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Speed

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Everything posted by Speed

  1. Problem fixed, I removed the options file from an unzipped copy of your mission, then re-zipped it up. The options file that was being created with your mission had these settings for graphics: ["graphics"] = { ["multiMonitorSetup"] = "1camera", ["color"] = "32", ["heatBlr"] = 0, ["scenes"] = "low", ["water"] = 0, ["fullScreen"] = false, ["visibRange"] = "Low", ["treesVisibility"] = 1500, ["aspect"] = 1.7777777777778, ["haze"] = 1, ["shadows"] = 0, ["TranspSSAA"] = false, ["textures"] = 0, ["cockpitShadows"] = false, ["lights"] = 2, ["effects"] = 3, ["MSAA"] = 0, ["height"] = 1080, ["sync"] = false, ["shadowTree"] = false, ["civTraffic"] = "", ["width"] = 1920, ["clutterMaxDistance"] = 0, ["HDR"] = 0, }, -- end of ["graphics"] Anyway, I'll email the updated mission to you. The problem is, next time you edit it, that options file will just be created again. You either need to enforce graphics settings in the mission options, or, after you are done editing, unzip the mission, delete the options file, and then rezip everything back up again.
  2. Mitt Romney to travel back in time to kill past versions of himself before they support liberal policies: http://www.theonion.com/video/romney-to-travel-back-in-time-to-kill-liberal-vers,27788/
  3. Excellent! Thanks for the update EB.
  4. Tyger, Good luck. Stay safe over there. I want to see you back here full time when your deployment is over, and occasionally posting and checking up on us in the meantime, OK? You have a bit more pessimistic view of DCS than I do, but I agree that it would be nice to see another patch sometime soon.
  5. A guy in the 16th had the same problem. China hat was sticking. The TM support folks were also evasive and clueless. They told him to send the stick but not the throttle back. They were so clueless they probably thought "China hat" was a disparaging remark about the build quality. I think he eventually got TM to fix it though. Surprisingly, the tech support I got from Saitek for my X-65 when one of the rotaries died wasn't that bad. No questioning of my intelligence, or tech support dance, they just immediately told me to first contact the retailer (Amazon) and see if they could send me a replacement/return it; if not, since it was still under the two year warranty, then I should send it to one of their centers and they would fix it for free.
  6. Tacview
  7. Multiplayer bullseye calls look like they are all fixed with the "Radio Patch" mod: http://forums.eagle.ru/showthread.php?t=86787 I was not able to use the code I talked about in the above post, it caused the game to CTD (probably because I was redefining a C function as a Lua function). I had to go with an alternate method. That was part of the reason for the delay.
  8. I agree. "Hardcore" missions would finally become possible, without having to resort to lamely detonating aircraft (which could injure folks on the ground), or kicking people off the server who take disallowed slots. If ever activation/deactivation is made to work on multiplayer clients, I will be creating this hardcore mode- basically, if hardcore mode is enabled on a slot, then that slot will have only one life. Lua scripts embedded in the mission will allow you to specify whether or not you want hardcore mode to be active in your mission or not. But alas, like the escape and evasion + SAR mod I want to do, I'm missing just a single Lua functionality or two.
