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AKA_Clutter

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Everything posted by AKA_Clutter

  1. Sorry about missing that in you post BRooDJeRo. Thanks for the help.
  2. Crunch, All appeared to be working with my CH gear and all appear in the Windows applet. Based on that , I deleted the Saved Games DCS folder and that seems to have done the trick. All the axis have the same assignments irrespective of the device number. I have tried to change that yet, but may later. Right now I am just glad to be able to fly again. On a different question, when I go to save a profile, do I need to do a save for each device, or just once and it will save the settings for all devices. The manual want clear to me. Thanks for the help! :thumbup:
  3. Crunch Thanks. I will try later tonight when I get home. And you are correct in that Iam comfortable using CH Manger. Thanks agisn for the help. S!
  4. Crunch Thanks. Is it in the same order? Top to bottom in Windows translates into left to right in DCS? Thanks.
  5. Yes. I almost always use CH Manager to set up my HOTAS as I can then pretty easily change things. I know that within CH Manager I can change the axis assignment but I don't know how that naps to the controls as they show up in DCS.
  6. OK, I am not sure where to post this. I am trying to understand how DCS and the various modules work with controllers other than the Thrustmaster HOTAS, specifically CH HOTAS setup with CH Manager profile. Up until 1.2.? my setup work without a problem, now I can’t get the axis to work correctly in A-10C of Ka-50 (outside of the default setup. I seem to remember from the initial BS1 days that the CH devices will show up in DCS control setup in the order that they are assigned in CH manager. I tried this but it does not seem to be the case anymore. In CH Manager, I have the following TABs across the top , Fighter stick, PRO Throttle, PRO Rudder pedals, and Multi-Function Panel. IN the DCS Options Panel, the columns from left to right are CH Device 1, Logitech, CH Device 2, TM MFD 1, TM MFD 2, CH Device 3, Mouse, Track IR. In the days before 1.2.? this would translate to the following. Fighterstick èCH Device 1, Pro Throttle èCH Device 2, Pro Rudder Pedals è CH Device 3, Given that I knew which device was what and how to change the axis assignments. What worked in the past doesn’t work. Bottom line is I need a lot of help in getting my sticks and axis setup so that I can fly once more. Thanks
  7. I have updated DCS world to the latest version last night but can't seem to download the various modules without getting an error message that the file is corrupt. Last night l tried downloading the A*10C, KA-50,and P-51D modules three seperate times, with a reboot between the second and third attempts. All three times yielded corrupt files. I tried via torrent AND http link. I was able to download and install the CA modulr . Has anyone else seen this issue? Can anyone help me tesve this issue? Thinks
  8. I know that it takes a while to download 900 MB (0.9 GB) BUT I have let it run for a couple hours at a time without the bar moving any. I have been trying to download via the autoupdate for 1 hour an 20 minute as of now, and the bar is only 1/5th of the way complete, and hasn't moved in at least 1 hour and 15 minutes. ANd I have my ANti-virus turned off! I have down loaded the full 1.2.2 version via torrent in MUCH MUCH less time. Can you tell me how I can do a manual update without losing an activation. :cry: TIA PS - It has now been over two and and a half hours ans the bar has NOT moved!!! THe curret auto-update.log is : 00000.000 INFO : === MiniLog opened UTC 2012-11-15 02:14:27 00000.007 INFO : Current version: 1.2.1.6288.27641 00000.009 INFO : Checking for updates... 00000.609 INFO : Repair is available. 00000.609 INFO : Update is available. Latest version is 1.2.2.7286.7 00002.489 INFO : Actualizing local cache... 00004.288 INFO : Downloading update: version=1.2.2.7286.7, timestamp=20121114-134836, database_id=40b00669c331d3ad7b64d48f52b7a10393448a7131b5210062cda8df4f4eeab4 00008.408 INFO : Downloading 892719330 bytes in 1887 objects This looks the same as the one from yesterday. :-(
  9. I too am having lots of trouble with the auto update. I have tried several times, and it gets hung up part way through. I am on 1.2.1 and have been trying to update on and off since the 8th (was out of town from 10- 13th). Here is the information from my latest attempt. 00000.000 INFO : === MiniLog opened UTC 2012-11-14 02:46:59 00000.004 INFO : Current version: 1.2.1.6288.27641 00000.006 INFO : Checking for updates... 00000.742 INFO : Repair is available. 00000.742 INFO : Update is available. Latest version is 1.2.2.7204.4 00002.735 INFO : Actualizing local cache... 00004.598 INFO : Downloading update: version=1.2.2.7204.4, timestamp=20121112-212923, database_id=f22a9c96b7b1c288af5ad154213044f1c1b831be880bb432f93f9545fc0a83d2 00004.681 INFO : Downloading 891374750 bytes in 1883 objects HELP!!!!! Clutter
  10. SWEET! I have been looking at SSDs myself. Although Crucial m4 aren't the fastest, they do seem to have good reliability and good reviews. I am leaning toward the crucial m4 256 GB.
