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Everything posted by nighteyes2017
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What you could do is make the targets that they are not supposed to attack invisible. This wil not actually make them invisible off course, but it will make the AI not see that target and so not attack it.
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So i searched and found several hint and tips about this, old search results from 4 years ago, but nothing that really gives me the answer i'm seeking. I know how to use the X: cockpit argument in range, from the ME. i know where find the argument numbers, values, device id etc. What i would like to achieve is to give the same command/condition from a lua script that i start from the ME. So for example access the AOA from my own lua script, and then use that as a variable further in the script to send messages and other stuff. I read about export.lua, and what it can do, but it cant find how to use that to write something that i can then access from my own lua script. It seems to concentrate on writing to a file, or writing to a network to access that from another program, but that is not what i want to do. So is there a command i'm missing? MOOSE and MIST can access some things like speed etc, but not specific indicators. or did i overlook a function from either of the two? Do i need to use export.lua? if so how do i make the connection between my script and the export.lua. Do i need to do network commands from my script for that and then access the export.lua? Or is this not even possible at the moment?
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A lot of mission builders are using several triggers most of the time (a lot actually). The overview of what trigger did what exactly again can get lost sometimes. Especially if revisiting a mission done some time earlier. might i suggest 2 small additions to help create more overview? 1) a bogus trigger, that can be used as a title and seperator in the first column, to seperate and group triggers together. I know you can color them, but giving the groups titles with seperators is much clearer. Im using a trigger that doesnt actually get triggered now, and using the name of the trigger to create this, but a default title trigger without conditions or actions would be a lot nicer. 2) a comment section for each trigger, in wich a mission builder can write notes to himself or others, what the trigger was build for. Especially in case of flags, keeping track of which flag does what can become confusing when several are in use.
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What would be useful in the mission editor, concerning triggers, is a universal delay action. some actions can be delayed on their own, and some can't. What would be neat is if you could set an action, then set a delay for x number of seconds underneath that, and then after that the next action would be executed. with the way it is now, i normally use a flag to trigger something, but this flag needs to trigger several actions, with time in between those actions. i now have to set several triggers, with different timing in the 'time since flag' conditions. a delay action would decrease the number of neccesary triggers giving a more clear overview. (apart from using a lua script of course)
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installed it in mods/aircraft under my savedgames folder, next to the other aircraft modules, as per info. dcs version 2.5.6.55743, 1 oktober 2020 update. when starting dcs i get an authorisation error. It says it sees the module but it has been disabled. am i doing something wrong here?
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reported High consumption of RAM memory
nighteyes2017 replied to Frogfoot250's topic in Bugs and Problems
Earlier today i solved my FPS problems by disabling my optane memory. However later in the day i got stuttering again. Then i closed steam wallpaper changer. INSTANT solution! on monitor, got about 60 frames. Alt tab to desktop, closed wallpaper changer, alt tab back to dcs, 165 FPS! Steam wallpaper changer does not play nice with dcs. -
reported High consumption of RAM memory
nighteyes2017 replied to Frogfoot250's topic in Bugs and Problems
getting terrible, terrible VR performance about 10 seconds after i get in the cockpit about 3 fps Unflyable. Untaxi-able even. COREI9 9900K 32GB RAM @ 4300mhZ NVIDA GeForce RTX 2080TI Oculus Rift CV1 as a refference: getting steady 45fps on my oculus in any of the other theatre. No issues whatsoever. running everything on high settings. - lowering settings on this map doesnt affect the low framerate at all. - although since the update not necessary, cleared the shaders manually after installing the map. - drivers updated. Also seeing the 25 GB of ram usage. So i turned of the vr and went back to monitor flying. Although the counter says 60 fps, it still shows stuttering performance, without actual FPS dips. Not pretty. Again, as a reference, flying on monitor in caucasus: 125fps, easy ---------------------------------------------------------------------------------------------- EDIT: took me a while but problem solved. I have intel optane memory in my setup. although it is configured to only accelerate access to my storage drive, and NOT the M2 drive that holds my steam and DCS install, is still somehow managed to seriously disrupt DCS. Probably something to do with the high memory this map currently uses, wich is why the other maps dont seem to be a problem. So if you have optane memory, whether accelerates your drive that has your DCS drive or not, turn it off. -
Yep. same here. Oculus rift. No change in settings. Seeing the glow around other planes too. The look like ufo's from some distance.
