

daemon1808
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Everything posted by daemon1808
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Yes, I never see the 94% stuck in CW map, because I see no progress in the upload bar at all. And after more than 30 minutes the game is completely crashed
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Hi, Please, what´s the size on disk of the map once downloaded?
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i had the same problem. In my case it was because the SU-30 mod. just removing it the problem is gone
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SUMMARY: In this mission you take the role of a pilot who participates in an aerial parade during October 12th, Dia de la Hispanidad, which is celebrated in Georgia parallel to the parade in Spain. Together with your team mates of "9ª Escuadrilla" and a couple of FA-18C from "Ala-15", your task is to reach the stadium where the crowd is waiting for the show, at the indicated time and altitude. It can be convert to a multiplayer mission, simply by changing the pilot types to "client", so several players can participate together in the aerial parade. The mission contains several "voiceovers"and audios of the parade of the Spanish armed forces for greater immersion. You can also change the audios of the triggers and the liveries (or the type of aircraft), to adapt them to the air parades of the air forces of your countries. Here I leave a video with the gameplay in Spanish and English. Enjoy!
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Hi, As you can see, in one picture I am landed on one FARP at 39RXP 51884 23287 On the other picture, you can see that I have set the WP03 at the same coordinates, but it appears several Km from my current position. I haven't been flying the Apache for a while, so I'm not sure if this is a recent bug or I'm doing something wrong know, or what. Please, could you check it?
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Hi! A Steam user using Pico 3 headset here. After a couple of problems downloading the update because the antivirus (no big deal, I have to deal with IT security guys on my job every day ) and a restorarion of installed files on Steam, everything seems fine so far. FC3 standalone modules working. No missed axes/bindings for now. No VR issues. No frame drops. OpenXR tools working as always... Thanks ED
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Hi Mistermann! It is weird. In theory both functions stack the audio files in the same queue (in fact DelayedQuequeSound launches QuequeSound after "delay" seconds) Are you sure you have the soundDuration parameter values ok in both functions? (it should be the respective duration of the sounds + a margin of 1 or 2 secs) On the other hand, If you send me a mission file (.miz) where this happens, I will try to check it. BTW, have you checked lately your Patreon inbox? I sent you my last mod Better ATC for you to enjoy it! cheers!
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Hi guys, I didn't see this last comments until Fabio @mentioned me. Remember that M.E.P.Version 1.0 and M.E.P.Version 2.0 are not supported anymore. You can find more information about M.E.P. v2 FINAL VERSION) in this other threat: Find more information for current M.E.P. v2.7, which is already funtional, in the description of this video: Thanks! Hi @fabio.dangelo, I have posted in the Patreon community area the last M.E.P version. You will find it in your personal messages. Regarding your question: Yes, it should work for the SCOUT. For the ESCORT it will not work because the payload will not match. I have seen that there are 2 Kiowas in mission editor (one is local _airtype = "OH58D" and the other is local _airtype = "OH-58D"). Try it and I'm 99% sure that it will work. Thanks for your support.
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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".
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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
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Good to know! Thank you for the info!
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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)
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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)
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Yes, that's it. DLSS on (and DLAA greyed) OR DLAA on (and DLSS off): Ghost images and blablabla.
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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.
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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:
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This is an amazing job, man. Hollywood should learn from things like this that realism and entertainment are compatible for aviation movies!
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M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
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! -
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!
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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
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M.E.P. v2.0 and v2 FINAL VERSION and HIPSTER WSO/RIO Mod
daemon1808 replied to daemon1808's topic in DCS Modding
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