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Everything posted by dwpenney
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I was wondering about this. I noticed it in the Sabre last night and could not remember the steering being as difficult as I was experiencing. This explains it ... I think :-). We we found (flying online last night) is that the steering would get stuck in a direction and would not un-stick. In my case, I ended up with a drift to the left and no amount of right rudder, with the steering button engaged, would correct it. If I understand correctly, I would have had to put some left rudder in, to get the mechanism and nose wheel to latch, and then I would have been able to steer right (and not off the runway and/or taxiway). Do I have that right?
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Nvidia Shadowplay not recognizing the game as a Fullscreen 3D Application
dwpenney replied to FONS's topic in 2D Video Bugs
It did for me. When I hit RALT+Enter and started a recording, it went into the Digital Combat Simulator Black Shark folder instead of the Desktop folder. -
Leave it with me. I will take a look at replicating it in a more reliable fashion.
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It was causing an issue yesterday with version 1.5.0.45208 on both the client and the server. In the .zip file, if I uploaded version 07b of the mission, the crash would occur. I removed the Ha-27's in version 07c of the mission (also in the zip file) and the problem did not occur. In 07b I have 1 Ka-27 of the USAF Aggressors flying along with the carrier group. This would cause a crash on any client that attempted to connect to the server running this mission. If the Ka-27 was deleted, clients could connect. EDIT: IT should be noted that if I try the mission on my PC via the mission editor, I do not get a crash. It was only when the mission was on a separate dedicated server.
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I am getting the same thing ... but ... it also happens in mission. So, no texture in the encyclopedia but also in game. Which is odd. I tried removing the module and reinstalling, same issue. I also compared the directories for the Ka-50 (mods/aircraft/Ka-50) between the main DCS install and the Open Beta and there are no differences. Attaching my System Info file. Please let me know if there is anything I can do to help debug this. EDIT: Ignore that previous edit (removed). The texture issue in game is related to the US Aggressors faction. That faction has no skins associated with the Ka-50. That may relate to the encyclopedia entry having no default texture like the agressors. system-info.zip
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This seems to work on my PC before uploading it to the server but when I connect to the server I get a crash as the 'Select Aircraft' menu/screen. It appears related to the Ka-27 that I had escorting a carrier. I 'copied' the pattern from the Su-33 campaign ... which did not work so I replicated the carrier group and added a couple of Ka-27's as I had seen done in the Su-33 campaign - which I thought was a nice touch. When I take out the Ka-27's, the mission does not crash. I am attaching a zip with the crash logs, system nfo file and the mission with and without the Ka-27's. 2102-crash.zip
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Has anyone tried this script in DCS World 1.5? EDIT: Just tried it in the mission editor and it didn't seem to work. Both test groups flew straight and level with no CAP or GCI launching.
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Are the mission files still listed as .miz in 1.5?
dwpenney replied to BSS_Sniper's topic in User Created Missions General
I think we ran into that last night. If you are clicking 'open' you are actually opening the mission list file (.lst). There is a plus symbol button there somewhere to add a mission to the current list. -
I found that if you click on something in the column for the control, it's name will appear correctly. In other words in the above screenshot, if you clicked on the Thrust entry for Joy_Z (clicked on the Joy_Z cell in the Thrust row) then the label at the top of the column becomes readable (while a cell in that column is selected). That's a work around.
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Appreciate the effort. Please announce it when you are ready, not before. :-)
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Chuck's next DCS guide - What will it be?
dwpenney replied to Charly_Owl's topic in DCS World 1.x (read only)
Then I would change my vote from SU-25 to Mirage. I don't think people realized how long it might take. Plus, I don't see this vote as a binding agreement. Mirage is a fine choice. -
Thanks Wags!
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That's a DCS problem. I think it's been broken since 1.2.8
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Some people would still be unhappy. This is a situation where there is no answer that makes everyone happy, just attempts to minimize that pool of potential customers. Think about it an anticipate the response. People would still be upset because then they would have gotten nothing and would be forced to buy the aircraft they had already paid for again. No matter what ED did, there would be unhappiness in the forums. Personally, I appreciate getting something. I don't blame ED and Kickstarter has some risk inherent in it's purpose. I do blame RRG for being unrealistic, chaotic and confused. In the end, there still would have been tears.
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I am happy with this. It could be worse, much worse.
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I should have some good RCAF Golden Hawks images if they are needed.
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That's exactly what I am doing in my script. On an Eject event, spawn a downed pilot (because I can't seem to access the one DCS generates) and set a transponder pinging from that pilots position with the above code.