  9. Speed

    Happy Day

    Ewww!!! Considering you Euro guys' tastes in porn, I'm definitely with you on keeping that secret. It's EXCELLENT to see you back Panzertard. Now, be a good boy, and don't run away again :)
  10. It's already in the game, and it's been around for years. It's the "Export" Lua environment. See C:\Program Files\Eagle Dynamics\DCS A-10C\Config\Export\Export.lua. Additionally, the net Lua environment function net.dostring_in lets you access, from the "net" environment, not only the "Export" Lua environment, but the "server" (aka "main simulation"), "mission", and "config" environments as well (though the config env is pretty useless AFAIK). This is what a Slmod export of active game objects currently looks like: active_units = { [16843521] = { ["id"] = 16843521, ["coalition"] = "blue", ["x"] = -336927.19050026, ["name"] = "Springfield 11", ["z"] = 645464.7590065, ["objtype"] = "F-16c", ["group"] = "blue_F-16C", ["mpname"] = "Springfield 11", ["y"] = 2360.1114781925, }, -- end of [16843521] [16847617] = { ["id"] = 16847617, ["coalition"] = "blue", ["x"] = -365475.71875, ["name"] = "check 1 1", ["z"] = 613928.3125, ["objtype"] = "M1025 HMMWV", ["group"] = "blue_Check point_Group", ["mpname"] = "check 1 1", ["y"] = 16.175945281982, }, -- end of [16847617] [16851713] = { ["id"] = 16851713, ["coalition"] = "blue", ["x"] = -356169.15625, ["name"] = "Unit #93", ["z"] = 617641.4375, ["objtype"] = "M1025 HMMWV", ["group"] = "blue_Batumi_Defence_GRP", ["mpname"] = "Unit #93", ["y"] = 9.9645166397095, }, -- end of [16851713] [16855809] = { ["id"] = 16855809, ["coalition"] = "blue", ["x"] = -317835.15625, ["name"] = "kob 1 4", ["z"] = 637077.125, ["objtype"] = "M1126 Stryker ICV", ["group"] = "blue_Kobuleti_BD_Vhcls", ["mpname"] = "kob 1 4", ["y"] = 18.933778762817, }, -- end of [16855809] [16794625] = { ["id"] = 16794625, ["coalition"] = "red", ["x"] = -372866.84375, ["name"] = "Unit #18", ["z"] = 628098.875, ["objtype"] = "ZU-23 Emplacement Closed", ["group"] = "New Vehicle Group", ["mpname"] = "Unit #18", ["y"] = 179.93560791016, }, -- end of [16794625] [16868097] = { ["id"] = 16868097, ["coalition"] = "blue", ["x"] = -280875.71875, ["name"] = "sen 1 8", ["z"] = 647442.875, ["objtype"] = "M973 Avenger", ["group"] = "blue_Senaki_defence", ["mpname"] = "sen 1 8", ["y"] = 13.450103759766, }, -- end of [16868097] [16806913] = { ["id"] = 16806913, ["coalition"] = "red", ["x"] = -376043.15625, ["name"] = "Unit #182", ["z"] = 610084, ["objtype"] = "", ["group"] = "red_EWR 55G6_SUP_Vehs", ["mpname"] = "Unit #182", ["y"] = 1001.9532470703, }, -- end of [16806913] [16876289] = { ["id"] = 16876289, ["coalition"] = "blue", ["x"] = -285673.15625, ["name"] = "kut 1 24", ["z"] = 685165.125, ["objtype"] = "leopard-2", ["group"] = "blue_Kutasi_defence", ["mpname"] = "kut 1 24", ["y"] = 45, }, -- end of [16876289] [16843777] = { ["id"] = 16843777, ["coalition"] = "blue", ["x"] = -337687.78091145, ["name"] = "Springfield 21", ["z"] = 647695.55634117, ["objtype"] = "F-16c", ["group"] = "blue_F-16C #001", ["mpname"] = "Springfield 21", ["y"] = 2365.044263968, }, -- end of [16843777] [16847873] = { ["id"] = 16847873, ["coalition"] = "blue", ["x"] = -365565.4375, ["name"] = "check 1 2", ["z"] = 613926.5625, ["objtype"] = "M1025 HMMWV", ["group"] = "blue_Check point_Group", ["mpname"] = "check 1 2", ["y"] = 13.852561950684, }, -- end of [16847873] [16851969] = { ["id"] = 16851969, ["coalition"] = "blue", ["x"] = -355692, ["name"] = "Unit #94", ["z"] = 617115.6875, ["objtype"] = "M1025 