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Surrexen

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Everything posted by Surrexen

  1. So this is the cause of bad performance under 1000ft or so on this map, Channel and Marianas? If this is the case, I would also like to know if it's being worked on as the fps hit is massive until you go above that altitude. Edit: With the update today I'm getting much better performance on this map on the ground, it's still not great at Mount Pleasant airfield, but Punta Arenas is markedly improved (Arenas going from about 20-27fps on the ground in an empty mission to about 55fps with identical settings. Mount Pleasant going from about 20fps on the ground to between 35-40fps).
  2. To help explain this further, the screenshots show a series of regular tyres that have been bombed and caught alight as a result. The other is a bombing range made up of tyres with flags that have not caught fire when bombed. If I make up the bombing range with normal tyres, it starts many fire animations, which is bad for performance.
  3. Like this: do sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') _G['require'] = nil _G['loadlib'] = nil _G['package'] = nil end
  4. I've just noticed that the static object for mark tyres (white or black) will burn when hit with bombs etc, even if they are marked as 'dead' in the editor. It appears the mark tyres that have flags on them do not burn when hit by bombs whether they are marked as dead or not. I'm fairly certain that regular tyres acted like the ones with the flags in the past. Can we get it so that the regular mark tyres, both white and black, do not burn when hit by bombs, at the very least don't have them burn when marked as dead. Thanks.
  5. Seems strange, perhaps the name of the UH-60 changed? Fly one over a SAM or something and get shot down, see what the kill message shows. Take a look at page 6 of this thread as it has a lot of info about the UH-60L and getting it going. Boom, headshot.
  6. One last idea, since I can't really see too well in the screenshot, you do actually have a FARP object called "Moscow" underneath all that stuff going on? The script relies on there being an airbase that matches up to the appropriate zone names. If it can't match it up then it won't be able to spawn the containers/infantry etc.
  7. Unfortunately I can't really check out what is going on for you, my game doesn't even work properly with 2.8. Makes me suspicious something else has changed.
  8. If it's smoking the zone but not giving the message then something you changed is wrong. It won't let me download the lua to look at it. You've said it yourself though, if you remove the changes you made, it works. Make sure there are no typo's, like missing comma's etc.
  9. Make sure you join spectators for about 10 seconds or so at mission start before joining a helo slot or the script won't have loaded up yet. It should work, doesn't matter it's not an 'official' helo or whatever. I don't personally use it, but I know it can work.
  10. I too am having such bad performance in 2.8 I'm rolling back.
  11. @Antix70 @phrogZ As per above, UH-60L sounds right. I'm sure we've been through this earlier in the thread somewhere.
  12. For my stuff, so long as the host machine is setup according to the instructions for persistence etc, then it will be fine. I would assume that Liberation would be the same.
  13. Operation Scarlet Dawn updated Minor update to correct some parking spot issues/changes at Bassel Al-Assad and Rene Mouawad airbases. Thanks TA_Findo for pointing it out.
  14. Didn't even know they had CTLD in moose now, so I've got no idea sorry.
  15. To do this you need to implement Ciribob's simple slot block system and make a lot of scripting changes to handle airfield ownership changes. You can do this by making some additions to the templates script to add in templates for 3 or 4 ship flights for a given airframe, and then making the appropriate changes to the airforce script tables. As for CTLD, not sure ... I was making the Helo Ops thing as an alternative 'CTLD light' kind of thing that didn't require mist and would tie into persistency the way I wanted. Originally I had much bigger ideas for it (and a lot of other things) but now don't have the time to work on it anymore. You should be able to strip out Helo Ops and add CTLD in instead without breaking anything. I would not recommend using both systems together. Hope that helps.
  16. I get this fps drop with the radar as well, and it seems worse in the current update.
  17. Operation Scarlet Dawn/Operation Sea Slug/Operation Snowfox Escalation/Operation Clear Field Escalation updated: 1. Persistence workarounds added (I'd advise starting new persistence files to avoid / detect any strangeness) 2. Carriers ACLS added, details in briefings 3. Mirage F1 client slots added 4. Scarlet Dawn/Snowfox Escalation IRIAF Mirage M-2000C's swapped out for Mirage F1BQ's and F1EQ's as nature intended 5. Checks for red carriers being alive before attempting to spawn planes on them corrected as per Kilo Oscar's hot tip off Enjoy
  18. Ah intriguing. Looks like I accidently made it check for the existence of the group and not the unit being alive before spawning. Will fix it up. Good catch thanks for letting me know. Edit: Same issue was in Clear Field Escalation, both fixes will be in the update etc.
  19. I'm not sure sorry, I can't open the mission file to check it as I don't use mods. I can't see anything immediately wrong in the scripts. I can only assume one of the changes you've made has interfered with it, I just checked the last public release version and the AWACS and Tankers are spawning, along with the version I'm putting together including the Mirage F1, Carrier ACLS, and a persistence fix that is different to the one mentioned by others in the thread. That said, the error 2022-07-23 00:16:39.982 ERROR SCRIPTING: Mission script error: [string "C:\Users\OEM\AppData\Local\Temp\DCS.openbeta\/~mis000063A5.lua"]:3617: attempt to index global 'USAFAWACS_DATA' (a nil value) suggests that the airforce script is not running at all, as that global gets set up inside that script (line 177 in your version of the script). Hopefully that points you in the right direction.
  20. I've just fired it up on my end and I have AWACS/Tankers spawning etc. Did you change anything in the mission or scripts? In particular the airforce script, or the templates script?
  21. +1 Please address this in the next patch/hotfix, incredible that it hasn't been dealt with already.
  22. Easiest way is go into the airforce script and remark out red air squadrons from starting up at all. But to answer what the above values are, RedRespawnTimerInitialMin and Max are the values used to get squadrons in the air within the first 15 minutes (by default) of the mission start. After that each squadrons scheduler uses RedRespawnTimerMin and Max as it's timer to check whether or not the squadron is alive and to spawn new planes for that squadron if they are not present in the mission (dead/despawned etc). RedFlightLevelMin and Max are the intended flight levels, x1000 meters. So don't set them to 1 or all red planes will do their best to fly at 1000m altitude at all times. So, either set the RedRespawnTimerMin and Max values to something longer, like every hour or two or whatever you want it to be (and maybe make the InitialMin/Max values the same, or remark out some red squadrons from starting up, or a combination of both. That said, I have seen a small group of 6 helo pilots conquer the Mariana's mission, so don't nerf it too much or it will be boring!
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