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Everything posted by Avalanche110
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I have tried this a number of times over the years without success. I am wondering if anyone else has had more success. I am trying to spawn AI aircraft in a specific parking spot at Nellis. I have a simple MOOSE script that will successfully spawn them at the correct airbase, even the correct Terminal type. but I do not understand how to spawn them in a specific parking spot. Any Help would be greatly appreciated.
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Since update 2.5.6.49314 AI aircraft taxi into objects blocking their path. an AI aircraft that is on the ramp at mission start will taxi into any object blocking its path. destroying both it and the object (either static or another unit) Prior to 2.5.6.49314 the AI would remain stationary until the object was cleared. (This issue remains unchanged in today's update .5.6.49718) AI_TAXI_BUG_1.trk AI_TAXI_BUG_2.trk
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STATIC OBJECTS PREVENT INTERACTION WITH GROUND CREW
Avalanche110 replied to Avalanche110's topic in Bugs and Problems
FIXED IT I found the issue. The objects I was spawning had the incorrect country ID. (blue units on a red base) Now there's a trap for young players. -
STATIC OBJECTS PREVENT INTERACTION WITH GROUND CREW
Avalanche110 posted a topic in Bugs and Problems
This is a weird one. if a static object is spawned near an f-5 on a cold and dark start. it prevents the player from interacting with ground crew. if the static object is not spawned near the f-5, the player can interact with ground crew normally. the distance to the static object doesn't seem to make a difference. if I spawn the static 500m away, the issue remains. I found that if I removed the script that spawns the static object. Comm's work normally. Conducting the identical test with the f-14 shows that the coms work normally. not entirely sure if this is an F-5 issue, or an issue with the tonopah airfield. below are some track files that highlight the issue and its resolution once the script was removed. (note: the script is identical between the f-5 and f-14, I do not believe its the script causing the issue) GROUND CREW BUG.trk GROUND CREW BUG_F-14.trk GROUND CREW BUG_FIX.trk -
PATH TRACING I can confirm this. Path tracing is still an issue on OB. The path tracing ability is different depending on unit type. Below are two tracks that show how one unit is incapable of negotiating a simple route, while another can complete it just fine. the First track shows a follow me vehicle (HMMWV) unable to negotiate the route. The second shows a (WILLYSMB) successfully complete the same route. Note: the HMMWV could complete this route without issue on the previous OB version. Since the update, it cannot. (WillysMB has always been the most reliable path tracer in all my testing..... and I have done alot. PATH_TRACING_BUG_HMMWV.trk PATH_TRACING_BUG_WILLYSMB.trk
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Save supercarrier static template with static objects
Avalanche110 replied to raelias's topic in Wish List
+1 here It will save me SO MANY HOURS!!! -
When placing Aircraft on the carrier using the Take off from ramp option, I would like to be able to select where the parking spot the Players AC spawns from. Previously, to have the Player spawn on the port side of the carrier. I would block the other spawn points with Static aircraft. With the extra performance overhead of SuperCarrier, that's not really feasible anymore.
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Thanks Friends I know most people at ED are working from home. And a lot of them worked through their holidays to get SuperCarrier out to us. A big Thanks to everyone involved. I for one, really appreciate all the work you put in. Hope you can all sit back and enjoy a Beer. :thumbup:
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Yes. that did the trick. and I think I understand how that trigger works now. Thanks for your help BalticDragon!! I'm a big fan of your work. Looking forward to Raven One, and Great job with the PodCast.
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Hello everyone. Struggling to get my head around this one. I want to trigger a flag on when the players helicopter banks more than 30 degrees left or right. The values in the mission editor are, MIN -180 MAX 180 I have a test mission in which i change the values around. I can often get a trigger to fire on a positive value. I think that's right hand bank..... Cant get the trigger to fire on left bank. wondering if anyone has played with this trigger. Thanks guys!!
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Ok, bear with me....... With DCS being bound to a single CPU core, I am constantly trying to optimise missions. Large groups of AI units are not the only CPU intensive operations going on in DCS. the "Unit in zone" trigger options require the simulation to continuously check if a unit, group or coalition is inside a trigger zone, several times per second. if there are only 1 or 2 trigger zones. the performance impact is negligible. When there are many trigger zones, constantly checking if multiple units are in these zones, the performance impact can be very noticeable. What I propose, is an additional field in the Mission editor trigger "unit in zone" etc. the additional field is for a start and stop feature. I.E Trigger: "Unit inside zone" Unit : Player Zone : Trigger Zone Start : "time moe than" 300 seconds Stop : "time more than" 500 seconds I would also like to see this expanded so that a User flag can trigger the simulation to begin the Checking if the unit is in a zone. I.E Trigger: "Unit inside zone" Unit : Player Zone : Trigger Zone Start : "Flag is True" flag 3 Stop : "Flag is true" flag 4 While building missions, I definitely feel that this trigger option is a finite resource. If I use it any more than 2 or 3 times. FPS drops considerably. For those of you familiar with MOOSE the "SCHEDULER" class provides a fantastic work around for this. I believe that this option would Increase FPS considerably, especially for VR users.
