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Wheelyjoe

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Posts posted by Wheelyjoe

  1. Hey, nice work mate.

    I originally had the secondary explosions on units as well, but I thought it looked a bit janky, and the existing system for explosions is okay, the values used are just terrible. I did some rudimentary testing and compared to "real world" numbers (I used to study at the UK's blast injury research centre), and it was close enough for something running as a script IMO. I'd much rather it be fixed by ED than me 😄

    I also used to have it "suppress" units when they were caught within a certain radius, but as disabling AI and weapons is only doable on a per group level it can make a unit quite some distance away "stunned" and it felt a little cheesy.

    Totally okay with you adding these features back, just thought I'd note what I'd done and discounted and why. That and performance, trying to eek every single frame out of DCS, haha!

    Enjoy the script, check out the IADS one too if you're into a bit more realism! Needs an update for new launchers, but it's still a fun addition to a server and really easy to use!
     

    https://github.com/wheelyjoe/DCS-Scripts

    - Wheelyj
    oe

    • Thanks 2
  2. 8 hours ago, NineLine said:

    I know it's not gonna be the answer you want, but right now this is what we have decided is the best for DCS going forward. I will talk to the team about concerns as far as modding and bug reporting. Sorry guys.

    I have asked for:

    1. Modding use, another solution to work with this
    2. being able to see the values some other way or form for testing

    Our intent certainly isn't to stop modding or hide mistakes, I can understand some jumping to that, but I promise, it's not about that.

    >Our intent certainly isn't to stop modding or hide mistakes, I can understand some jumping to that, but I promise, it's not about that.

     

    While I don't want to jump to that... the hell else are you doing? If you've found other issues fix them. Don't go and hide (known broken) values with the aim of "fixing cheating". You have a total of 1975 players online, 1136 of those are server bots, leaving just over 800 players. The top 157 of those are in the top 5 severs, none of which are PvP, meaning cheating is effectively menaingless.

    In the nicest way possible how the fuck is hiding those values for the good of the communuity? Between liberation (using my weapon damage fix) with 430 online members, PGaW and SaW from Hoggit (a total of 6700 online members) all using my shitty damage fix script there are likely more players using my half assed fix (from an engineer come aviator) than there are being "saved" from cheating.

     

    I see nothing having been done here to do anything but hurt the community and drive more away. These are the things that keep people playing the near-30-year-old-sim desipte DCS having a lions share of a small community and will drive them away the second an alterative is available.

    • Like 7
  3. Have you tried in any other plane / mission to see if it occurs across the board?

     

    Which mission are you trying so we can try to reproduce.

     

    Away from PC - sent using Tapatalk

     

     

    I seem to have fixed it with a reinstall of voice attack and vaicom pro.

     

    I do have a new one though: What are the correct tab names for the keeboard? I have "AWACS Page", "Log Page", "Tanker Page", "Crystal Palace Page" (that was a hard one to work out), "Show Notes", but I can't work out ATO, ATC, or REF.

    There also doesn't seem to be anything in the FAQ or manual saying what therse are.

    • Like 1
  4. I am having issues with Viacom looking like it's reinitializing the mission frequently and stopping comms because of that, also it's crashing with VoiceAttack while using the kneeboard. Logs attached. I can't see anything regarding the crash in there, but you can see the mission info frequently popping up and stopping listening. VAICOMPRO.log

  5. Hi Blue73!

     

     

    Seems like you're doing amazing work!

     

     

     

    I'm sure you get a lot of people annoying you about this, but I'm 3/4 of my way through building a dedicated simpit and I would love to use some of your work here to really take it the extra mile.

     

     

    Is there any ETA on release? Could you see your way to releasing some parts that are more finished?

     

     

     

    Thanks!

     

     

    Wheelyjoe

  6. Long freeze causing VR crash

     

    2020-06-19 00:09:05.153 ALERT DX11BACKEND: Error: Can't find precompiled shader for effect model/def_material.fx:BINORMAL_SIZE=2;BLEND_MODE=4;DAMAGE_UV=tc0;DECAL_UV=tc1;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_DAMAGE_ARGUMENTS;METROUGH_MAP;NORMAL_MAP_UV=tc0;NORMAL_SIZE=3;SPECULAR_UV=tc0;TANGENT_SIZE=4;TEXCOORD0_SIZE=2;TEXCOORD1_SIZE=2;USE_DCS_DEFERRED=1;.

