

pacastro
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Everything posted by pacastro
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And 3000 tracked bugs didn't mean they were all gonna get fixed on this update.
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Graphics settings with 1060 6gb /I5 6600K
pacastro replied to TheCamper's topic in Game Performance Bugs
Hi I have the same graphic card, but It runs alongside an i7 7700k (Overclocked to 4.7). I play at 3440x1440 and get around 40-50 fps, drops down to 30 in supercarrier. Try checking if your processor is maxed out, if it is then upgrading to a faster clock i7 may be a way to improve your fps. I'm using the latest Nvidia driver. -
Papi - Mistral
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Use SimpleSlotBlock, it lets you manage slot availability with flag settings. So you can set the correct flag when you want them to be available. https://forums.eagle.ru/showthread.php?p=3098216#post3098216
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Para mejorar los framerates y sacrificar un poco de calidad de imagen deshabilita el MSAA. El radio de precarga al máximo debería ayudarte con los tirones, pues al cargar más objetos del mapa antes de iniciar el juego evita que durante el juego se tengan que cargar... y con HDD esto provoca tirones. Extraño que no te funcione.
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Sube el radio de precarga al máximo a ver si eso te ayuda (Opciones en DCS), sobretodo si tienes HDD y no SSD.
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UGRADE TO A 500gb SSD or go to 32gb RAM
pacastro replied to xXMustangXx's topic in PC Hardware and Related Software
Go to SSD, it will improve load times for everything in your PC. -
Not track here... But I switched to static weather (was in dynamic before) and the problem is gone. No more server crashes up to now.
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[RESOLVED]Catapult deck crews not visible for non-module owners.
pacastro replied to D4n's topic in Bugs and Problems
In multiplayer they should be able to see the crew, just not be able to spawn from SC or land on it (no interaction with deck crew). From SC FAQ: How will it work in multiplayer if a player does not own Supercarrier”? Anyone can join a server that includes the Supercarrier module. Owners of the module can takeoff and land on the Supercarrier, as well as use the Case 1, 2, and 3 radio communications, Ready Room, LSO station, Air Boss station, and more. Non-owners of the module will: • See the Supercarriers, deck crew, and aircraft on the deck in missions. This will allow them to join a multiplayer mission with Supercarrier. • Create missions with the Supercarriers using the Mission Editor. However, if you do not own the Supercarrier module, you will not be able to spawn on the deck to takeoff or catch an arresting wire to land. You would also not be able to take advantage of the new radio communications, the Ready Room, LSO, Station, and Air Boss Station. -
[MOOSE] RAT - Random Air Traffic
pacastro replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
RAT Object is not respawing after being destroyed (by RAT script itself) for being idle in ground for too long, in my case after getting damaged while trying to park in a used by static parking spot. I don't know if this is intended that way. If it is, maybe add a setting command to force respawn instead of destroy object in case of getting stuck on ground for too long. (I tried the RAT:RespawnAfterCrashON(), but it won't respawn the object after it gets destroyed by RAT) -
How to update/roll back to a specific DCS version: https://forums.eagle.ru/showthread.php?t=114030
