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daemon1808

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Everything posted by daemon1808

  1. I have noticed that it not happens only with "orbit" task. i.e: once an helicopter starts an "AttackGroup" task pushed to its Controller, you can't stop them to attack pushing another "mission".
  2. Hi ED, I have this problem using the Mission Scripting Engine, that was not happening last time I tried it: If I pushTask() a "mission" that gets an helicopter into an orbit in its current location, and after that I pushTask() a new "mission" to get it to orbit in another place, the helicopter refuses to acknowledge the second "mission", and continues orbiting the first location. In fact it resuses any kind of "mission" (like Attack, or Escort, etc) I think there is some kind of bug once the helicopter starts the "orbit", because it seems to ignore pushTask() commands for the Controller of the Group after that. I attached an example .miz where this is happening. The helicopter start an orbit at 2 seg time, because the 1st trigger. At 40segs it should leave the orbit and goes to the origin of the map ({x=0, z= 0}), because the second trigger, but it refuses. At 120segs it should replace the current route and go to another point in the map, because the third trigger, but it refuses too. In the other hand, If I delete the 1st trigger (so the helicopter do not orbit anymore at the start of the mission) the 2 and 3 points happens without any problem, as expected. (I have tried even using resetTask and popTask before replacing the first mission with the second, but no joy) Could you check it, please? Thanks in advance. NOTE: When I speak about "mission" I am refering to something like below, where in the routePoints are embed a Task "orbit" (or attack, or whatever) local _mission = { id = 'Mission', params = { airborne = true, route = { points = routePoints }, } testHELICOPTER.miz
  3. Hi I'ven been testing a mission for CASE III recovery on a windy, rainy and foggy day and I have found that the fog is a bit weird. It seems like the textures of the objects are completelly wash out and brillant, more than been obscured by the fog itself. (I haven't tried a foggy mission for a long time, but I don't remember the fog been like this last time I played a foggy mission) What is more, once you return to the mission editor, these "wash out" textures appears for the objects loaded in the payload window... and even in the encyclopedia. Could you check, please? (for comparation purposes: This is how it appears if the corruption of the textures isn't present)
  4. I will refrase it, to be more clear: - With (DLSS ON and DLAA ON) or (DLSS OFF and DLAA ON ) no matter what other ajustments: Everything is smoother, but up to the point that little things moving fast (like vehicles, bandits, numbers in cockpit displays, objects in MFD when TPOD slew, etc) seems to be like "under water". They seem that they are a microsecond "lagged" with the reality, and they leave ghost images behind. Just like in those dream sequences in the movies. You can play with all other options to try to reduce this effect up to some point, but it is always present. So, based in my experience, DLSS/DLAA seems amazing if you just want to fly around and enjoy the flight and views, because everything is smoooooother and performance seems a bit better.. but it is very weird and anoying during combat. - With DLSS OFF and DLAA OFF: Everything is less smooth, but objects are more defined (even with sharpness = 0 ), especially when they are moving. No more "lagged" a microsecond, no more ghost images behind. You can use MSAA or not, or adjust sharpening slider, depending on your preferences (i.e: For me was always MSAAx2 the best option quality/performance)
  5. Yes, that's it. DLSS on (and DLAA greyed) OR DLAA on (and DLSS off): Ghost images and blablabla.
  6. I`ve tried many different scenarios using my PICO 3 VR headset (DLSS in all 4 variants, DLAA, MSAAx2, MSAAx4, de-scaling to below native resolution, scaling to above native resolution, no sharpening, full sharpening, FOVEated, no FOVEated, etc.) and, after all my test during yesterday and today, what I have seen in my case is this: - With DLSS or DLAA ON (no matter what other ajustments): Everything is smoother, but up to the point that little things moving fast (like vehicles, bandits, numbers in cockpit displays, objects in MFD when TPOD slew, etc) seems to be like "under water". They seem that they are a microsecond "lagged" with the reality, and they leave ghost images behind. Just like in those dream sequences in the movies. You can play with all other options to try to reduce this effect up to some point, but it is always present. So, based in my experience, DLSS/DLAA seems amazing if you just want to fly around and enjoy the flight and views, because everything is smoooooother and performance seems a bit better.. but it is very weird and anoying during combat. - With DLSS and DLAA OFF: Everything is less smooth, but objects are more defined (even with sharpness = 0 ), especially when they are moving. No more "lagged" a microsecond, no more ghost images behind. You can use MSAA or not, or adjust sharpening slider, depending on your preferences (i.e: For me was always MSAAx2 the best option quality/performance) So, for playing A2A missions and some A2G missions, DLSS and DLAA is a no-no (at least for me) It is a pitty but, if they are able to avoid the problem with this blurry FC3 HUDs and the ghost images issue, DLSS could be great. A clue might be that, for full fidelity modules, this problem with the HUD doesn't happen. So maybe in the diference on how they are rendered could be the trick.