HMMWV", ["group"] = "blue_Batumi_Defence_GRP", ["mpname"] = "Unit #94", ["y"] = 9.9645175933838, }, -- end of [16851969] [16856065] = { ["id"] = 16856065, ["coalition"] = "blue", ["x"] = -318182.28125, ["name"] = "kob 1 5", ["z"] = 634900, ["objtype"] = "leopard-2", ["group"] = "blue_Kobuleti_BD_Vhcls", ["mpname"] = "kob 1 5", ["y"] = 18, }, -- end of [16856065] [16794881] = { ["id"] = 16794881, ["coalition"] = "red", ["x"] = -372866.84375, ["name"] = "Unit #19", ["z"] = 628090, ["objtype"] = "brdm-2", ["group"] = "New Vehicle Group", ["mpname"] = "Unit #19", ["y"] = 179.51208496094, }, -- end of [16794881] [16868353] = { ["id"] = 16868353, ["coalition"] = "blue", ["x"] = -282070, ["name"] = "sen 1 9", ["z"] = 646397.125, ["objtype"] = "M973 Avenger", ["group"] = "blue_Senaki_defence", ["mpname"] = "sen 1 9", ["y"] = 12, }, -- end of [16868353] [16872449] = { ["id"] = 16872449, ["coalition"] = "blue", ["x"] = -285191.71875, ["name"] = "kut 1 9", ["z"] = 683055.125, ["objtype"] = "M1025 HMMWV", ["group"] = "blue_Kutasi_defence", ["mpname"] = "kut 1 9", ["y"] = 45, }, -- end of [16872449] [16880641] = { ["id"] = 16880641, ["coalition"] = "blue", ["x"] = -355541.71875, ["name"] = "hawk 1 1", ["z"] = 617441.6875, ["objtype"] = "hawk ln", ["group"] = "blue_Batumi_Air_Defence_GRP", ["mpname"] = "hawk 1 1", ["y"] = 9.9645166397095, }, -- end of [16880641] [16844033] = { ["id"] = 16844033, ["coalition"] = "blue", ["x"] = -338535.64460576, ["name"] = "Springfield 31", ["z"] = 650197.50566196, ["objtype"] = "F-16c", ["group"] = "blue_F-16C #002", ["mpname"] = "Springfield 31", ["y"] = 2369.9692255568, }, -- end of [16844033] [16848129] = { ["id"] = 16848129, ["coalition"] = "blue", ["x"] = -365574.5625, ["name"] = "check 1 3", ["z"] = 613952, ["objtype"] = "M1025 HMMWV", ["group"] = "blue_Check point_Group", ["mpname"] = "check 1 3", ["y"] = 13.692094802856, }, -- end of [16848129] [16852225] = { ["id"] = 16852225, ["coalition"] = "blue", ["x"] = -356114.84375, ["name"] = "Unit #95", ["z"] = 618115.6875, ["objtype"] = "M1025 HMMWV", ["group"] = "blue_Batumi_Defence_GRP", ["mpname"] = "Unit #95", ["y"] = 9.9645166397095, }, -- end of [16852225] [16856321] = { ["id"] = 16856321, ["coalition"] = "blue", ["x"] = -317526.5625, ["name"] = "kob 1 6", ["z"] = 636691.4375, ["objtype"] = "leopard-2", ["group"] = "blue_Kobuleti_BD_Vhcls", ["mpname"] = "kob 1 6", ["y"] = 20.065155029297, }, -- end of [16856321] [16795137] = { ["id"] = 16795137, ["coalition"] = "red", ["x"] = -372176.5625, ["name"] = "Unit #20", ["z"] = 628746.3125, ["objtype"] = "ZU-23 Emplacement Closed", ["group"] = "New Vehicle Group #001", ["mpname"] = "Unit #20", ["y"] = 192.74244689941, }, -- end of [16795137] [16868609] = { ["id"] = 16868609, ["coalition"] = "blue", ["x"] = -282018.5625, ["name"] = "sen 1 10", ["z"] = 647888.5625, ["objtype"] = "M973 Avenger", ["group"] = "blue_Senaki_defence", ["mpname"] = "sen 1 10", ["y"] = 12.186066627502, }, -- end of [16868609] [16872705] = { ["id"] = 16872705, ["coalition"] = "blue", ["x"] = -284483.15625, ["name"] = "kut 1 10", ["z"] = 682483.6875, ["objtype"] = "M973 Avenger", ["group"] = "blue_Kutasi_defence", ["mpname"] = "kut 1 10", ["y"] = 45, }, -- end of [16872705] [16811521] = { ["id"] = 16811521, ["coalition"] = "red", ["x"] = -372237.47661921, ["name"] = "Pilot #6", ["z"] = 628464.84544914, ["objtype"] = "mi-8mt", ["group"] = "red_Mi-8MT", ["mpname"] = "Pilot #6", ["y"] = 484.66275437759, }, -- end of [16811521] [16880897] = { ["id"] = 16880897, ["coalition"] = "blue", ["x"] = -355253.15625, ["name"] = "hawk 