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chromium

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Everything posted by chromium

  1. This is not fun. (it is, but it's wrong to admit it XD)
  2. No, but it' freakingly easy to import them cause that file is a simple table... you can basically copy and paste it to your sxript and then use the coordinate see functions to convert into a table of town names and vec3 position
  3. It's not possibile in SSE, only in plugin env... but now I'm not using anymore cause to detect if it's a server or not I simply launch DCS.getConfigValue("norender"). Always in plugin env, obviously.
  4. chromium

    DCS 2.9

    in altri programmi generalmente sì. Quindi è lecito aspettarsi che quando uscirà per DCS possa essere lo stesso. Perlomeno, io me lo aspetto.
  5. For those are interested in aviation technology and complexity, and for those blame ED for updates breaking things that was there... well, this could be a very interesting video . Dispite the title, it's absolutely not a "conspiracy theory" video, else, it's one of the most in-depth technology description and explanation I ever saw. And that channel is extremely interesting about aviation tech
  6. Interesting, also mine is in cyprus XD. But I'm more talking about realtime performance while running the scenery
  7. Hello, I usually creates quite complex scenario with about 1200 - 1800 ground units. Movers, armored or not, are divided in platoon size groups (3x, 4x, up to 5x max) of the same type. This setup worked quite well even if some of them are moving (let's say 20-25 groups moving) with DCS performances. Now I would like to create a scenario with company-sized groups, so with 10 to 15 units each: In the past, and I mean years ago, having groups with this size could create issues when moving offroad or in general as a performance hit when asking a movement... I didn't notice this performance hit since MT came out and in general with the lasts DCS versions. So if possibile I would like to hear your opinion/experience in the lasts DCS built about "large" ground groups: Do you think that a scenery built on groups of 10-15 units would work well? Or did you have some negative experience even after 2.7?
  8. try this. not tested, it might work or not. You can check it as a start. It will check if any units it's within zone range (it wil work only with circoular zones). If only blue are there, it should mark the zone as blue with a drawing. If red, it will be red. if not, (void, neutral, or both red & blue) it will be neutral 6 grey. At the start, all zones will be grey.. then updated every minutes. testColourZones.lua PS about CTLD... I would bet each mod is compatible. DSMC it is, with some additional features. But as said, I don't think one is better over another... it depends on your needs.
  9. Easily doable, you can loop for each zone and then send a world.searchobjects on units looking for the coa. If you want, I believe I can make some sort of example of this thing. The result you can have with current scripting would be to add a markpoint with the coalition holding the zone or, maybe, a drawing (I didn't create a dynamic drawing yet, so it might be funny to try) I bet many versions of CTLD does this on its created SAM sites. A more generic scripts, that works over more mission iteration and on sam site that was added in Mision Editor, I don't know... AFAIK, it might be doable with a lot of constraints. About the persistence mods, you should also look to what each mod does and how it works to choose the most appropriate to fit your needs. PS: If you decide over DSMC, I will suggest to use the openbeta version on github, if you use the openbeta version of DCS.
  10. I would also like to know about this, if there's an answer, cause some of us modder uses towns lua data
  11. C'è sempre stata in DCS sin dai primi tempi di BS, e varia con l'area geografica, come ti indicano, è ora anche presente nel ME in funzione dello scenario. Ci sono persino scripts vecchissimi (es. mist) che hanno funzioni dedicate per la correzione ad uso dei mission designer. E' normale.
  12. That's clear, therefore I'll try to re-post that in a more general place... but I don't think that would work. Maybe some more country-specific or countries-pack specific things might work better... in a more general, core way.
  13. Uhm so you think it's not doable cause there are too much different activities than map building? I know the skill would be different, didn't think so much different. About having a "flyable" module developed by a scenery builder third party ok, I understand that's a completely different world... I thought that ground vehicles would be a more developable skills even by someone without that specific skills. (my mind was saying: ok, 3D is not an issue, maybe some kind of "sfm type" code for handling vehicle behaviour, weapons, armor, etc) PS: I know what you did, so if you say so I completely trust your point:). It's only for sharing why I asked that here and not as a general DCS core wishlist thing.
  14. Don't know if someone asked for this before or elsewhere, but in my opinion this incredible map lacks only of one thing: a proper ground units asset pack for countries within the region (Turkey, Israel, Lebanon, Syria at least) that would fullfill our current mission designer "units workaround" when it comes to create scenarios. For example the lacks of proper APC vehicles (i.e. Turkey's AAPC, Lebanon VAB VCT), or towed artillery, or proper MBT units. I think that a reasonably priced add-on would be a not-so-bad idea to add more context to the scenery area
  15. Thanks a lot for spreading the info here also . Given the possibility to track everything in the wh right now and more than one solution to make it persistent in the subsequent mission iteration, I believe that soon or later we're going to see much more RMS use in some servers. Mainly what I expect quite soon is some kind of CTLD version with resupply crates implemented. (PS: the version at the site link is the stable 1.3.4 that does not use the new system, while the openbeta 1.3.5 on github here https://github.com/Chromium18/DSMC does) And this is exactly what I'm expecting to be realized soon (and I'm also doing that with no rush, not a priority). But it's a very easy step to perform: you would only need to set as negligible the frequency/size/operating level of a warehouse, while coding a "spawn convoy from a to b" when the warehouse goes below a certain level for the desired item. About this, it might be good in a wishlist to have some events attached to the warehouse management, like "item below specific level", to avoid creating recursive loops to check quantity of each item all the time.
  16. Thanks a lot! DSMC will be ready tomorrow to update it's warehouse tracking up to the new features , finally getting rid of the getAmmo() limitations about pods, fuel tanks and RMS real time resupplies
  17. don't think this is the right place to report this, since this is a mod/utility forum. you might want to post this elsewhere, in the bug section with some logs and data, to get the right focus on it.
  18. Dont' know if these are really a "mission editor feature" or more a global core thing: ability to make ground groups to follow another ground group in formation (i.e. making possibile an axis of movement with covered flanks w/o creating related waypoints to each group). I.e. I have tank platoon "1" with its planned route, and then having a couple of IFVs platoons in a cone formation a some hundred meters distance each
  19. The ability to set map objects as warehouses in the RM system, maybe using for ID the current right-click->assign to zone creation tool. This would make possible to actually use real world tanks/warehouses/building to simulate logistic warehouse items.
  20. GPS denial zones, being able to specify if the "jamming" is valid for one coalition or both
  21. You might want to ask to the producer in their forum or discord or else.
  22. PS: anyway, DSMC will automatically desanitize the missionscripting.lua at second launch if you choose the autosave option. So, really, if you see that message more than 2 times, then it could be a bug and logs+info as per chapter 5 of the manual are required. Else, no issues after the 2nd launch. But please always beware what means desanitize: once done, potential harmful code hidden in miz files could have access to your system... so, it's up to you. I only suggest that for people having a server that runs only their mission, where risk is not an option.
  23. There' only one thing that could be desanitizez and it's the missionscripting.lua file. But as said it depends on the settings: check manual and everything will be clear
  24. As usual, please use discord channel and/or ppst logs and required info as per chapter 5 of the manual. Desanitization (you can search the word here and you'll find everything) is not required unless you're using autosave option. Everything is explained in the manual about it :) Inviato dal mio SM-A705FN utilizzando Tapatalk
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