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geloxo

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Posts posted by geloxo

  1. I run all settings maxed at 1920x1080 (single 144Hz screen). Only thing I had to turn off was motion blur as it dropped my fps to 40. Tested with latest beta drivers and DCS 1.5 OB recently. So far so good except that MP crashes after 5-10 minutes but this seems to be an issue to other players as well as far as I have read. Average 70fps stable with Vsync on. Just left default crossfire profile active and frame pacing on.

     

    DCS prior to beta was unplayable for me (20 fps). DX11 usage was a lifesaver to me.

  2. Please add a more robust MP server filtering. As a minimum to have the possibility to sort servers by ping, players, password protection, mission or server name. It's a must nowadays at any MP interface. And if possible be able to search by server specific parameters (e.g: server name)

  3. Look for any keyboard mapping free software. They can map keystrokes for such situations you need. Search for Antimicro on google for instance. That one I use for a custom panel and supports many features.. There are more programs available. Some are simpler and other have more features. SV Mapper is one of the easiest to use allowing On/Off programming but is old and not sure if still available.

     

    Read the documentation to know how to use them

  4. Hi,

     

    I have updated my original post to include your updating as well there ;-)

     

    Thanks for the job and sorry for being out so long. I hope to come back with DCS 2. I got tired of the old engine... hahaha

     

    Cheers

  5. Hi guys. Sorry for late answer. I´m out for a while and currently I do not plan to support CTTS in short time. I even did not check the new patch myself. I´m sorry about bad news. The script was created as a proof of concept till the huey or DCS engine implemented the troop transportation itself or an alternative to this simple script.

     

    Best solution is to leave the code open for other scripters to use it provided that Deck (remember he had the former idea) has no problems about that. At least on my part of the work you don´t need to ask for permission to modify and publish an updated one. Please make it public for everybody so that we all can enjoy it.

     

    Cheers ;)

  6. Nice. I´m in holidays now but when back I will take a review on the code to avoid the "GroupName" convention and all other things. I will use a dedicated script name to avoid problems with other scripts as suggested.

     

    The problem about loading a item and unloading another one is one of the reasons why I decided to stick to one cargo type. As I said in the PM you can always change the variables logisticItemModel in the script for different missions, depending if you will load fuel, ammo or whatever. You stick to one task per mission, but it´s consistent at least.

  7. Regarding the pickup of dropped troops....

    On a multiplayer server if you have a large trigger zone people may have dropped troops here there and everywhere would it be possible, when it comes time to "EXFIL" troops that they could all march to a specific predefined pickup point if all the enemy is dead within the zone they were dropped.

     

    would just make picking troops up again easier if they all congregated round a pickup point instead of having to go looking for where they were dumped off.

     

    Ground commander can control de troops at any time.Thats why i always put such role on my missions. I prefer to avoid too much automated tasks to force players to play as a team

  8. The troops are those ones next to the trucks, yeap. Try downloading the latest version of the missions, as there was an error in early versions of M04. Anyway, the other possibility is that you did not unload the items or troops inside the trigger area on the LZs (remember to use F10 & F1/F2 to unload troops and materials).

     

    To be 100% sure the unloading should be somewhere between the green smoke and the tents. You can open the mission and unhide the triggers to check which is the proper area, or edit it and enlarge the radius of those triggers, as you prefer.

  9. Thanks kozure. Yes the idea is to hide infantry in difficult places, as you would do if a chopper attacked you. Since mission 3 the AI is intended to be random. They will move and behave different each time mission is played. Missions 1 and 2 do not have so much dynamic AI as others, but inserted troops will move randomly as well to engage enemy.

     

    Regarding the NAM era skins they are made by Home Fries. I have seen that he updated some files recently, so probably the links are updated as well and wait for moderator approval.

  10. If you talk about mission 4 you need to drop 1 squad of engineers (there are 8 men per squad) + 4 equipment pieceson each LZ. You have a total of 4 squads available at London just in case any is killed or players crash the helicopters with them onboard.

     

    The HQ radio sound is just for ambience. A text message appears as well on top left side of screen giving the details of the new orders at the same time the sound is played.

  11. Mine are set flat to 65 and it´s really smooth, specially during hover. If you need an extra push on the stick just use trim to reach the 100%. Curved ones are unpractical for me, as your sensitivity changes dinamically, making it harder to control it.

  12. CTTS does nothing to players or playable units except adding the radio action. It should be no problem cause by it on that related to joining units.

     

    Regarding the error on that line 786 i know about it. It seems to happen when one enemy group is killed just at the same time the spawn happens. But I´m not really sure as it happened to me just once during all checkings and indeed froze my server too.

     

    The script checks the list of enemy coallition groups and if the groups are existing then it takes their unit #1 position as reference (the so called leader variable) to order the troops spawned group to move there (for instance when you dropped them). The error seems to happen cause script couldn´t find that unit #1 cause it doesn´t exist but indeed it has a constraint to check before which is that the group exists. So if group exists it must have at least 1 unit inside, which is the one used to calculate the destination of spawned groups

     

    I really don´t understand why the error occurs :-( If someone has any idea please share it

     

    Anyway I have introduced another constraint to bypass this error and updated script to v1.04 just in case. The mission pack is updated as well to use this new release. Please report any further errors like this and I will modify it as well.

     

    Cheers

  13. Mission pack updated with full working FM beacons for JIP players or players you joined after mission start. Thanks for the support of those joining server during tests.

     

    Also M04 is updated as a "gift" including a new feature: ATIS radio displaying all needed freqs (so you don´t need to go to briefing and read) and Command channel radio (HQ will inform players about the current task to perform). Read briefing for more details. You just need to tune the required freqs to access ATIS and Command. Radios are re-called every 60s for players joining after mission started.

     

    Cheers

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