  11. Great! What did you get. Does that include SSDs?
  12. :) :) Thanks for the information. Now to go and read something new. :book: Salute!
  13. EtherealN Not sure I understand or agree. I am NOT a computer expert by any means, just play around with them. From what I have read before and the article at the link below, it is my understand that if all four slots are filled with the EXACT SAME memory, it will be operating in dual channel mode. If you only fill three slots, or use different memory speed in the wrong channel you can end up in single channel mode. http://www.hardwaresecrets.com/article/Everything-You-Need-to-Know-About-the-Dual-Triple-and-Quad-Channel-Memory-Architectures/133/1 I know that it isn't operating in Quad mode. In fact I hadn't even heard of that until I read this thread. I now know that this is for the new i7-2700 based systems. I only state the above because I am trying to whether confirm my understanding or increase my understanding/knowledge. Thanks much!
  14. Speed, I know I am jumping in late, but I recently went through an upgrade similar to what you are looking at. The main difference is that my is almost a purely gaming use only. My specs are in my signature below. I went with the i7-2600k because I wanted it to last at least three years and I wanted to experiment with overclocking. Others are correct in that from a gaming perspective, you wont see much difference between the 2500k and the 2600k. Also, as far as I know (and can see from test) A-10C only uses one core. When I use Core Temp (freeware) to monitor CPU temperature, it shows one core at ~ 45 - 50% load while running A-10C. I think that means that my GTX 470 SC is the bottle neck. I chose the Asus P8Z68 Deluxe motherboard because, I do gaming and I wanted to try overclocking. From the reviews I read (Tom's Hardware, Hardware Canuks, Anandtech), Asus have the best boards from an overclocking standpoint. I am very happy with it. My CPU is overclocked to 4.4 GHz :) I have a Xigmatek Gaia SD 1283 CPU cooler (air cooler). When running a test that loaded all "8" cores (hyper-threading) at 100%, my temperatures were ~ 72 degrees C. Running A-10C the temps are around 55 C. All manageable. I went for 16 GB Ram simply because it was cheap at the time I got this, and I got them in sets of 2 at two different times. HOWEVER, you will have to make sure that the cooler you chose does NOT interfere with tall memory sticks (like the Corsair Vengeance). I have the Corsair Vengeance dual channel memory (4 GB sticks - 4 x 4GB = 16 GB total). When you get your motherboard, look at the specifications. It will tell you whether you need dual or triple channel memory ( I haven't heard of quad channel before). As for SDD below is a link to a thread that I started asking about how ADD would impact the game. From what I have read I think I can expect faster load times of the OS and game load times, but not much impact once you are inside the DCS games. This thread pretty much confirms that. You very well may see better performance , http://forums.eagle.ru/showthread.php?t=81888 This link has a pretty good article on the various SSDs and what a lot of the terms means. I found it useful. http://www.tomshardware.com/reviews/ssd-gaming-performance,2991.html As for size, I thought about a 120GB, but hope to go with a 240 GB SSD. My OS and support files runs about 74 GB. DCS titles (BS1, BS2 and A-10C runs another 28 GB. Add in 8 - 16 GB for the page file for Windows (I know, I know, this can be debated) and you are running pretty slim on SDD space. Hope this helps some. S!