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Ok, bear with me....... With DCS being bound to a single CPU core, I am constantly trying to optimise missions. Large groups of AI units are not the only CPU intensive operations going on in DCS. the "Unit in zone" trigger options require the simulation to continuously check if a unit, group or coalition is inside a trigger zone, several times per second. if there are only 1 or 2 trigger zones. the performance impact is negligible. When there are many trigger zones, constantly checking if multiple units are in these zones, the performance impact can be very noticeable. What I propose, is an additional field in the Mission editor trigger "unit in zone" etc. the additional field is for a start and stop feature. I.E Trigger: "Unit inside zone" Unit : Player Zone : Trigger Zone Start : "time moe than" 300 seconds Stop : "time more than" 500 seconds I would also like to see this expanded so that a User flag can trigger the simulation to begin the Checking if the unit is in a zone. I.E Trigger: "Unit inside zone" Unit : Player Zone : Trigger Zone Start : "Flag is True" flag 3 Stop : "Flag is true" flag 4 While building missions, I definitely feel that this trigger option is a finite resource. If I use it any more than 2 or 3 times. FPS drops considerably. I believe that this option would Increase FPS considerably, especially for VR users.
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I made a short video highlighting the problem. included a track file also. 2.5.6 night lighting bug.trk
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I have tried the autoexec.cfg mod. unfortunately, it did not remedy the environment lighting. it did cause the cockpit lighting to be rendered in the right eye only. I am still very curious if this is something other users are experiencing.
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Hello Everyone! this has been an issue for me for a while now. This issue occurs in all modules, on all maps. night lighting for cities and towns not rendering correctly. If i look above, or along the horizon line, then the lighting effects render correctly. if i look below the horizon line, the lighting effects will break up and render in alternating eyes. As I recall, this was present prior to 2.5.6 (didn't really fly at night much) However, I find it more pronounced on 2.5.6 because of the updates to the lighting. I use Pimax 5K+, latest drivers, and have played around with Pitool settings such as. parallel projection. hidden area mask vive only compatibility. PICTURE ON LEFT IS NORMAL LIGHTING EFFECT. PICTURE ON RIGHT IS ABNORMAL, AND FLICKERS RAPIDLY Im curious if this is my hardware, or a DCS issue.... Thanks for the feedback
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AI External lighting. Hi there. I recently invested considerable time trying to figure this out. Unfortunately, the answer is No. AI external lights are not something that can be controlled in the Mission Edditor, or by a LUA script. I did post a feature request in the "wishlist" thread. If anyone can prove me wrong on this...... I would be absolutely delighted.
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Hello everyone. I am trying to get a predator drone to lase a specific target, without instruction from the player. is this possible in the Mission editor or is a script required. this is only to designate a unit so the player can see the unit with NVG's. Not for weapon employment. (I can do this with MOOSE however for this instance, i would prefer to use only the mission editor) I have set up a drone as AFAC and used the en-route task "Engage Group" However it does not designate. I think it requires the player to use the JTAC menu. Thanks guys, I appreciate your input.
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Early access has not detracted from me enjoying this module IMMENSELY...... I’m looking forward to new features..... when they are ready. For now, I’ll just continue to enjoy my favourite toy. This might get lost amongst all of the angry posts..... But For what it’s worth.....thank you ED. This is by far the best product I EVER invested in.
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all tunnels that are below sea level are flooded. Not a huge issue for your average user, but thought I would bring it up.
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I know path finding is WIP at the moment, however since installing 2.5.6.47404 I have found certain unit types are simply incapable of navigating basic way points. Other unit types navigate as expected. I have attached a few tracks that show the different behaviour of different unit types navigating the same route. look at the behaviour of the units driving into the fob at mission start. Hope this is useful APC_AAV-7_PATHFINDING.trk APC_M113_PATHFINDING.trk HUMMER_PATHFINDING.trk M1A1_PATHFINDING.trk STRYKER_PATHFINDING.trk TPZ_FUCHS_PATHFINDING.trk
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Some additional static objects would be great. It would help bring farps and airbases to life. (Updated farps and a chain link fence would be my first choices) The static objects we have are also starting to look pretty dated compared to the rest of the assets and modules.
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VR Shaders mod for better VR experience
Avalanche110 replied to Kegetys's topic in Utility/Program Mods for DCS World
Weird reflections over water. I removed the Water.fx file from the MOD and recompiled all the shaders. The weird reflections over water are now gone. Thanks for your help..! -
VR Shaders mod for better VR experience
Avalanche110 replied to Kegetys's topic in Utility/Program Mods for DCS World
Weird reflections over water. Here is a screen shot of the reflections i mentioned in an earlier post. Curious if anyone else is experiencing this. -
VR Shaders mod for better VR experience
Avalanche110 replied to Kegetys's topic in Utility/Program Mods for DCS World
Weird reflections over water. As always, thanks for the continued supporting this mod. I for one am VERY grateful. I just installed the latest version and found some weird reflections over water. the reflections are only present with water settings on, high and medium. these reflections were not present when using the previous version of the VR mod ( that caused CTD ) on 2.5.6.45915 Reflections are present when spawning on the stennis in VR and 2D I am using the latest Nvidia drivers. and I have deleted the FXO and metashaders. wondering if anyone else is experiencing this. -
MISSION EDITOR OPTION TO CONTROL AI EXTERNAL LIGHTS
Avalanche110 replied to Avalanche110's topic in DCS Core Wish List
Yes. But only within about half a mile. Since 2.5.6 aircraft have been highlighted at night by “white lights” at a range of 20 miles. (Which looks pretty good and is very useful) Then at about 7 miles, that effect disappears and they completely black. Then at 1 mile, the tanker flicks it’s lights on. Having a ME option might smooth out some of these transitions.