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ataribaby

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Everything posted by ataribaby

  1. When at home I will share one I made. In a hour or so.
  2. Yeah sounds like few ini edits and you should have this open ocean terrain - in theory :) As water is always rendered under landmass. It will be awesome for training missions and for quick fun around carrier.
  3. Ok :) It just imedietly came to my mind when I started Tamcat first time.
  4. What about all ocean terrain somewhere in middle of Atlantic? Should be very simple to make such terrain and it will supplement F-14 great. Can be used for training mission or with Russian carrier for carrier vs carrier missions. Please consider this HB if possible. Tomcat is awesome!
  5. Yeah experiencing same. Bind VR Zoom in UI controls category helps a bit but is very disorienting. What will be perfect if ED can change VR tooltips so it will contains current control setting - like "Tacan Knob: 7", "Formation Lights: On" and add possibility to add hovering tooltip over indicators you named so it will read "Gun: 500". Just for VR I edited vrtooltip file to make fontsize set to 35 to be readable.
  6. I am allowed now, Sting, She is my Cat now! and hello my friend :p
  7. On HTC Vive with 1070 and I got great FPS when I disabled mirros (big big FPS eater in Tomcat) and all shadows.
  8. Please add airbrake toggle key binding ;)
  9. Just lost Jester view graphic in ring center. I can't get it back even I uncheck/check option in Special options.
  10. Pretty please add Airbrake Toggle key as well.
  11. Please add Airbrake Toggle shortcut. There is only separate In/Out and I am running out of X52 HOTAS buttons.
  12. Stillness in Time campaign have all wrong skins for Mig-21 - no more Northenia and Southernia skins. I see russian one on players 21.
  13. Hi Mbot, great news. It cost me a lot of hair to understand your code. Marvelous work from coder point of view ;) Finihsing Mig-21 mini campaign. Am I allowed to release it with all my code modifiations please?
  14. Hi guys, Encoutering frequent crashes during mission generation so I had long debug session and found this ATO generation bug. Basicaly in code there is checks for minimum number of planes per flight and for some tasks as CAP if 1 ac is requested it will break from generation loop. Problem is that before this empty package record is always created and when filling loop is exited ATO contains one or more empty package records that causes crash later in mission generation as code can't handle it. So I solved it by adding same simplified check to draft record before it is used for ATO and it fixed issue. File ATO_Generator.lua look for this code --assign draft sorties to ATO and build packages/flights for side, draft in pairs(draft_sorties) do --iterate through all sides for n = 1, #draft do and change it to (look at that draftok added check): --assign draft sorties to ATO and build packages/flights for side, draft in pairs(draft_sorties) do --iterate through all sides for n = 1, #draft do --iterate through all draft sorties beginning with the highest scored -- ATARIBABY added test for flight validity to prevent adding empty packages into ATO local availableTest = aircraft_availability[draft[n].name][draft[n].task][draft[n].loadout.name].unassigned local availableDraftNumber = draft[n].number local draftok = false if availableTest * draft[n].loadout.firepower >= draft[n].target.firepower.min then if availableDraftNumber > availableTest then availableDraftNumber = availableTest end if draft[n].task == "AWACS" or draft[n].task == "Refueling" or draft[n].task == "Transport" or draft[n].task == "Escort Jammer" or draft[n].task == "Flare Illumination" or draft[n].task == "Laser Illumination" then draftok = true elseif draft[n].task == "CAP" then if availableDraftNumber == 1 then draftok = false else draftok = true end elseif draft[n].task == "Intercept" then draftok = true elseif draft[n].type == "F-117A" or draft[n].type == "B-1B" or draft[n].type == "B-52H" or draft[n].type == "Tu-22M3" or draft[n].type == "Tu-95MS" or draft[n].type == "Tu-142" or draft[n].type == "Tu-160" then draftok = true elseif draft[n].task == "Reconnaissance" then draftok = true else if availableDraftNumber == 1 then draftok = false else draftok = true end end end if draftok == true and draft[n].target.firepower.max > 0 and draft[n].target.firepower.max >= draft[n].target.firepower.min then --the target of this draft sortie must have a need for firepower above the minimum firepower threshold Also found issue in wrong random param - when first param became bigger than second and it fails. Look into ATO_Timing.lua and change beginning to this: for side, pack in pairs(ATO) do --iterate through sides in ATO for p = 1, #pack do --iterate through packages in sides local player_start_shift = 0 --waypoint time shift to start player at mission start local tot --set time on target in seconds after mission start if pack[p].main[1].tot then --package already has a tot (target package for player intercept) tot = pack[p].main[1].tot --set package tot else -- ATARIBABY fix for bad random @2 param - intgerval is empty if (pack[p].main[1].tot_from + 600) < pack[p].main[1].tot_to then tot = math.random(pack[p].main[1].tot_from + 600, pack[p].main[1].tot_to) --set random tot else tot = pack[p].main[1].tot_from + 600 end end So far not a single crash yet.