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So i know some of you are already aware that getting the external tanks topped off in a hotpit refuel is a problem. So i sat down to see what is actually happening. Here is what i found so far: In order for the external tanks to take fuel the refuelling door has to be open. The amount of time in advance is not a factor. It just has to be open. I know in real life they do this in advance to depressurize the tank for A-A refuelling, but not so in DCS right now it seems. First, When hotpit refuelling, the internal en external tanks are fuelled at the same time, BUT not at the same RATE. Second, when the internal tanks are full, refuelling stops, even if the external tanks, refuelling at the slower rate, have not topped off yet. So to get around this, you have to make sure the amount of fuel in the internal tanks is low enough, in order for the external tanks to fill at the lower rate. This means lowering the refuel slider low enough first, and then refuel again to 100%. I forgot to write down the percentage values needed, but i think for a single centreline it was around 45%. So this sounds like it can be easily fixed by not stopping refuelling based only on internal fuel loads. I'm no expert in internal fuel workings but this doesn't sound like a feature to me.
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I got it working!!! the secret was here: https://forums.eagle.ru/showthread.php?t=180469&page=36 i never saw this threat but went looking for the author of the vpc and found this thread. it seems that lights dont work for static objects anymore in 2.5.6, so you need to add them to the mission editor as a vehicle, then fortification. looking at the lua files now (attribute param), its obvious. so it was the way i added them in the mission editor for the tests. thanks for all the help everyone! it helped me in the right direction and keep going :thumbup:
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Well, its still not working. I tried implementing your points. no go lua language itself and 3dmax are not a problem for me. i just need to learn what dcs wants to hear from me. so i was already looking at the example files. i missed the headlight entry though. then i tried the files you sent back. i saw the changes, i exported that, changed the lua entry to the one you made. no result again. i had already found the vpc equipment mod (including the patch files). but here is the strange thing: none of the lighting of the vpc equipment is working either! I tried different objects from the vpc mods. the modelviewer shows that they have lights in them. but none of those are working either. :dontgetit: i tried putting them in a mission, start the day at 0:00 and fast forward time to the next day. they never turned on. this is very very weird. so is there something wrong with my game then? all my graphic settings are set to high. my computer can easily handle the highest settings. so probably not the problem. (btw the gaz-66 landing lights from dcs itself actually are working. spotlights i believe?. ) i just cant figure this out.:dunno:
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Unfortunately no. i am testing at several mission start time moments. didnt make a difference. So in order to take this 1 step at a time, i started a testfile. I created a plane, a box, and an omni light. I added a visibility track to the box, with argbase visibility controler set to #1. Also did this for the omni light. In the modelviewer, this works just fine. both box and light can be turned on and off. In game however, it doesnt work. Depending on how i set the track in 3dmax, the box either appears in game, or remains invisible. But the omni light never shows at all, telling me its not the track or the argument that is wrong with the omni light. The box never actually switches from visible to invisible or vice versa, at any time ingame. So although i can set that initial on/off state from 3dsmax, it isnt switched ingame, telling me the argument number might be wrong? (also tried 0 and 69 as suggested) i included the 3dmax testfile, and also the definition for ingame testing. maybe someone can tell me what i did wrong there? 3dmax: open in 3dmax, obviously the definition file: put it in your savedgames/dcs/mods/tech folder. in mission editor look under static objects/structures. top of the list. *testobject in testing this, i export from max and then replace the edm file in the shapes subfolder. max2014 testobject.rar testobject.rar
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mmm, its still not working. at first i tried adding a arg visibility controller but 3dsmax would crash on that. so i found this thread: https://forums.eagle.ru/showthread.php?t=162584&highlight=visibility i followed that and added a visibility track with argbase visibility controller and 1 as an argument. now i can turn the light on and off in the modelviewer, but ingame the light still wont show itself. i feel i'm missing something in the definition of the light. is it simply adding in the omni or spotlight itself? or do i have to give it some properties? any chance you could send me a max2014 testfile showing how to do it?
