

july865
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Everything posted by july865
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Maybe something that I write here my help a dev. I had been running DCSW server for a week without any issues. Yesterday I had installed "DYNDNS" updater program so that when my IP changes, it can be passed along. No sooner than when I installed it, I have been getting the crashes everyone here has been writing about. As soon as the master list loads, bam. Crash. The only attempted fix I had performed was a uninstall/re-install. It worked for only 2-3 launches of DCSW, but it has reared it's ugly head again. Weird thing, after the 3rd relaunch, it started to work again. But I'm afraid that it will reappear.
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Thanks Druid. I'll give it a shot. You mentioned POSSIBLY adding lua code. Anything / scenario that you can thing of where I might need too?
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instead of re-writing the 2 missions i have i would like to make 1 mission out of both, can we merge them together somehow? if so, please explain.
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In use at the 689th, and TARS
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DCS Mods structure : How to create your plugin from scratch
july865 replied to Alex Okean's topic in How To Mod for DCS World
any idea's?? -
DCS Mods structure : How to create your plugin from scratch
july865 replied to Alex Okean's topic in How To Mod for DCS World
my question is: how do i export to a log file, the words that are displayed on the screen while in game? -
really? we could leave politics out of the discussion. . ever read the policies and agreements when you sign-up or renew a cell contract? i dont recall seeing anything like that when accepting an app's agreement. although i do admit they too are a bit un-nerving.
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you should be more worried on the intrusion you granted to your cell phone carrier than anything else.
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a hacked version of the VRS maybe?? even VRS said they would make the F model. but the docs they use for development (cant remember what the title was) doest give the details as what DCS quality would need. . has anyone received that letter form the king of africa yet? he wants to share his fortune with all of us....lol.
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its the E model for crying out loud.... it cant be done to the detail we all expect, or can it?? i still will stick to "something smells fishy" edit **sniped by secret**
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hmm... something smells fishy. if not, then good luck guys!
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the new "jet" fighter. its called the "Riff". its a "jet" and its a "fighter". you'll have it in 2 weeks. [ATTACH]67193[/ATTACH] . all kidding aside.... sit back and play with your lego's. CA will be here soon, and that should occupy more of your time. ED has NEVER disappointed with any of their releases. patients yago, patience!!
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in windows iir, you'll have to look at the raw data. i've owned the saitek peddles and after a while they were "glitching" real bad without any input. those "pots" (potentiometers) were the ultimate cause. in the windows normal view of the sliders and such, they just show a dampened view. so the raw data is where you need to focus. hence the in game controls view would work best. as i mentioned, my toe brakes were not releasing completely. if the "glitch" was large enough to overcome the dead zone, then no matter what your setting were, you would still get them dragging. or partially so. @ shootist he is correct. just make sure thats not the issue, set up a no wind mission.
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an issue i had was that one of my toe brakes was partially not releasing. bring up the control input display (rctl-enter), and see if that is the case.
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one of the reasons i had suggested to use gv's was that, once a human gv'er gets taken out, they are unable to re-enter the game. hence, gv's are to be considered valuable instead of expendable. and also, i think that you need vehicles to trigger the airbase from red - blue, or visa versa. and no additional triggers needed. the map would be simple. 50 vehicle start here, 50 start there. get from a-b and dont get killed. i believe the only trigger needed is to signify the base/bases capture(d). there are quite a few great suggestions here. we could entertain ourselves for a long time. goes to show what a great job ED is doing. edit: @ eddie reading your post, you had indicated no base capture, flag, or hill. can you clarify abit? our proposal is a bit more militaristic in nature. meaning that there is usually a piece of real estate that needs taken. as usual in war time scenarios. but anything thats fun should work.
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How do we communicate with each other?
july865 replied to Svend_Dellepude's topic in DCS: Combined Arms
With all this modern technology we should use carrier pigeon? -
I like the idea, but how about 1 step further. We at the 689th were tossing around the idea of a virtual battle against other squads. With the ability to have human vehicle players, the result would be a "capture the base" type of event. Say, 50 vehicles per side of any choice All planes available to fly are also fare game And gv's are the only way to capture the base or bases. Ideas???
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@kuky that was funny.... :megalol:
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How do we communicate with each other?
july865 replied to Svend_Dellepude's topic in DCS: Combined Arms
lets not forget that ED made Headspace part of the team. IMO there will be an in game option for a "TARS like" module. besides, what military vehicle that you know of doesnt have any comms ability, or some kind of portable walkie-talkie. and making comms avail is not a nightmare its already being used with little to no issue's. @ralfidude what voip system are you using that loads a server to the point of crashing? TS has VERY little overhead. i mean single digit kb/s over the WAN, and very few CPU usage its almost laughable that it even works. im sure ventrillo is about the same way (never used it). -
Same video as above post just embedded here
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ED, if you were to put your gear in this, i'de more than happily pay $100 or more..... just saying.
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Is DCSW linked to FC2 at the moment?
july865 replied to neroroxxx's topic in DCS World 1.x (read only)
you can use win.rar, 7zip, or similar. compress and upload. -
Select a different config. Ie. take off from rw. Then re select.
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As posted on the VRS Forum by adiemus » Sat May 12, 2012 7:47 am Time for another check in. We're still in the middle of bug hunting. Jon's been doing extensive cleanups of the XML side of things, and working on updated documentation for all the new systems added in the TacPack. There are a few things I'm currently working on. First is the Phalanx CIWS implementation for carrier point defense. Now, in addition to RIM-7's on the carrier, we've got the CIWS, which we implemented with tracers ala the C-RAM, so you have something to dodge. (minus the exploding shells of the C-RAM) Though it should be noted the tracers are only fired every 30th-ish simulated round, to keep from bogging the sim down. I'm also working hard to fix a few odd recently emerging bugs in the FLIR/NVG implementation. Odd because I can't reproduce them, but multiple beta testers have, even though none of them has been traced to any code or config change between when they were working and when they stopped. (Making trying to fix them a bit like trying to find a needle in a haystack while wearing welding gloves and a blindfold) The one variable that seems constant is that the only people affected have ATI cards, so I've actually ordered myself one to try to reproduce the problem locally. (If you're considering a video card for use with FSX, I can't recommend nVidia highly enough. We're not going to turn our backs on ATI users, but in our experience the incidence of issues is far lower with nVidia kit) We are getting closer to an open beta, but we're not quite there yet. The NVG/FLIR are experimental features, but we're not going to knowingly ship them in a state likely to be broken for 70% of ATI card users.