  15. All, I am thinking about getting an SSD and am looking at either SATRA 2 or SATA 3 drives. From what I have read I think I can expect faster load times of the OS and game load times, but not much impact once you are inside the DCS games. I would like to hear from some of you that have SSDs and see what you think of them, did you see and change in game play either single player, or on-line. Thanks in advance, Clutter :pilotfly:
  16. Dragon, Absolutely. This was part of the Dogs of War Campaign (Rev 1) and I have subsequently modified to fly with BS 1.02 and FC 2. We have flown it several times. As I said, some missions work OK, but a few do not. They will fly fine in BS2 (not everything is correct) but I can't edit and save via the ME. Thanks
  17. EthereaIN, I have attached the mission below. I know that some things won't be correct, but I was hoping that most would be. Thanks for the help DoW_Mission_13_R1_10C_Peel_The_Onion.miz
  18. All, I have developed several mission in BS 1.02 and am trying to port them over to BS2. I have had some success and on some other files, not so much. I have noticed that not all transfers over, which was expected. One strange behavior is that while I can edit and save some missions, other I can not save. It doesn't matter if I have edited them or not. Does anyone know why that is? Thanks :joystick:
  19. Ripcord, Thanks for the response and the idea. I have F4 & F4AF and the dynamic campaign setup is hard to beat. I would love to have that in the DCS series. The missions I have crated to date for Black Shark have been pretty much focused on a single objective for a squad of pilots (generally 4 - 8) w/o a lot of AI units. Again all of these have been for Multi-player, and they were put together to try and form a BS campaign Keeping the balance so that it wasn't too difficult for 2 players but yet not too easy for 6 - 8 was difficult. When FC2 came out and we started to integrate those planes into some missions, it was pretty important to know which aircraft were in the game. Of course one way around this is to have the aircraft do different mission in different areas of the map. As these were primary developed for our squad to fly, we leaned toward having everything in one area. As you stated there is no one right way or wrong way, just different flavors. :) Your comments have given me food for thought for future development. :thumbup:
  20. Grimes, I'm in the process of trying to learn as much about the ME as possible. :book: I have played around with the BS ME quite a bit and have a lot of the basics down. Most of my logic to date has been pretty "brute force" and not elegant. I see that you say that you can use missions goals to count players in a mission. I am trying to figure out how to employee that in Black Shark. I know that I can set a Mission Goal to detect if a certain pilot in in game with UNIT IN ZONE. I assume that you use this to increase the Mission Score by 1. You would then have a Mission Goal associated with each MP pilot. You can the used a loop and switch condition to see what the mission score is. This is where I start having problem with Black Shark. All it has is MISSION SCORE GREATER THAN x. My problem is in setting this up is that if there are 4 pilots in game, then MISSION SCORE GREATER THAN (1), then MISSION SCORE GREATER THAN (2), then MISSION SCORE GREATER THAN (3), would all be true. I think that this issue can be solved by creating a cascade with each check 1 second after the first starting from highest value to lowest, with associate FLAG set to TRUE or FALSE. My question is this the basic process or is there an easier method that I am missing. ON a separate note, I have figured out a set of logic in A-10C that uses the Flag value to count units. One advantage that this may have over the Mission Goals is that you could have different loops to count different types of units (e.g., Ka-50 versus A-10C pilots). Anyway, may logic is shown below. Any suggestion to improve it are welcome. :) Flag 600 - Main loop initiation flag, Flag 610 - Flag to hold value = number of pilots in game Flag 601 - Used start the switched condition to start count number of pilots in game one timing in main loop has expired Flag 602 - Used to start the switched condition to decrease the value of 610 SWICTHED CONDTION (Count_Loop) TIME SINCE (600, 300) FLAG OFF (600) FLAG ON (600) FLAG ON (601) [*]SWICTHED CONDTION (Pilot_1_In_Game) -- Repeat this trigger for each pilot you want to count FLAG IS TRUE(601) UNIT IN ZONE(Pilot #1, Count_Units) FLAG INCREASE (610,1) [*]SWICTHED CONDTION (Pilot_2_In_Game) FLAG IS TRUE(601) UNIT IN ZONE(Pilot #2, Count_Units) FLAG INCREASE (610,1) SWICTHED CONDTION (Total_In_Game=1) -- Need one of these for each range you want to evaluate TIME SINCE FLAG (610,1) FLAG IS MORE THAN (610, 0) FLAG IS LESS THAN (610, 2) FLAG OFF (601) FLAG ON (602) Add FLAG/ACTION to be taken when TRUE SWICTHED CONDTION (Total_In_Game=2) TIME SINCE FLAG (610,1) FLAG IS MORE THAN (610, 1) FLAG IS LESS THAN (610, 3) FLAG OFF (601) FLAG ON (602) Add FLAG/ACTION to be taken when TRUE SWICTHED CONDTION (Pilot_2_In_Game_Decrease) --This trigger decreases the value of the count flag (Flag 610) for each unit that is in game FLAG IS TRUE(602) UNIT IN ZONE(Pilot #2, Count_Units) FLAG DECREASE (610,1) SWICTHED CONDTION (Pilot_2_In_Game_Decrease) FLAG IS TRUE(602) UNIT IN ZONE(Pilot #2, Count_Units) FLAG DECREASE (610,1) [*]SWICTHED CONDTION (Reset Loop) TIME SINCE (602,3) FLAG OFF (602) Thanks in advance for your help! :book: :joystick: :pilotfly:
  21. Druid, Topgun and I fly together most of the time. I have this with him throughout the development stages and the lag, pauses/screen freezes seem to occur at slightly different times. I did just run the mission as a SP and as a MP with me on solo. I did get pauses in both cases. In the MP case it was 5 - 6 seconds after I had dropped a CBU-105 on the SA-6s IN the SP it was just as I dropped CUB-97 on the SA-6. In testing we did get the lag when he was hosting and as well as when I was hosting. I believe both of our installs are initial releases patched to 1.1.0.6 patched to 1.1.0.7. I have been thinking of doing an un-install and then reinstalling a clean 1.1.0.7. What install do you have? Clean or patched? TIA for the help.