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tried it. didnt work. but i think its because im not doing it right. you see im still not entirely sure what the correct way is. currently, im using the graph ediitor from 3dmax and selecting my light. then adding an argbase float controller to the multiplier part of the light, and then give it number 69 in this case. in the modelviewer, the argument shows up. but doesnt seem to control anything. in the modelviewer the lights are constantly on. however in game they are off. i also tried adding keyframes from frame -100 to 100 at values van -1 to 1. doesn't seem te help. (saw in the tutorial) by the way, is there a list somewhere of all the available arg numbers? i know there is one for cockpit controls. i have that one.
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1) yeah, not really an option. fighters should be able to taxi on it coming from an airbase taxiway. wich means the surface would be higher off the ground then the airbase taxiways. So i'd have to make some sort of ramp? would that work? otherwise fighters would have to learn how to jump. 2) if i put an box underneath the surface, the model reports that is it is taking damage when i taxi over it. is there a way to say that the collision box should not take damage but still remain a collision box? i mean, its working alright, i can taxi over it now, but for the damage.
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i got 3 questions. first: I have a model in 3dsmax in wich a surface is flat on the ground (picture). Making the plane thick is not really an option, since fighters should be able to taxi on it. Also i have some omni lights and spotlights in the model wich work in the modelviewer, but im probably missing some arguments to turn them on at nighttime in game. 1) How do i prevent the grass from coming through the ground? 2) how do i define the plane in such a way that dcs sees it as a surface you can taxi onto? 3) what arguments do i have to give to make the lights turn on at night? do i need to use the graph editor in 3dmax and give the lights keyframes?
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ok i finally figured it out. It was a scale problem :doh: i tried merging my main model into my working test model to see if it was any sort of settings problem. When the merge was done. it suddenly set my main model into a clear perspective of size. Never noticed that. Even though i did went through the correct setup for the exporter, setting up the correct units ed. Somehow the scale got changed somewhere resulting in a way too big hangar. placing an omni in there looks fine in 3dmax. the omni lights up everything regardless of the size. in the modelviewer however. the omnilight does not have the strength to light up the same area. So what you see is not what you get in this particular case. many thanks again. without the testfiles, i never would have figured it out like that.
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yep. that works. i just figured it out right before i saw your post. so thats 1 mystery solved. now trying to figure out why its not working in my main model though. At least i got a little closer to the solution. many thanks for that! :thumbup:
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ok, im trying to figure this thing out here. so i started a new file. trying to recreate your testfile. result: my testfile doesnt work. So im missing something here. this is what i did. create a plane. roughly 50x50m create a omni light. gave it the propery NO_CONNECTOR = 0; in user definend saved it exported it via file->export as an edm file the plane doesnt even show up now. im comparing the files, but cant find the difference ive attached my own testfile wich doesnt work. what am i missing here? test_omni_light(v2014).rar
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ok your file works fine. im using the file->save dialog and then marking as edm file i did this with your file and that works. Same thing with my file doesn't work.
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cant open your file. im using max2014. tried to change the color in my file. no change. the omni is right next to a building wich i intend to light up.
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done. still not visible in the modelviewer.
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yeah, i was experimenting with that. I found several post referring to that, but i can't seem to find any post or manual that show the basics on how this is supposed to work or when to use it. i did find the YouTube tutorials in this thread: https://forums.eagle.ru/showthread.php?t=217251&highlight=light however when doing exactly what it says, it doesnt work for me. i would be really useful if someone knew of a guide or simple step plan that covers the basic way this works in 3dmax, or maybe share a simple .max file that shows how to implement a omni or spotlight that, when exported, works in the modelviewer. i also found some mentions about user defined object properties, but no clear info on what this is supposed to do and when to use it. Same for the arguments. just testing in the dark here (until the omni lights turn on:))
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So what i understand of omni and spotlights, also going from one of the youtube tutorials, is: place a spotlight or omni in 3dmax, give it some intensity. export edm, load it in modelviewer. It should turn up right?