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Its saving the mission file only, that's why they are all of the same length. No track of the actual flight is saved. This works for MP and SP if its the same instance of DCS you are using to play both.
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Same here but, but at random times... 2020-06-09 00:53:12.172 INFO EDCORE: try to write dump information 2020-06-09 00:53:12.176 INFO EDCORE: # -------------- 20200609-005312 -------------- 2020-06-09 00:53:12.177 INFO EDCORE: DCS/2.5.6.50321 (x86_64; Windows NT 10.0.19041) 2020-06-09 00:53:12.178 INFO EDCORE: C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin\WorldGeneral.dll 2020-06-09 00:53:12.179 INFO EDCORE: # C0000005 ACCESS_VIOLATION at 07123080 00:00000000 2020-06-09 00:53:12.185 INFO EDCORE: SymInit: Symbol-SearchPath: '.;C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server;C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\bin;C:\WINDOWS;C:\WINDOWS\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;', symOptions: 530, UserName: 'Miner' 2020-06-09 00:53:12.186 INFO EDCORE: OS-Version: 10.0.19041 () 0x100-0x1 2020-06-09 00:53:13.094 INFO EDCORE: 0x00000000000C3080 (WorldGeneral): MovingObject::IsFlag + 0x0 2020-06-09 00:53:13.094 INFO EDCORE: 0x0000000000040D62 (WeaponBlocks): wDSeeker::operator= + 0x432 2020-06-09 00:53:13.095 INFO EDCORE: 0x000000000000B9A0 (edObjects): Evoker<LandObjectDestroyNotifierBase,Link<LandObjectDestroyNotifierBase> >::onStartEvoke + 0xD0 2020-06-09 00:53:13.095 INFO EDCORE: 0x000000000000E9F2 (edObjects): viSearch::TestAndInsert + 0x52 2020-06-09 00:53:13.095 INFO EDCORE: 0x000000000001CD18 (edObjects): LinearStorage::getAllObjects + 0xB48 2020-06-09 00:53:13.095 INFO EDCORE: 0x000000000001CDF1 (edObjects): LinearStorage::getAllObjects + 0xC21 2020-06-09 00:53:13.097 WARNING LOG: 6 duplicate message(s) skipped. 2020-06-09 00:53:13.097 INFO EDCORE: 0x00000000000094D9 (edObjects): viObjectManager::GetObjects + 0x99 2020-06-09 00:53:13.097 INFO EDCORE: 0x0000000000009E60 (edObjects): viObjectManager::GetSegmentList + 0x8C0 2020-06-09 00:53:13.097 INFO EDCORE: 0x0000000000042101 (WeaponBlocks): wDActiveSeeker::changeAirTarget + 0x441 2020-06-09 00:53:13.098 INFO EDCORE: 0x0000000000045F4B (WeaponBlocks): wDActiveSeeker::simulate + 0x1AB 2020-06-09 00:53:13.098 INFO EDCORE: 0x000000000001F83A (blocksim): wSimulationSystem::simulate + 0x14A 2020-06-09 00:53:13.098 INFO EDCORE: 0x0000000000035E6B (WeaponsBase): wAmmunition::simulate + 0x10B 2020-06-09 00:53:13.098 INFO EDCORE: 0x00000000000E466B (Weapons): wAmmunitionDecoy::spawnSnare + 0x7CB 2020-06-09 00:53:13.099 INFO EDCORE: 0x00000000000EB6D1 (Weapons): wAmmunitionSelfHoming::simulate + 0x161 2020-06-09 00:53:13.099 INFO EDCORE: 0x00000000000336CA (WeaponsBase): wAmmunition::Class + 0x9A 2020-06-09 00:53:13.099 INFO EDCORE: 0x0000000000003C04 (World): wSimTrace::CommandsTraceDiscreteIsOn + 0x504 2020-06-09 00:53:13.099 INFO EDCORE: 0x00000000000040AD (World): wSimCalendar::DoActionsUntil + 0x1FD 2020-06-09 00:53:13.100 INFO EDCORE: 0x00000000007033FF (DCS): woLA::loadNewInputLayout + 0x31002F 2020-06-09 00:53:13.100 INFO EDCORE: 0x0000000000714313 (DCS): dDispatcher::InitDatabase + 0xDC73 2020-06-09 00:53:13.100 INFO EDCORE: 0x00000000006EAB44 (DCS): woLA::loadNewInputLayout + 0x2F7774 2020-06-09 00:53:13.100 INFO EDCORE: 0x00000000006EAF09 (DCS): woLA::loadNewInputLayout + 0x2F7B39 2020-06-09 00:53:13.100 INFO EDCORE: 0x00000000015A3B37 (DCS): AmdPowerXpressRequestHighPerformance + 0x9ECB33 2020-06-09 00:53:13.101 INFO EDCORE: 0x00000000008CE98E (DCS): uiAsyncNet::onGameStop + 0x684BE 2020-06-09 00:53:13.101 INFO EDCORE: 0x0000000000016FD4 (KERNEL32): BaseThreadInitThunk + 0x14 2020-06-09 00:53:13.101 INFO EDCORE: 0x000000000004CEC1 (ntdll): RtlUserThreadStart + 0x21 2020-06-09 00:53:13.591 INFO EDCORE: Minidump created.
