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Casimir06

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About Casimir06

  • Birthday 11/19/1968

Personal Information

  • Flight Simulators
    DCS, IL2 Sturmovik, MSFS 2020
  • Location
    KOLV
  • Interests
    Aviation, Military Aviation

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  1. I just got an HP G2, and after spending a couple days setting it up and installing the necessary software, I got down to tweaking the settings for DCS. Tonight was the first time I got to test it out on a flight with my Wing. About an hour into the flight, I decided to check the F10 map, as I wanted to see if the guy who built the mission had put any sort of indicator on the map that showed our patrol zone. I'd switched to F10 twice before during the flight with no issues. This time, however, the screen suddenly froze, and for a moment I thought I'd crashed DCS. Then the visuals got all screwy and wonky, like the entire cockpit was trying to render from a single point of reference - then the screens just went to a completely black background. I could still hear DCS in the background, and when I picked up the controller I could switch to Desktop view and actually see the DCS VR screen there still running. When I moved my head it was tracking correctly, and I could still hear radio transmissions from SRS normally. Nothing I could do would bring it back, despite checking SteamVR settings. So I attempted to go to the WMR home space and see if I could somehow pop back into DCS - and when I did that, the sim immediately crashed. Has anyone else experienced this? I'm hoping it's a one off thing that may have been caused by switching to F10 for some reason, but figured I'd see if anyone else has experienced the same thing. One thing maybe worth noting also - for the last month or so on long flights the sim would lose tracking somehow in my Rift S - I'd get a weird message saying something about how TrackIR had lost connection, the screen would freeze, and then come back but I'd have lost all sound. I never was able to figure out why this was occurring, and wonder if this was the same issue - just in a different headset with different effects when it failed.
  2. Yes, this is happening to us also. The log files have gotten so huge that they've filled up the drive on our server - one was 32 gigs alone. The entries are these, over and over: 2020-03-23 03:04:08.454 INFO TACVIEW.DLL: During the last 0.0s an average of 0 units objects and 0 ballistic objects have been active per frame 2020-03-23 03:04:08.454 INFO TACVIEW.DLL: The average frame rate of 124.6fps would have been 124.6fps if the flight data recorder was disabled 2020-03-23 03:04:08.454 INFO TACVIEW.DLL: DCS World simulation is taking 100.0% of CPU 2020-03-23 03:04:08.454 INFO TACVIEW.DLL: DCS GetWorldObjects is taking 0.0% of CPU 2020-03-23 03:04:08.454 INFO TACVIEW.DLL: Tacview recorder is taking 0.0% of CPU Is there a setting somewhere we need to change, or is this related to an error we haven't tracked down? EDIT: Nevermind - found the issue. Somehow the Tacview Profiling Period in our options.lua file was set to zero. Setting it back to 10 minutes fixed the issue.
  3. Okay thanks. I'm a complete newbie to MOOSE, and have little LUA scripting experience, so some of those functions I really am not familiar with. The two examples I posted were cut and pasted from other sources with my own variables entered. I tried your example, and it still didn't work (both in multiplayer and singleplayer). I suppose it would be best to just wait until MOOSE functionality is restored due to the issues created by 2.5.6?
  4. I'm trying to get a respawn script working with MOOSE, and I'm having no luck with it at all. I'm new to LUA, and MOOSE (beyond the basics). I've combed through the forums for ideas and tried almost every example I've found - every time with no luck. What I need to do is have a group respawn - when it lands when it's destroyed I also need to get a similar script working for ground units (vehicles and SAMs) that will respawn when the group is destroyed. What I've done is create a completely new, fresh mission with nothing else on it. The latest version of MOOSE is loaded first as is required. I then add the do script for my LUA file. These are the scripts I've tried lately: local Group_Spawn = SPAWN:New("MiG29_Grp1") Group_Spawn:InitLimit(1, 99) Group_Spawn:SpawnScheduled(10,0) MiG29_Grp1 = SPAWN:NewWithAlias("MiG29_Grp1") MiG29_Grp1:InitRepeatOnEngineShutDown() MiG29_Grp1:InitLimit(1,99) MiG29_Grp1:SpawnScheduled(30,0) MiG29_Grp1:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Anapa-Vityazevo ), SPAWN.Takeoff.Hot ) MiG29_Grp1:OnSpawnGroup()The MiG29_Grp1 group has 2 aircraft, and is set to take off from Anapa airfield. The group has Late Activation checked. In both these instances, the trigger that fires the spawn of the MiG group fires after 10 seconds (a basic Time More), the MiGs spawn, take off, and fly into the zone I've created that destroys them (this for testing obviously). Once that happens however the group never respawns. I have no idea what I'm doing wrong here. Respawn.miz