    Recompilation process will take some time, please wait

    (this situation should not occur on end user PC, if there is no manual shader editing)

    2020-06-19 00:09:05.327 ERROR DX11BACKEND: Can't find precompiled shader model/def_material.fx:AIRCRAFT_REGISTRATION;BINORMAL_SIZE=2;BLEND_MODE=4;BONES_WEIGHTS_SIZE=1;DAMAGE_UV=tc0;DECAL_UV=tc1;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_DAMAGE_ARGUMENTS;METROUGH_MAP;NORMAL_MAP_UV=tc0;NORMAL_SIZE=3;SPECULAR_UV=tc0;TANGENT_SIZE=4;TEXCOORD0_SIZE=2;TEXCOORD1_SIZE=2;USE_DCS_DEFERRED=1;.

    2020-06-19 00:09:05.327 INFO DX11BACKEND: Compile shader: model/def_material.fx:AIRCRAFT_REGISTRATION;BINORMAL_SIZE=2;BLEND_MODE=4;BONES_WEIGHTS_SIZE=1;DAMAGE_UV=tc0;DECAL_UV=tc1;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_DAMAGE_ARGUMENTS;METROUGH_MAP;NORMAL_MAP_UV=tc0;NORMAL_SIZE=3;SPECULAR_UV=tc0;TANGENT_SIZE=4;TEXCOORD0_SIZE=2;TEXCOORD1_SIZE=2;USE_DCS_DEFERRED=1;

    2020-06-19 00:09:08.536 ERROR SOUND: can't load wave: "effects\aircrafts\engines\f14_rear_distant_02"

    2020-06-19 00:09:09.306 ALERT DX11BACKEND: Error: Can't find precompiled shader for effect model/def_material.fx:AIRCRAFT_REGISTRATION;BINORMAL_SIZE=2;BLEND_MODE=4;BONES_WEIGHTS_SIZE=1;DAMAGE_UV=tc0;DECAL_UV=tc1;DIFFUSE_UV=tc0;DIRECTX11=true;ENABLE_DAMAGE_ARGUMENTS;METROUGH_MAP;NORMAL_MAP_UV=tc0;NORMAL_SIZE=3;SPECULAR_UV=tc0;TANGENT_SIZE=4;TEXCOORD0_SIZE=2;TEXCOORD1_SIZE=2;USE_DCS_DEFERRED=1;.

    Recompilation process will take some time, please wait

     

     

    Hi, had this happen a couple of times in the last few days. I can only assume it's this mod as I believe it's the only shaders edits I have in the game right now.

     

     

    Any ideas what I can do to fix it?

  7. Mirage Radar instantly dropping tracks in multi-bar search mode.

     

    Mirage radar seems to currently be affected by a bug whereby the radar display only shows contacts inside the bar that is currently being scanned. For example, if the radar is set to operate a four bar scan, and a contact is detected inside bar two of that scan, the contact will only display on the radar screen for the length of time that the radar takes to complete that bar. As soon as the radar moves to scan bar three, the contact instantly and completely fades from the display, and is picked up again the next time the radar scans through bar two.

     

    To clarify, I have tested this with the "remanence" (memory) switch in both the R and the N positions, both providing the same result, and the instantaneous and consistent correlation between the radar moving to scan the next bar and the contact vanishing leads me to believe this is not a user error problem.

     

    Thanks in advance.

  8. But how ?

    I talk about the boomb run.

    What Speed , High , AOA.

    Pop up runs or stright line ?

    And all the info about making it right.

    That's not possible from existing manuals, as the modelling isn't that realistic.

     

    There are nearly 10 pages of depression tables with hight, angle of attack and speed, for both bombs are rockets, and it says there that most are based on the mk82 and follow the same/very similar aerodynamic trajectories.

     

    There is no LABS computer for calculated delivery.

     

    If there is AAA go low and fast level or >15k, if there are SAM sites, go below or above their engagement zone, if there are MANPADs stay above their engagement zone. The tactics you use depends on the target, the topography, the air threat and the desired effect on target. That is the judgement that defines your skill as a pilot.

     

    I have provided pages of data on how the bombs fall, from fast and slow, low and high, flat and diving, what you do with with that information is up to you.

     

    Sent from my Pixel using Tapatalk

  9. AGM-45 Shrikes do not work for me as is wrote in manual.

    All set and no hear "lock" beep sound when is plane lightened by enemy radar.

    Tried against several enemy AA systems with no succes.

    Nose i have direct against target, tried distance 1 - 5 nm - nothing - no sound anyway.

     

    There is no tone in the mod, they do lock however.

     

    They do only have a 3 degree off-bore seeker, so you do have to make sure they're heading almost directly at the radar

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