  7. Hi, For those of you that are having problems, I have been testing the DLSS/DLAA and I have found that the problems with some elements are blurry because they leave ghost images when they or the background moves. For example some elements in the cockpit, like fuze mode in the harrier or FC3 HUD (weirdly this doesn't happen in the HUD of full fidelity modules) or aircrafts moving fast at short/medium distance. This is even more noticeable in VR, and have nothing to do with Frame Rate lost (I am having same FR than before the v2.9, no stuttering and no problem with other elements like scenery, clouds, etc) For me, at least for now, it is better to not use DLSS or DLAA (turn them off, or use other options). Check this, maybe it could help you:
  8. This is an amazing job, man. Hollywood should learn from things like this that realism and entertainment are compatible for aviation movies!
  9. Hi again! A new A.R.E.A. 18 v3.3 (with N.O.S.E integrated) is released now too, and links for M.E.P. and HIPSTER last versions have been send to former Patreons as well, based in your tier (check your Patreon inboxes) A.R.E.A. 18 v3.3 CHANGELOG ***************************************** - A.R.E.A18 now uses No Overlaping Sound Engine (N.O.S.E.) instead of standard "sound to" and "message to" functions - NEW: Added slots for Heatblur F-14b - A.R.E.A 18 now is compatible with HIPSTER mod. In order to integrate HIPSTER into all random daily A.R.E.A mission, just install HIPSTER mod in all of the mission files existing in the ".../Area18RandomMission/RandomMissions" folder. (Remember to execute the "../Area18RandomMission/Time&WeaderRandomizer.bat" after that, and each time you want to randomize the weather and AREA base of operations) - FIX: Minor bugs solved Enjoy!
  10. Hi! That's the way to use NOSE. Just take an existing mission that could have some mixed sound problems, change the offending triggers with new NOSE ones, and that will solve the problems. Thanks for your words!
  11. Thanks for your comments Rudel_chw!!! I'm happy you found this mod useful! Regarding the line between paragraphs, it is DCS who is inserting it. That's because each paragraph is a call to a "message to" action (or DCS Mission Scripting Engine equivalent). But there is a workaround. You can use the single line function, and use the "/n" ("lua" language escape character for new line) when you want to begin a new line. Something like this --> nose.QuequeSound("whatever.ogg", 10, "casa \npatata \ngato", 10, false, "sound") Check the attached example file (no sound is included, but you can see that the text is shown in multiple lines, without a line between them. Cheers! testNOSEmultiplelines.miz
  12. I forgot to mention that both Hipster and M.E.P. new versions have other improvements. HIPSTER v1.1 CHANGELOG ***************************************** - Hipster now uses No Overlaping Sound Engine (N.O.S.E.) instead of standard "sound to" and "message to" functions - Hipster now is able to warn about SAM missiles launched at the player and when the missile is fooled or destroyed. (Enjoy DEAD/SEAD missions with you two seater aircraft mod or official module) - Hipster can be used by WWII planes too - Failsafe added to avoid HIPSTER stop working when a critical error happens. (If a error window appear during the mission, accept it and [provide this unexpected error was a one-time issue], hipster will continue working) - Hipster will inform about targets destroyed during ground attack runs. Also will warn when bombs are released. - Hipster is able to play "music tracks" during the missions (provide the player have uploaded the music files into the mission) - Hipster will inform of the fuel loaded into the internal tanks during Air to Air Refueling - Fixed some minor bugs - New option for Verbose submenu: "Ignore allies" - New Hispter speeches at some points (like when engine starts, during taxi...) M.E.P v2.5 CHANGELOG ************************************ - [NEW] - M.E.P. now uses No Overlaping Sound Engine (N.O.S.E.) instead of standard "sound to" and "message to" functions - [IMPROVED] - Changed the name of M.E.P's sound files to "soundsMEP" to avoid conflicts with other mods - [BUG FIXED] Agonizing units made sometimes MEP to crash
  13. Now it is active. Please, find the link above
  14. Hi, Remember when I said that HISPTER v1.0 and M.E.Pv2.4 where the last versions of the mods?. Well, I can't sit still without doing anything for even a while ("si se queda quieto, explota" we said in my country) ^_^ Sooo, I have been working in a way to de-conflict the sounds between M.E.P, HIPSTER and A.R.E.A, to avoid them to interrupt each other. Find below the new mod N.O.S.E thread with the workaround I have developed to do this. New versions of M.E.P (v2.5) and HIPSTER (v1.1) mods, with N.O.S.E integrated, have been published in DummyPilot Patreon for those of you interested in these mods. I will also publish during the next days a new version of A.R.E.A18 (v3.3), with N.O.S.E integrated, that will be a gift for Hipster and M.E.P Patreons. As usual, all former patreons will receive the new version of the mod/s they own completely free (you don't need to become a patreon again if you don't want to). I will send the links using the Patreon messages system, so stay tunned o your patreon accounts. Thanks!