  22. Yea, I read in the manual that it was pseudo-random, but wasn't sure of the limitations. Would it be anymore random to use os.time as the seed and then use that random number as the next seed? (or is that what the second piece of code suggest). Looking forward to learning more. :) Thanks for the feedback. :thumbup:
  23. Speed - I would like to see the base code as I am trying to learn Lua and scripting. I would also like to learn how to ID the map object ID, e.g a certain bridge or runway. TIA :pilotfly: :book: :joystick:
  24. I am in the process of trying to learn Lua and scripting as well. I have built several missions for DCS:Black Shark, including one multi-player campaign. In doing that, I did try and incorporate "random" elements and it was a PAIN to do with triggers and RANDOM alone (probably because of my lack of understanding). Given that I was working on a script to do that, when I first saw this thread a day or two ago. Below is the results of my first attempt. It isn't as elegant as Druids but it does work. Both of the scripts listed below can be employed as described by Druid. ------------------------------------- -- The version below is a version that will generate only one set of flags -- Flag_Start - set this to one value below where you want the flag numbers to start -- For example to have the first flag start at 701 set Flag_Start = 700 -- Flags_Total - Set this to the total possible number of random flags. -- For example if you want a total of 8 different possibilities to choose from -- set Flags_Total = 8 -- To use this version, remove the "--" from the first of each line -- -- ------------------------------------- math.randomseed(os.time()) RandNum = math.random() Flag_Start = 700 Flags_Total = 8 trigger.setUserFlag(((Flag_Start + (math.ceil((RandNum/(1/Flags_Total)))))), true) -- -------------------------------------- Also when developing the Black Shark mission, I had some cases were I need some flags with a 25% of occurring, some with a 12.5% of occurring and some with a 6.25% of occurring. One such case was in setting up the campaign flow, which mission would be called next based on how you did in the current mission. Anyway to do that I developed an expanded version that sets up different groups of flags ranging from a group of two flags to 16 flags. The code for that is listed below. ------------------------------------- -- -- Simple script to set some flags randomly. -- Tit is setup such that a set range of flags represents a different set -- based on different probabilities. -- For example, if you want to setup a mission with four different random units, you -- would need four flags, each with an equal probability of occurrence. -- In the case here, Flags 741 - 744 will represent this case. -- Basic Flag sets are -- -- 721 - 722 - 2 flags -- 731 - 733 - 3 flags -- 741 - 744 - 4 flags -- 751 - 755 - 5 flags -- 761 - 766 - 6 flags -- 771 - 777 - 7 flags -- 781 - 788 - 8 flags -- 791 - 799 - 9 flags -- 801 - 810 - 10 flags -- 811 - 821 - 11 flags -- 831 - 843 - 12 flags -- 851 - 862 - 13 flags -- 871 - 884 - 14 flags -- 891 - 905 - 15 flags -- 911 - 925 - 16 flags -- -- AKA_Clutter April 19, 2011 -- ------------------------------------- math.randomseed(os.time()) RandNum = math.random() for i=2,10 trigger.setUserFlag(((700 + i*10 + (math.ceil((RandNum/(1/i)))))). true) end BaseN = 810 for i=1,6 trigger.setUserFlag(( BaseN + (math.ceil((RandNum/(1/(10 + i)))))), true) BaseN = BaseN + 20 end -- ------------------------------------- These are my first attempt at scripting and programing in Lau. Comments, feedback and pointers are welcome! Druid_ - I hope to use your idea of a table setup in doing multiple group and timing randomization once I learn more about the base code and the _G table. :book:
  25. Speed, Thanks for the reply. I"ll read the attached links and try my had at a few simple "hello word" type of scripts. Also, for a dual install, is it as simple as installing Beta 4 into a different directory or do you also need to do some registry modifications? TIA :pilotfly:
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