1 2", ["z"] = 617138.875, ["objtype"] = "hawk ln", ["group"] = "blue_Batumi_Air_Defence_GRP", ["mpname"] = "hawk 1 2", ["y"] = 9.9674978256226, }, -- end of [16880897] [16844289] = { ["id"] = 16844289, ["coalition"] = "blue", ["x"] = -299396.08130884, ["name"] = "Ford 41", ["z"] = 603385.93408144, ["objtype"] = "f-18c", ["group"] = "F/A-18C_#001", ["mpname"] = "Ford 41", ["y"] = 2364.1951846259, }, -- end of [16844289] [16848385] = { ["id"] = 16848385, ["coalition"] = "blue", ["x"] = -365543.71875, ["name"] = "check 1 4", ["z"] = 613957.125, ["objtype"] = "M1126 Stryker ICV", ["group"] = "blue_Check point_Group", ["mpname"] = "check 1 4", ["y"] = 14.502878189087, }, -- end of [16848385] [16852481] = { ["id"] = 16852481, ["coalition"] = "blue", ["x"] = -360367.84093703, ["name"] = "maho 1 1", ["z"] = 623271.27085591, ["objtype"] = "M1025 HMMWV", ["group"] = "blue_Maho_resistance", ["mpname"] = "maho 1 1", ["y"] = 41.745383856186, }, -- end of [16852481] [16856577] = { ["id"] = 16856577, ["coalition"] = "blue", ["x"] = -317579.4375, ["name"] = "kob 1 7", ["z"] = 636910, ["objtype"] = "M973 Avenger", ["group"] = "blue_Kobuleti_BD_Vhcls", ["mpname"] = "kob 1 7", ["y"] = 18, }, -- end of [16856577] [16795393] = { ["id"] = 16795393, ["coalition"] = "red", ["x"] = -372163.4375, ["name"] = "Unit #21", ["z"] = 628767.6875, ["objtype"] = "brdm-2", ["group"] = "New Vehicle Group #001", ["mpname"] = "Unit #21", ["y"] = 190.25761413574, }, -- end of [16795393] ...... and so on. I think you get the picture :)
  11. Forgot to add, this is NOT a server mod like Slmod, you need to install it on your flying machine. Also, this is for the English versions of DCS, not sure what would happen if you installed it on a non-English version.
  12. This mod is a small conglomeration of a few radio fixes I have made. Azimuthal error removed from bullseye radio calls: Radio calls by default reference the map x axis as being north. However, the geographic projection used in DCS, gnomonic projection, causes the x-axis to differ from the gnomonic north at all locations except the central longitude (33 degrees E). Your aircraft's instruments use gnomonic projection to determine true north, however. This means that radio calls will be several degrees off when giving azimuth directions. This mod fixes this problem, for bullseye radio calls only as can be seen below. BEFORE MOD INSTALLATION: AFTER MOD INSTALLATION: Bullseye calls now work for multiplayer clients: Bullseye calls currently do not work for multiplayer clients in unmodded DCS v1.1.1.1. When you are a client, the Lua function that is supposed to return the bullseye location returns {x = 0, y = 0, z = 0}. This causes the bullseye to be over the Crimean Peninsula if you are a multiplayer client. This mod provides a temporary fix to the problem by modifying the debriefing module to make it create a table containing bullseye locations in the main simulation Lua environment. This table is accessed by the BullseyeCoords.make function should it receive a bullseye location of {x = 0, y = 0, z = 0} from the normal function. BEFORE MOD INSTALLATION: AFTER MOD INSTALLATION: JTAC Remarks "table index is nil" Lua error fixed. When a JTAC is near a SAM search radar (and possibly other situations), asking for remarks will give you a Lua error, saying "table index is nil". This mod fixes this problem by adding additional logic to prevent the Lua error from ever occuring, and also adding a few SAM search radars to the relevant Lua table. BEFORE MOD