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Toumal

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Everything posted by Toumal

  1. Hi, I'm using an index and I use the following procedure, which only works if you set the IHADSS rendering to both eyes: 1) focus on the yellow circles. you will see the green cross twice 2) put the green crosses left and right of the boresighting circles, like so: 3) move your head laterally up/down and side to side to make the circles concentric, while keeping the crosses equidistant to the center. 4) Press TDC enter. Again, only works for if you commit the sacrilege of rendering this on both eyes, which I don't mind at all. Using this procedure the gun, CPG slaving etc. are all spot-on.
  2. I will try to get a track using a SP mission. It's really weird, it appears to affect hellfires as well as the gun. As tekrc said, it works great until it doesn't anymore. EDIT: FYI, this is not related to hellfires apparently being a bit fiddly with finding the laser. I saw George had the big solid box so the hellfire saw the laser just fine. He would simply not fire.
  3. Oh that was just because I was landed during the screenshot. The target was 4000 away and unobscured. George was lasing it and said he was gonna engage, but then didn't. And from other posts I see other people have similar problems.
  4. So I got George to engage a few targets and all went well, but then I got into the situation that he just wouldn't fire on targets with Hellfires. ROE was free but even manual consent didn't help. He would say "engaging target" but not fire. The screenshot shows the cockpit situation (I had to land to take the screenshot, but everything was the same, just with a target in range) Note on the right the missile is selected but I have no detail screen, only the simplified view. WASing the hellfire again briefly shows the full view but then flips back to this one again. Any ideas? With George lasing, hellfires selected and armed, and targets in range and in the middle of the view, what else do I have to do? Is there some additional mode that I am forgetting? Is it a bug?
  5. You are spot on. Unfortunately the default that comes up is the pilot page, so.. yeah. Easy to mess that one up! Thanks!
  6. The CPG gunnery training mission states: "Move cursor over the target area then press - Cursor Enter. You will notice a red T01 appear in the TSD" I have "Cursor Enter - Depress" bound to a button on the HOTAS, but pressing it does nothing. Any ideas what I am doing wrong, or is there a bug?
  7. I had a different cause: I waited too long after starting engine 1. If you give it like 20 seconds to settle, starting engine 2 won't work anymore. You have to get a fresh bird. Feels like a bug, but what do I know
  8. I have a peculiar problem: I can start engine 1 no problem, but engine 2 goes up to NG of 52% and then drops back to 0. I do the same procedure on both engines, following wags' tutorial video and the quickstart guide. Any suggestions? Anyone have a similar problem?
  9. Maybe, and that's just a wild guess here, maybe that's because it's not live yet, and may go live at any moment?
  10. Are we there yet? I gotta pee!
  11. Problem found! You *have* to have the en-route task "tanker" set for both on the first waypoint (just the general task is not enough), and the task needs to be the first. If you have it at the bottom etc. it won't work.
  12. Weird, this is what I end up with: On a smaller test mission it looks like it did for you...
  13. Hi, I have a problem when adding more than one tanker to the same coalition: Only one of them appears in the comms menu! I gave both tankers different frequencies and TACAN channels, but still I only see the last added tanker. Is there a trick here somewhere, or are multiple tankers on one coalition just not supported?
  14. Roger that, I'll do that and check over the next days what happens.
  15. Without a debugger and the ability to hook into the LUA interpreter running on the server, I cannot be 100% sure. All I can say is: The server stopped multiple times and had to be manually killed. Once I added the above sections, the problem went away and we have been running for over a week with lots of players and activity, and no server hang or crash. In any case, I would personally prefer a bit of defensive coding over relying that everything else works fine. In any case, if nobody else has a problem with the current script that's fine of course - and those who find their server hanging can just add the fix.
  16. I wish I was able to reproduce it reliably. All I can say is, since I made this change the server runs stable. It may well be that I only got that crash because there's quite a lot going on in my mission, so running for the full 8 hours tends to expose more problems.