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How do you attach an init script to custom static object
dwpenney replied to dwpenney's topic in How To Mod for DCS World
Example of another cool thing you could potentially do with this: Windsocks -
How do you attach an init script to custom static object
dwpenney replied to dwpenney's topic in How To Mod for DCS World
Any chance of a response from ED? I am getting to the point in my code that I either need to take advantage of the opportunities offered by being a module or making more work for mission designers. I will soon have to shelve my ideas for others. -
How do you attach an init script to custom static object
dwpenney replied to dwpenney's topic in How To Mod for DCS World
Thanks! I actually started my journey by learning most of the lua scripting from the mission builders forums. At my current stage, I was wondering if it might be beneficial to turn my set of scripts into something more mode like, which would allow easier integration into multiplayer missions - instead of having to require mission builders to modify/update their missions. I will take a look at this. My concern though is that what I am attempting to do is have a non-player controlled custom unit hook into the event handler cycle by registering it's own event handler and then processing events. Example: I create a custom pilot model to represent a pilot on the ground without an aircraft. Allow this unit to be placed in the mission editor and then, on mission start, have an initialization script run that hooks into the event system. What I would like, is to not have the mission designer have to put the initialization script in (and the code, because I am not sure how the mission designer could call code in the mod/unit directory structure). So, from looking at the various units in DCS World (A-10A, etc), I can see make_flyable calls that contain links to a comm.lua script call that I could potentially hack into .. assuming make_flyable is called when the unit is placed as an AI unit. But then when I look at the Combined Arms mod, I don't see anything similar. -
How do you attach an init script to custom static object
dwpenney replied to dwpenney's topic in How To Mod for DCS World
I've tried placing init.lua and device_init.lia files around the mod directory structure hoping to see one of them get executed. Of course, I might be missing something or missed something in my tests. Do any aircraft builders know of a script run when the game starts and your unit is spawned in? Any answer is better than no answer :-) -
TL;DR: Is there an init.lua file that is called when an object spawns in game? I wonder if someone could point me in the right direction... I see all these examples about adding aircraft and such to DCS but I am looking for something both a little simpler and more complex. I think I can see how to add custom ground objects, and if I look at some of the downloadable mods for DCS I get good examples of just that. Shape files, Texttures, and a lua file to describe the object. Can someone give me a hint on how I can add a custom script to a ground object that will allow me to set up some in-game behaviour. I don't mean like how an object moves, or such, but how an object can feed into game events. I see the entry.lua and how that should interface with the game but where would I put my initialization call that would easily set up the event handler? Something tells me I can put an init.lua script somewhere in the directory structure and I want it called when the game starts. Example: I would like add a command building (with shape and texture) and have this show up in the mission editor and in game, have it (the code) listen for eject events. How can I add an initialization call to that structure so that it can set up an event handler and listen for events?
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I wonder if someone could point me in the right direction... I see all these examples about adding aircraft and such to DCS but I am looking for something both a little simpler and more complex. I think I can see how to add custom ground objects, and if I look at some of the downloadable mods for DCS I get good examples of just that. However, can someone give me a hint on how I can add a custom script to a ground object that will allow me to set up some in-game behaviour. I don't mean like how an object moves, or such, but how an object can feed into game events. Example: I can add a command building (with shape and texture) and have this show up in the mission editor. But how can I add an initialization call to that structure so that it can set up an event handler and listen for events? I see the entry.lua and how that should interface with the game but where would I put my initialization call that would easily set up the event handler? ie: Is there an init.lua file that is called when an object spawns in game?
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Hey guys. I had this working in DCS about a year ago. That was a much older version of DCS and a different version of MIST. My problem is that either the code I have is not working in the newer DCS/MIST or I just can't tune the frequency in correctly in the Huey. It could be the latter, or a combination of changes in the Huey that is making this not work. So the code I had was this (please excuse the typos as I am modifying the original code to have as few variables in it and therefore, hopefully, improve it's readability): position = Unit.getByName(src_unit_info.spawned_unit.name):getPosition().p transponder_freq = 250000 freq_txt = "" .. (transponder_freq / 1000 ) .. "kHz" temp_id = mist.scheduleFunction( trigger.action.radioTransmission, {"VHF_WarningTone.wav", position, 0, false, transponder_freq, 1000}, timer.getTime() + 10, 15) Now this worked. The .wav was included in the .miz file and I was able to start the Huey, turn the ADF to the frequency, see the signal strength indicator spike and head the wav (morse code) with the proper setting on the ADF. Now, in the new DCS/MIST, I have the following code (please excuse the comments interspersed in there as I was trying to make sure I had everything lined up): source_position = Unit.getByName(val.unitName):getPosition().p source_freq = 250000 temp_id = mist.scheduleFunction( -- Function trigger.action.radioTransmission, -- File Name, Vec3 position, AM|FM, loop?, freq, power {"VHF_WarningTone.wav", source_position, 0, false, source_freq, 500}, -- Time (now + transponder_delay) timer.getTime() + 10, -- repeat every n secs 15) Am I missing something obvious? I have a lower power in the second code block, but I am within a couple of km of the source position with the Huey. I get a signal strength indicator but I am hearing no sound. I added a function call to play the sound at the start of the mission just to make sure that it was found and sounded like it should. Any suggestions on how I can trouble shoot this with a different aircraft (in case it's the Huey)?
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I'm still hesitant about this. Being able to look outside the game at key cards (ok, I can just get off my arse and memorize the HOTAS) is one thing but flipping switches.... this is required.