INSTALLATION: AFTER MOD INSTALLATION: ("USE CANNON"?! :doh: Alright, I guess that WAS all I was carrying, lol) UTM grid zone added to JTAC radio comms. This mod also contains a previous mod I made, a mod that added UTM grid zone to JTAC comms. The JTAC will speak the grid zone id, and also give a slight pause between the grid zone and MGRS digraph. This is the "variety 1" of my previous mod. AFTER MOD INSTALLATION: INSTALLATION INSTRUCTIONS: Manual installation (for BS2 and A-10C): 0) Download this file: http://forums.eagle.ru/attachment.php?attachmentid=64523&stc=1&d=1333677715 1) Open up your DCS install directory. 2) Rename the file "debriefing.lua" in ./Scripts/UI to "debriefing_original.lua". 3) Paste the "debriefing.lua" file included with this mod into ./Scripts/UI 4) Now open up ./Sounds/Speech in your DCS directory. Rename "NATO.lua" to "NATO_original.lua" and "common.lua" to "common_original.lua" 5) Paste the "NATO.lua" and "common.lua" files included with this mod into ./Sounds/Speech. 6) Paste the "delimeter-begin.wav" and "delimeter-continue.wav" files into ./Sounds/Speech/Sound/ENG/Common/JTAC/Alphabet, AND ALSO PASTE THEM INTO ./Sounds/Speech/Sound/ENG/DCS A-10C/Player/Alphabet if you are installing into A-10C, and/or ./Sounds/Speech/Sound/ENG/DCS Ka-50/Player/Alphabet if you are installing into BS2. 7) Done! EDIT: Made slight changes to install instructions. I think you need to add delimiter-begin.wav and delimiter-continue.wav to ./Sounds/Speech/Sound/ENG/DCS Ka-50/Player/Alphabet if you are installing into BS2. It wouldn't hurt to add both of them to ./Sounds/Speech/Sound/ENG/DCS Ka-50/Player/Alphabet AND ./Sounds/Speech/Sound/ENG/DCS A-10C/Player/Alphabet. MODMAN installation (for A-10C ONLY): 0) Download this file: http://forums.eagle.ru/attachment.php?attachmentid=64513&stc=1&d=1333674647 1) Install in A-10C as normal. Question: Is there a patch for MODMAN to make it work for BS2? Anyway, thanks Moa for providing the information that DCS uses gnomonic projection, and a Java function that uses it, and to the members of the 1st VFW for helping me test. Also, thanks ronht, who, as far as I know, first reported the JTAC remarks bug (in this thread: http://forums.eagle.ru/showthread.php?t=81444). Please let me know if you guys have any issues/bugs! Radio Patch for DCS A-10C v1.1.1.1 v1 MODMAN PACK.zip Radio Patch for DCS v1.1.1.1 v1 MANUAL INSTALL.zip
  13. If you could send me the mission, and the server's dcs.log from an affected session, I'd be happy to look and see if I can find something wrong. The most vital thing to save, if you see some oddities, is the dcs.log. Remember that- because dcs.log is erased every single time you restart multiplayer. So next time it starts acting up again, save the dcs.log!!!
  14. In all the experiments I have tried, activation/deactivation don't work on multiplayer clients. Only the host. Did you make sure that clients were unable to join the old aircraft once deactivated, and were unable to join the new ones until they were activated?
  15. Yea, AI has a hard time crossing bridges sometimes. I think it happens more often when enemies are near, but it can happen any time. You can have them simply go offroad and drive around the bridge. Most streams can be forded by most units. That's what I do. You can even work it into the mission storyline, like, the enemy blew up all the bridges or something. In fact, if a bridge is blown up along the route a unit will use, they automatically revert to their last waypoint, and try to bypass the bridge.