  15. Ok thanks for info.
  16. Hi, Just encountered few problems after stable 2.5.4.26552 patch. * Damage model is totally off - I can fly without both wings * Player AI wingman never turn off his landing lights * 6DOF cockpit missing fuselage now and it is obvious in VR with open canopy and with closed one around glass frame - please read fuselage again - at least top part * Pilot visor is not "fullscreen" in VR * Eyes position is too low in cockpit - just look at side of headrest Thanks for looking into this.
  17. As I needed to change player unit skin in course of campaign here is trigger action for it: add code bellow to DC_CheckTriggers.lua function Action.AirUnitLivery(unitName, livery) for side_name,side in pairs(oob_air) do --iterate through sides in oob_air for unit_n,unit in pairs(side) do --iterate through units in side if unit.name == unitName then --unit found unit.livery = livery end end end end Here is usage: ["Campaign first day player ferry flight"] = { active = true, once = true, condition = 'camp.mission == 1', action = { [1] = 'Action.AirUnitLivery("Abkhazian 1. Fighter Squadron", "Russian_AF_Camo")', [2] = 'Action.SetCampFlag(1, true)', [3] = 'PlayerFerryFlight = true', [4] = 'Action.Text("Ferry flight to Gudauta")', }, }, ["Campaign after player ferry flight"] = { active = true, once = true, condition = 'PlayerFerryFlight == nil and Return.CampFlag(1)', action = { [1] = 'Action.AirUnitBase("Abkhazian 1. Fighter Squadron", "Gudauta")', [2] = 'Action.AirUnitLivery("Abkhazian 1. Fighter Squadron", "Abkhazian_AF_Camo")', [3] = 'Action.TargetActive("Sochi-Adler to Gudauta Ferry", false)', [4] = 'Action.TargetActive("Gudauta Intercept", true)', [5] = 'Action.TargetActive("CAP Sukhumi", true)', [6] = 'Action.TargetActive("CAP Gali", true)', [7] = 'Action.Text("After Gudauta arrival")', }, },
  18. All must happen during you are flying. There is no statistical war. All attacks and kills only happen in 3D. If you are skipping missions you just passing date. Although triggers can trigger events even then if they are written with this in mind.
  19. Dunno if it is possible. I basically fixing stuff as I encountering them during designing of my Mig-21 campaing and as it is purely Air to Air tasking for a player I never touhgh about that. I think it is not possible as you cannot query what mission is active for player. Also I think you always defining pictures for actual mission not for next mission. Also I am not very familiar with DCS - I come from Flacon BMS world so maybe I am completely wrong.