  5. Okay, some more info on this and more questions. I've done the Fire at Point on the Advanced WP Action, and it works... except for one problem. Even if I set the Point at only a couple hundred feet across with no enemy targets within the radius, the friendly ground units will still fire on the enemy units even if they are outside that radius. I need them to simply shoot - preferably not at any target at all if I can get it to work that way.
  6. So, a question for BigNewy or anyone who can answer - For anyone who transferred from Steam a while back with the Hornet and couldn't get the discount, and bought the Supercarrier before this issue was fixed, is there no way for us to get reimbursed for that? I submitted a ticket for this but either it didn't take or or was closed with no follow up. Just seeking clarification.
  7. OMG - I completely forgot about that. Yes, that would work great - thanks for reminding me of this. One further question though: would this also work for artillery and tank rounds? That would solve the random battlefield explosions also.
  8. I didn't find a post that alludes to anything like this on a search - although I admit I could have missed it. Is there a way to create an effect of machine gun fire and / or explosions during a mission - without necessarily having enemy units fire directly at one another or setting them to invulnerable? I'd like to try to create a "battlefield" effect as seen from the air, with tracer fire and explosions going on, for a mission I'm building, but can't figure out how to do it without setting the ground units to invulnerable - which is something I don't want to do considering that the enemy ground units are targets for the mission.
  9. Is it possible to know whether or not this situation will change before, or after, the sale concludes? Many of us in this situation are waiting to buy the carrier so we can take advantage of the additional discount - I would hate to miss out on the sale altogether as a result.
  10. I initially starting using DCS through Steam. While doing so, I bought the A10C, the F/A-18C Hornet, Flaming Cliffs, the F-5, and the F-16 Viper modules on steam as well. I started noticing, almost a year ago now, that every now and then (about once every 10 starts of DCS) my A10C and Flaming Cliffs modules would pop up and ask for re-authentication. I would re-authenticate them every time. About 3 months ago now I decided to make the switch to stand-alone DCS, and transferred my account and all my modules to my ED / DCS account. This was for several reasons - one of which included the hope that this constant re-authentication issue with the A10 and Flaming Cliffs would cease. Instead, it's gotten worse. Now it happens at least once every 5th or 6th time I run DCS. One time it will be just the A10, the next just Flaming Cliffs, and every now and then both will come up. Is there a fix for this? I don't want to run out of authentications for these modules because I constantly have to re-authenticate them. For the record, this is all on the same machine I've used for 3 years now, with no hardware or OS upgrades (other than MS patch updates).
  11. Hello - Several people I fly with have purchased the C-101, and so far we're having a lot of fun with it. However we've come across an interesting bug that I haven't seen mentioned yet (but I could have missed it in my search). This happens when multi-crewing the aircraft. The rear seat / instructor pilot causes the bug to appear - so far this is in the C-101EB, we have not tested it in the C-101CC yet. If the cockpit lighting knobs are turned to illuminate the cockpit lighting (the 2 knobs on the forward right panel), the landing gear deploys immediately, with the gear handle light constantly blinking. When this happens the gear cannot be retracted, and we're forced to have to land the plane.
  12. Okay, I was wondering if it were possible to somehow make the model actually not visible, but assumed that a mod would be required. If there was an "invisible" unit in the encyclopedia though it would have rendered my question moot. Question: How would one go about deleting the model of a given unit if I wanted to create a mod?
  13. This may sound completely counter-intuitive, but is something like the title of this post even possible? I'm aware that one can create a unit and mark it INVISIBLE in the unit properties so that it is not detected by AI. But this renders the object still actually visible. What I'd like to know, or figure out, is how to do the opposite - place a unit that can not be actually seen at all, but that the AI can still detect. Is this possible? Either with or without scripting?
  14. I've just tried this again myself, after having to recreate a mission I accidentally deleted. The mission I deleted I created last week, and I was able to get all 8 planes on the deck, stacked on top of one another, spaced between the 4 CATs, all set to Takeoff from Ramp. Now, recreating the same situation, I cannot get more than 4 planes on the deck at all. No matter how I set them, once 4 planes are on CATs 1-4 (regardless of status, i.e., Takeoff from Ramp, or Parking, or Runway), no other planes will set to the carrier, and instead snap to the nearest airfield (more than 100nm away).
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