  17. My guess is that isExist() doesn't become false reliably.
  18. Aaaand another update: I think I fixed the stability issue - seems like the tracked_weapons map was growing over time. I added an attribute called launchTime in the onWpnEvent function: function onWpnEvent(event) if event.id == world.event.S_EVENT_SHOT then if event.weapon then local ordnance = event.weapon local weapon_desc = ordnance:getDesc() if string.find(ordnance:getTypeName(), "weapons.shells") then debugMsg("event shot, but not tracking: "..ordnance:getTypeName()) return --we wont track these types of weapons, so exit here end if explTable[ordnance:getTypeName()] then -- trigger.action.outText(ordnance:getTypeName().." found.", 10) else -- env.info(ordnance:getTypeName().." missing from Splash Damage script") if splash_damage_options.weapon_missing_message == true then trigger.action.outText(ordnance:getTypeName().." missing from Splash Damage script", 10) debugMsg("desc: "..mist.utils.tableShow(weapon_desc)) end end if (weapon_desc.category ~= 0) and event.initiator then local launchingUnit = ordnance:getLauncher() local launchingCoalition local launchingPlayerName if (launchingUnit ~= nil) then launchingCoalition = launchingUnit:getCoalition() launchingPlayerName = launchingUnit:getPlayerName() end if (weapon_desc.category == 1) then if (weapon_desc.MissileCategory ~= 1 and weapon_desc.MissileCategory ~= 2) then tracked_weapons[event.weapon.id_] = { wpn = ordnance, init = event.initiator:getName(), pos = ordnance:getPoint(), dir = ordnance:getPosition().x, name = ordnance:getTypeName(), speed = ordnance:getVelocity(), cat = ordnance:getCategory(), unit = launchingUnit, coalition = launchingCoalition, player = launchingPlayerName, launchTime = timer.getTime() } end else tracked_weapons[event.weapon.id_] = { wpn = ordnance, init = event.initiator:getName(), pos = ordnance:getPoint(), dir = ordnance:getPosition().x, name = ordnance:getTypeName(), speed = ordnance:getVelocity(), cat = ordnance:getCategory(), unit = launchingUnit, coalition = launchingCoalition, player = launchingPlayerName, launchTime = timer.getTime() } end end end end end (Note, I also added some extra information which I use to trigger MOOSE scoring for things killed by the shockwave) Then in the track_wpns() function, I added a bit that removes entries after 1200 seconds, no matter what. function track_wpns() -- env.info("Weapon Track Start") for wpn_id_, wpnData in pairs(tracked_weapons) do if wpnData.wpn:isExist() then -- just update speed, position and direction. wpnData.pos = wpnData.wpn:getPosition().p wpnData.dir = wpnData.wpn:getPosition().x wpnData.speed = wpnData.wpn:getVelocity() --wpnData.lastIP = land.getIP(wpnData.pos, wpnData.dir, 50) else -- wpn no longer exists, must be dead. -- trigger.action.outText("Weapon impacted, mass of weapon warhead is " .. wpnData.exMass, 2) local ip = land.getIP(wpnData.pos, wpnData.dir, lookahead(wpnData.speed)) -- terrain intersection point with weapon's nose. Only search out 20 meters though. local impactPoint if not ip then -- use last calculated IP impactPoint = wpnData.pos -- trigger.action.outText("Impact Point:\nPos X: " .. impactPoint.x .. "\nPos Z: " .. impactPoint.z, 2) else -- use intersection point impactPoint = ip -- trigger.action.outText("Impact Point:\nPos X: " .. impactPoint.x .. "\nPos Z: " .. impactPoint.z, 2) end --env.info("Weapon is gone") -- Got to here -- --trigger.action.outText("Weapon Type was: ".. wpnData.name, 20) if splash_damage_options.larger_explosions == true then --env.info("triggered explosion size: "..getWeaponExplosive(wpnData.name)) trigger.action.explosion(impactPoint, getWeaponExplosive(wpnData.name)) --trigger.action.smoke(impactPoint, 0) end --if wpnData.cat == Weapon.Category.ROCKET then blastWave(impactPoint, splash_damage_options.blast_search_radius, wpnData.ordnance, getWeaponExplosive(wpnData.name), wpnData.unit, wpnData.coalition, wpnData.player) --end tracked_weapons[wpn_id_] = nil -- remove from tracked weapons first. end if (timer.getTime() > wpnData.launchTime + 1200) then tracked_weapons[wpn_id_] = nil end end -- env.info("Weapon Track End") end
  19. Small update: Unfortunately on very active maps with lots of PvP and PvE activity, the script doesn't run stable for me. I do not know why as the whole thing just freezes with no log output. Did anyone else experience this?
  20. Hi, I have another MOOSE question: I have a DCS unit object "initUnit", and I need to get the corresponding MOOSE UNIT object. However, both of the following return nil: local MooseUnit = UNIT:FindByName(initUnit:getName()) local MooseUnit = UNIT:Find(initUnit) initUnit:getName() returns the unit name as in the mission editor, without a numerical appendix. Does anyone have any hints as to get from the DCS unit to the MOOSE unit?
  21. I've been thinking about the MOOSE scoring problem and I *think* I might have an idea why it happens: What if it's not really about the event handling hooks at all? What if the problem is actually the way nearby units are being damaged by the script? After all, you're spawning an explosion for units in the blast radius like so: trigger.action.explosion I believe this may be why MOOSE cannot pick this up and determine who did it. Sooooooooo I think what I'll do is make a function that lets me pass on the player to the MOOSE damage code. I don't really need the player unit or the weapon for scoring. EDIT: Confirmed that this is indeed the root cause of the issue. Working on a fix, but I have one problem that I posted another thread for.
  22. Nice one! Kudos to your testers!
  23. Ok now I feel really bad - I did a full repair, now I cannot reproduce the crash anymore. I also tried re-adding the terrain and better trees mod I use, works fine. I *also* tested something I had a crash on before, which is the case where you don't use a datalink pod, just use a waypoint as steer point and then launch the weapon (stupid, I know, but it's for science) - also doesn't crash the server. I think I have to conclude that doing a repair on the client really fixes the issue. I did not change anything on the server. Mind you, that's still kind of a bummer because it could mean a broken client can crash the server. And now I can't reproduce it anymore...
  24. Hey there! My server is unmodified. Also tried reparing my client, I will give it a go again to get a fresh track replay / dump. One thing to note, I don't get crashes in singleplayer or the mission editor, only in MP, and then it kills the server.
  25. That was indeed my error! Thanks!
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