  15. Hi, During my summer hollidays, I have been working in a way to avoid the existing problem with overlapping in-mission sounds. What started as workaround to de-conflict sounds for my M.E.P. and Hipster mods, has derived to a brand new mod that I want to share for free with all of you, as a "thank you" for all Mission Creators and Modders that enrich DCS with their hard and wonderful work. Hope it will be useful for your missions and mods! If you are a casual player that do not have deep knowledge of the Mission Editor, but you want to use N.O.S.E in some missions where sound conflicts can happen, do not worry. There is a easy way to change the standard "SOUND TO" triggers with N.O.S.E triggers, as it is explained in one of the videos bellow. If you are a mission creator or modder, you can use it in any of your missions or mods, if you consider it useful. Furthermore, N.O.S.E. is opensource and you can make your own changes, improvements and share them with the community. BUT, WHAT'S N.O.S.E? As you probably know, "sound" TRIGGERS during the mission happen when a particular conditions are actived. And sometimes these conditions can't be exactly controlled by the mission creator, and 2 TRIGGERS can overlap in time. This can cause that the second sound will interrupt the first one, Using "RADIO MESSAGE" triggers for playing sounds can be a partial solution, because they do not interrupt each other, but there are other problems that makes "SOUND TO" triggers better for playing in-mission sounds. The ideal solution should be that ED provide a way to play sounds at the same time but, after years, the API sound have not been changed and this and other weird behaviour happens using sound files. So I have developed a way to queque the sounds, that is not much different than adding a "SOUND TO" trigger, that will allow the sounds to be played sequencially instead of interrupt each other. For those of you that are using M.E.P v2.4, Hipster v1.0 and/or AREA18 v3.0, do not worry. I have integrated N.O.S.E with them and you don't have to anything to de-conflict their sounds. Furthermore, If you use N.O.S.E triggers instead of "SOUND TO" in any mission, this mods will not interfere with that in-mission sounds either. Thanks for your support! Link to the mod: https://www.digitalcombatsimulator.com/es/files/3332988/ USING N.O.S.E. IN A NEW MISSION (MISSION CREATORS) USING N.O.S.E IN AN ALREADY EXISTING MISSION (EASY WAY TO USE) EXAMPLE OF A MISSION USING N.O.S.E (AND HIPSTER)
  16. Ey, you are right Ironhand, thanks! . I haven't check if the keybinding exists in the F-15C, and I have found it now! Then, what I am requesting is easier. Just to add the same keybinding and behaviour to the other FC3 that don't have it (A-10a, Su-25, etc)
  17. Here it is, track and demonstration video with A-10a. Happens the same for the F-15c (at least) As you can see: - At "high" ground speed tail has full authority and nose wheel is always pointing forward. - At "medium" speed, tail has low authority and you have to maximize pedal inputs to get a moderate turn ratio. - At "slow" speed, the NWS (or whatever) automatically activates, and takes the already existing pedal input. I always have understood that this behaviour is one of the "simplifications" for FC3 (not a realistic or unrealistic behaviour): - low speed --> NWS automatically ON for taxi - High speed --> NWS automatically OFF to avoid drifting during takeoff/landing But maybe I'm wrong. Anyway, I am requesting to activate deactivate NWS on demand... like Av-8b, F-14B, F-18c, etc.... nws.trk
  18. Hi Draconus, Sorry, I meant that there are not many changes or new functionalities for FC3 aircrafts, not that bugs are not fixed. My bad. In the other hand, this is not a bug, but a request. I have posted it in "DCS: Wish List", because FC3 secction has not a "Wish List" section (or at least I haven't found it) The point is that for FC3 aircrafts the "NWS" (or a similar function) is activated/deactivated depending on the speed on the ground. What I request is a keybinding to activate/deactivate it instead of been automatically triggered depending on the speed. ie: let's say that you are landing and you use left pedal to stay centered on the runway (because cross wind or whatever). At some point, when the speed is low, the NWS jumps into action and suddenly your pedal input is multiplied. If the user is able to activate/deactivate that functionallity on demand, this can be avoided.
  19. Hi ED, I know that FC3 has not support, but this one should be very easy: Could you change the automatic "nose wheel steering" that exist for FC3 aircrafts for a key binding on/off. Now is a headache when you are landing while using pedals to stay centered in the runway, and suddenly the NWS activates and multiply your pedal input x10. Thanks in advance
  20. I haven't try it for a while, but time ago it was possible to change the A-10A payload manually in the lua file, and use buddy lase with the A-10A on 1113 code using some mods (like MIST and M.E.P.) (Time 2:00)
  21. Hi, For those of you that have already downloaded the A.R.E.A18 v3.2 , I found lately a bug in the random missions in Iran base that makes the campaign to ends abruptly. You can find a link with the fixed campaign in your Patreon message box Sorry for the inconvenience.
  22. Hi all HIPSTER and M.E.P include now, as a gift, A.R.E.A 18 v3.2 campaign (that is compatible with HIPSTER) New Razbam F-15E and new SA342 Gazelle versions slots have been included in A.R.E.A18 Daily Random Missions. So you can "install" HIPSTER WSO in A.R.E.A and enjoy Hipster in the F-15E too Take into account that HIPSTER, as before, is not able to manage any fighter instrumentation. It will only give you more situation awareness of enemy contacts in BVR and Visual range, and will enhance your inmersion in the game. For those of you who had supported my work joining in Patreon in the past, you will find a message in your patreon accounts to download A.R.E.A18 v3.2 (as a gift for your previous support.). Thanks!!!!! Hope you enjoy
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