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Improved stability and dedicated server - Discussion
pacastro replied to NineLine's topic in Multiplayer
https://forums.eagle.ru/showthread.php?t=274431 -
SWAPR - SWeet Automatic Player Replacement script
pacastro replied to Hardcard's topic in Mission Editor
I can make statics hide in F10 map using the hidden option for them in ME, it works in my dedicated server also. I have no idea how you are making the Swapr magic work, but hidden static's is not an option because they are spawned after mission start? -
SWAPR - SWeet Automatic Player Replacement script
pacastro replied to Hardcard's topic in Mission Editor
Ok, tried it again but this time I set the Slot_Block option to false, repeated the side changing thing described in my previous post and all red replacement planes spawned on top of the wreckage!! so it was the slot blocking doing its work what prevented all replacements to spawn the previous time. That's perfect, you can have both ways. Only thing I would suggest regarding the blocking part of swapr (when enabled), is to add an option to reset the blocking and unblock slots after a period of time. -
SWAPR - SWeet Automatic Player Replacement script
pacastro replied to Hardcard's topic in Mission Editor
Tested it, the capture mechanics works really well!! The capture zone that has to be without enemy units is the black circle you see in the ME surrounding each airfield? I found just one thing that I'm not sure if it's a flaw or it is intended that way: I went as Blue and destroyed all the red AI replacements, then destroyed one red tank that was inside the capture area. Base captured and blue replacements spawned. Then I switched sides and went in with a red tank, destroyed the blue tank and captured the base back for red.... but only one AI replacement spawned, I'm thinking the rest of them didn't because of the remaining wreckage of the first replacements destroyed by the blue tank (see attached screenshot, only 1 KA-50 respawned with remaining wreckage on background). I'm trying this in a dedicated served, and for me the problem with not hiding AI replacements in the F10 map persists, included are screenshots of F10 map one from red coalition and another from blue coalition, in both you can see in the map all the red AI replacements. The mission is unmodified from the one on your last post, with AI replacements and option of hidden set to true (hook is in its place). Thanks for your great work here! -
SWAPR - SWeet Automatic Player Replacement script
pacastro replied to Hardcard's topic in Mission Editor
I know and I tested it with AI replacements. I tried again and I found that Hidden_AI_Replacements won't work if you are using it in a multiplayer server. I tried to run it directly from the ME to test it out (switched config to SP) and it works out OK, it hids the AI replacements. Tried that same mission in a multiplayer server (switched confign to MP) and AI planes are not hidden. (I have the hook file under scripts/hook) Really good news regarding the dynamic replacement for capturing bases!!! can't wait to try it! Thanks! swapr_test.miz -
SWAPR - SWeet Automatic Player Replacement script
pacastro replied to Hardcard's topic in Mission Editor
Hi, nice script you have created. Thanks for sharing! I'm testing it on a multiplayer server, hoping the FPS impact won't be too much. I'm having one problem with the Hidden_AI_Replacements option: - I have working Swapr slots in the starting field, nothing else. I switched from Static to AI and it works. - I tried to set the option Hidden_AI_Replacements = true, but nothing changes from false state, I can see all the AI slots in the F10 Map the same way for true or false. Is there something I'm missing somewhere? Now, some suggestions: - Can you make a delayed/lateRequested spawn/despawn of some replacements?? This would be great to spawn replacements for slots on a base once you capture it (it starts on red side, so no replacements are set for blue side on start but you do have late activated slots), and to despawn the replacements for slots of the other coalition once they loose the base. Maybe multiple lists for multiple replacement activations during the mission? - Can you add an option for when you select AI Replacements to have them spawn in Cold state, without pilot regardless of the unit starting state in ME??. This helps when you have all client slots to start HOT, but you don't want all the swapr replacements be Hot too, but you still want them to be armed as set in ME. Regards Pablo -
Hi, I have been trying to get Lua Predicate to work with the following code (using MOOSE): LoopUnit = UNIT:FindByName( "Pilot #777" ) LoopUnit:HandleEvent( EVENTS.EngineShutdown ) function LoopUnit:OnEventEngineShutdown( EventData ) return true end The problem I'm having is that this is not triggering the action that sets Flag 7301 to ON (FLAG ON (7301) in Actions). If I replace the "return true" with "trigger.action.setUserFlag('7301', true)", it works and sets the flag to true. So my question is why the above code is not returning the true value for the Lua Predicate to work and execute the corresponding Action?? Thanks
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I solved it by copying 2 files from my DCS regular install: C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\FUI\Common\StartImage.bmp C:\Program Files\Eagle Dynamics\DCS World OpenBeta Server\FUI\Common\StartImage_src.bmp The images are missing in the Dedicated Server, so you get a blank server window.
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Not sure if this is only a Supercarrier thing, haven't tested on other ships. The thing is I placed a windsock on the Supercarrier deck (don't ask why...just because I can), and there is a strange behavior for where the windsock moves. If I set the weather windspeed to 0 knots, the windsock fly's correctly against the wind from the moving ship (25 knots in this case) and pointing to the back of the ship. Then I tried setting a tail wind of 5 knots and the windsock points forward as if the tail wind was greater than the 25 knots of the ship: When I set a side wind of 5 knots (90 degree to carrier heading) the windsock is completely sideways to the carrier heading.. should be pointing backwards with a small component to the side because of the 25 knots carrier speed. So it seems that the windsock is detecting the weather wind and not the carrier induced wind, unless there is no weather wind.
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Tacview, the ACMI for DCS World – Official Thread
pacastro replied to Vyrtuoz's topic in DCS Modding
Hi, I have a dedicated server running in an old PC with 8gb of RAM (DDR2, hard time finding a way to increase it to 16gb) so I wan't to keep the memory use to bare minimums. All I want to do is to remove the default Tacview 10 minutes delay (no data recording on the server side), but I understand that in order to do so you need to have Tacview installed on the server. So... my concern is how much more memory Tacview will use installed in my DCS dedicated server?? If I disable DataRecording for the server in the options.lua the memory usage will be the same as not having Tacview installed at all?? Thanks -
I'm having this issue in the latest beta with the new Supercarrier. Sometimes static objects in Supercarrier are all present, other times they are missing completly... and other times some of them are loaded and shown. This is from a client connecting to the server within a LAN network, so no bandwidth or latency issues (?).