users\<Your User Account Name>\Saved Games\DCS\Logs\dcs.log Thanks.
  22. You'd think we could do better than a miserable 100 years. The Great Pyramid of Giza was constructed 4500 years ago, is not about to fall down any time in the next dozen millennia, and is about the same size. Maybe though, I'm under-estimating how much such a long-duration structure would really cost? On a side note: Isn't it kind of ironic that if humanity were to suddenly disappear, and all our other works had crumbled into dust, the last human structure standing might be one of oldest on Earth?
  23. Ka-50 AFAC Mission for DCS World 1.2.0 and Slmodv6.0+ Multiplayer coop 2 and single player multiplayer versions available (for the "single player multiplayer" version, you must run the mission with multiplayer, but there is only one slot and you spawn with an AI wingman so there is no effective difference between it and single player). Key feature: use smoke rockets to mark targets for AI Su-25 flight. The targets that you mark with smoke will be attacked by the AI Su-25 flight. Requires Slmod version 6.0 or higher. http://forums.eagle.ru/showthread.php?t=92348
  24. It is a known game engine limitation that prevents you from deactivating/activating multiplayer clients. However, at least in previous versions, you could limit people from joining a client slot by setting a start time later than mission start... then you couldn't join the client slot until that time had elapsed. The "delayed activation" box is really only intended for AI units. What happens if you leave "delayed activation" unchecked, but just set a start time later than mission start for the client slot? Last I checked, the game respected the start time limitation, even on clients, but "last I checked" means 1.1.1.1. Also, I need to confirm: this is multiplayer, right?
  25. Thanks, I'll have a look at this as soon as possible.
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