  16. Personally, I'd love it if I could simply make a rearming/refueling/ATC ZONE, but I really haven't studied the Lua involved with FARPs and airbases in depth enough to know for sure that it is possible. Odds are it is NOT possible. Furthermore, is something, that, even if it is possible to do in Lua, almost certainly every person joining the mission would have to have the mod installed.
  17. Modding your Scripts/net/events.lua will do nothing to trigger text messages. Chat messages and server messages and the the like come from the "net" Lua environment, while trigger text comes from the "mission" Lua environment- entirely different namespaces. Almost certainly, the reason he saw the message and you didn't was because the message was sent as a "message to group" trigger action, instead of the more typical "message to all" or "message to coalition".
  18. I don't have access to the ME at this moment, but I'd like to ask a dumb question: are you using the mic switch aft to select the VHF FM radio, or just the \ key? Most "HELP ME MY RADIOS WON'T WORK!" problems on these forums arise from this confusion. I wish they'd just remove the easy radio communications option, and make the \ key game mode only... it's not like the radios on 100% realism are that hard or complex to use.
  19. If you haven't seen all the ONN's videos, you should check them out, NOW. I tried posting some in the funny thread, but they got buried by other stuff that wasn't even remotely as funny. That said, I can save you the trouble, this one is the funniest one they have ever done, probably: Sony Releases New Stupid Piece of S--t: 8AyVh1_vWYQ
  20. You could have saved yourself a bunch of time by posting this: Just kidding... I do like that pic though :D I think ED might be able to do some things to give us dust. What about something like this?: When weapons of sufficient energy hit the ground, they create some kind of flag in the graphics engine- a weapon impact flag. The weapon impact flag stores information like impact point, time since impact, dust cloud type (randomly chosen so all dust clouds aren't the same shape) and total ordinance energy contributing- which determines the dust cloud's size. When a weapon impact flag is created, a dust cloud is also created. Now here is where it's different- If another weapon impacts within a certain amount of time, and within a certain radius, of an already existing weapon impact flag, then the total ordinance energy contributing variable of the already-existing weapons impact flag is increased, simply increasing the size of the dust cloud. You could also adjust the centroid of the dust cloud to match the average position of all the weapons impacts. There would obviously also need to be some transition animations so that the dust cloud doesn't instantly teleport around and make obvious, discrete increases in size when more weapons impact into it. So, the basic idea is rather than create a new dust cloud effect for every single weapons impact, we simply "compress" the dust cloud effects of weapon impacts that are closely grouped in time and space into a single effect. And no need to model dust kicked up by 7.62X39 rounds or anything like that. Remember, this is limited to weapons of sufficient energy. Maybe only 20mm and up. Anyway, I get a bad enough frame rate as is... personally, I know I'm not ready for dust effects yet.
  21. If there was some documentation on it, I'd probably know about. And I know of no documentation on the mission file. Mission file editing/creation is not a feature supported by ED. However, the mission file is just a serialized Lua table, so it's really easy to figure most things out. What exactly do you need to know?
  22. Problem is, it will be quite easy to kill the infantry without killing the station. A near miss will kill the infantry dude, and leave the station intact. A solution that would be more reliable would be to use a Lua mod- Slmod offers the ability to detect destroyed map objects, you would only need to place a trigger zone around the map object and call the proper Lua function. Then a flag will be set when your power station dies. However, the mission will have to be run under the multiplayer executable, meaning, it won't be counted in your log book, and you will need to maintain a connection to the master server.
  23. Yup, had a fun time last friday in the Ka-50... since you're low, your Shkval optics cover vast chunks of terrain, and you can find targets much eaiser with the Mk-1 eyeball, too. There were some A-10s overhead being flown by folks in the 1st VFW, and using the PVI-800, I was creating nav points on the targets I was finding and calling up to coordinates to the A-10s via Teamspeak + TARS. It was a lot of fun! I had smoke rockets too, but there was really little need for them.
  24. Isn't damaging a ship supposed to cause a CTD this patch?
  25. Those have been there since Beta?! I only noticed them a few months ago. I was trying not to say anything more than "not surprising" out respect for the fact that they haven't announced them yet. Nice job, I'm sure ED appreciates it :doh: :P
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