  20. Another fix for target activation and group probabilities. Problem was that target activation takes effect not in current mission where trigger was activated but in next mission. Probabilities doesn't work at all. I was all evalueated but not updated to write into actual mission table. To fix it open MAIN_NextMission.lua and put this code bellow dofile("Scripts/DC_CheckTriggers.lua") line: dofile("Scripts/DC_UpdateOOBGround.lua") dofile("Scripts/DC_UpdateTargetlist.lua") so it looks like: dofile("Scripts/DC_MissionScore.lua") dofile("Scripts/DC_Time.lua") dofile("Scripts/DC_Weather.lua") dofile("Scripts/DC_UpdateOOBGround.lua") dofile("Scripts/DC_UpdateTargetlist.lua") dofile("Scripts/DC_CheckTriggers.lua") dofile("Scripts/DC_UpdateOOBGround.lua") dofile("Scripts/DC_UpdateTargetlist.lua") So it will update changes to actual mission table and read target activation influences by triggers. Now you can set probability for group to 0 or 100% in base mission and then use trigger to include / exclude group from mission altogether. It also should deactivate any target missions if defined in target list for that group if prob is set to 0. I am using it to activate HAWK site after NATO joins war: ["Campaign NATO Join"] = { active = true, once = true, condition = '(camp.date.day > 6 and camp.date.month > 3 and camp.date.year > 1991) or camp.mission > 2', action = { [1] = 'Action.GroupProbability("USA Hawk Site", 1)', [2] = 'Action.Text("Nato joined")', }, },
  21. Hehe good good :)
  22. Mainly this thread where I found some document with collected knowledge and just got things how was done in other campaigns and trial and error.
  23. That change to allow strike targets activation is in ATO_Generator.lua look for line: if loadout_eligible then and replace it with: if loadout_eligible and target.x and target.y then Then you can use trigger like this on inactive EWR strike: ----- CAMPAIGN PROGRESS ----- ["Campaign War Start"] = { active = true, once = true, condition = '(camp.date.day > 6 and camp.date.month > 3 and camp.date.year > 1991) or camp.mission > 2', action = { [1] = 'Action.TargetActive("Recon Sukhumi", true)', [2] = 'Action.TargetActive("Recon Gudauta", true)', [3] = 'Action.TargetActive("Recon Kutaisi", true)', [4] = 'Action.TargetActive("Recon Senaki-Kolkhi", true)', [5] = 'Action.TargetActive("Recon Kobuleti", true)', [6] = 'Action.TargetActive("EWR South RU", true)', [7] = 'Action.TargetActive("EWR GRG", true)', [8] = 'Action.TargetActive("Sweep Sukhumi", true)', [9] = 'Action.TargetActive("Gudauta Airbase OCA Strike", true)', [10] = 'Action.TargetActive("Sukhumi Airbase OCA Strike", true)', [11] = 'Action.TargetActive("Sweep Kutaisi", true)', [12] = 'Action.TargetActive("Kutaisi Airbase OCA Strike", true)', [13] = 'Action.TargetActive("Senaki-Kolkhi Airbase OCA Strike", true)', [14] = 'Action.Text("War Started")', }, },
  24. Yes exactly. I just added guard IF conditions to that part of code that modify 2nd and 3rd waypoint - as intercept has only one waypoint it fails. That code was even not in previous version (red bear campain for example) and I don't understand why it is there. In older version there was only deepcopy command. Also just fixed error when activating for example EWR site target via campaign trigger. It always crash as at that time it has no X and Y. Now It will just exclude that newly activated target and it will use it in next generated mission when it gets all properties filled. I wanted my Mig-21 campaing stats as peace team CAPs and it will escalate into conflict in two missions or if specific date is reached. Now it works like a charm ;) DCE is pretty complex and cleverly coded by Mbot so one must be careful with changes. Unfortunately it contains some nasty bugs that is not so obvious or easily reproducible. Trying fix them as I ancountering tehm during campaingn dev and testing. I still do not know whole Mbot code and it's flow. It is piece of art.
  25. Ahh sorry then. Only option that comes to my mind is you installed campaing into wrong folder (paths are hardcoded to specific DCS mod) or try run DCS as administrator - maybe it can't write into place.
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