

Astronaut
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I would love to see an option to have ground units placed in mission editor be able to be set as appearing hot in FLIR. Many of the missions we make, especially sandbox style missions, use a lot of non-moving vehicles. There's some realistic limitations as to what we can create and what our PC hardware can simulate and how much time we want to spend in Mission Editor vs flying the missions. I wouldn't argue that there's any bug or error in how FLIR is currently simulated, I just would like to pose the option of having stationary ground units appear as hot for simplicity of us building the missions. But It would need to be an optional check so that if you did want ultra-realism when making the mission you have that option, but if you're just not reasonably able to build a mission with units in motion you can still have a working FLIR.
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Operation Scarlet Dawn - Syria PvE Persistent Campaign
Astronaut replied to Surrexen's topic in User Created Missions General
unfortunately late activation doesn't work with client slots. the only current way to do what you're looking to do is with the Simple Slot Blocker script. -
That also will create issues, if a dead unit is dead twice, once as a unit and once as a static. I have scripts that monitor statics and scripts that monitor units, so that would create just as much of a headache as the current issue. I just want it to report a dead UNIT only. That's what was placed in ME or spawned in scripts, that's what I expect to see the event for.
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Operation Scarlet Dawn - Syria PvE Persistent Campaign
Astronaut replied to Surrexen's topic in User Created Missions General
For everyone waiting for ED to fix the scripting issue making persistence not work, edit Surrexen's persistent world lua for LOAD STATICS to the following, addition in green. quick and easy fix that'll get you through until ED addresses it: if file_exists("ScarletDawnStaticInterment.lua") then dofile("ScarletDawnStaticInterment.lua") StaticIntermentTableLength = SEF_GetTableLength(ScarletDawnStaticInterment) --trigger.action.outText("Static Table Length Is "..StaticIntermentTableLength, 15) for i = 1, StaticIntermentTableLength do --trigger.action.outText("Static Interment Element "..i.." Is "..ScarletDawnStaticInterment[i], 15) if ( StaticObject.getByName(ScarletDawnStaticInterment[i]) ~= nil ) then StaticObject.getByName(ScarletDawnStaticInterment[i]):destroy() SEFDeletedStaticCount = SEFDeletedStaticCount + 1 elseif ( Unit.getByName(ScarletDawnStaticInterment[i]) ~= nil ) then Unit.getByName(ScarletDawnStaticInterment[i]):destroy() SEFDeletedUnitCount = SEFDeletedUnitCount + 1 else trigger.action.outText("Static Interment Element "..i.." Is "..ScarletDawnStaticInterment[i].." And Was Not Found", 15) end end else ScarletDawnStaticInterment = {} StaticIntermentTableLength = 0 end And a big Thanks! to Surrexen for his missions! -
I no longer look at initiator object category, just initiator category. it'll return whether it's a static or unit but that's the best I got. and you have to use an active filter, not filter once. I agree it's very frustrating. I don't want to update all my missions because I don't like doing it this way and if they fix it i'd go back to the old way. but the fix is probably measured in months to years, not days to weeks so best to find workarounds. it shouldn't have made it into stable, but really, what's the point of stable anymore? it's no more or less stable than Open Beta (mostly a compliment for not crashing open beta with the new closed testing procedures, ) just delayed. This seems like such a small bug but it's such a huge PITA and really hampers some of the missions i build.
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After the 2.7.11.21408 update, when using moose event handle scripts (EventData.IniObjectCategory) I notice that when a ground unit takes damage but does not immediately die, just burns for a while, when it eventually does die it's reported in DCS as a STATIC object instead of a UNIT now. This is new behavior, and I'm not sure if it's a bug or a change ED intended to make. But the same script on the previous version always returns the dead unit as a UNIT, not a STATIC regardless of if it burned a while and died or outright dies. It seems like burning units are now replaced with statics.
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Operation Scarlet Dawn - Syria PvE Persistent Campaign
Astronaut replied to Surrexen's topic in User Created Missions General
yeah I have "fixed" it too, my method just combines the static and unit internment into one array, then an if + elseif to check if it finds the entry as a unit or static. seems to work. -
Operation Scarlet Dawn - Syria PvE Persistent Campaign
Astronaut replied to Surrexen's topic in User Created Missions General
This isn't limited to infantry. I use the same persistence script you made in a mission I made for my server. after the last update it recorded a lot of the ground units as statics. I can't be sure if it was all or just most but I would suspect it was most. Armor, artillery, SAM units, and infantry were all recorded in the static internment file. It's weird because when I just make a blank mission with the debug lines on in the persistence script, a ground unit that dies instantly is recorded as a unit in the EventData.IniObjectCategory like it should. but if it burns and then explodes later, when it gets recorded as dead in the event it's recorded as a static in EventData.IniObjectCategory. But the in EventData.IniCategory it still seems to record it correctly. Hopefully that helps? I dunno why the sudden change. -
edit: file doesn't work. sorry, I tried.
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The removal has been a gift from God it's so much better in VR! Do not add it back!
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Tin Shield is code 130 SA-5 Gammon is code 129
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reported AIM-120s + All AIM-120 API Missiles in 2.7.7
Astronaut replied to DSplayer's topic in Weapon Bugs
The testers have always been us. Unless you're interested in whether an A-10 can land and take off from the kuznetzov while saying morally questionable things, then there's another group that can test and answer those questions. -
Oh it works without mods I already know. And it works with just FSR. It just has a hard time loading with the VR shaders mod.
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I'll start this by admitting I know the reason is mods but here is the issue I'm having. Since about 2 patches ago (OB) I just cannot load into a game with any of my VR performance mods. The loading bar gets stuck at a few points, whatever.n5g or net sim post start mostly but not exclusively. sometimes it goes through on free flight but loading into a MP server 95% it gets hung up forever. The mods I'm using are Kegety's VR shaders (with speed-of-heat's hotfix) and FSR. Without the mods it loads in ok, slower than it use to I think but it loads. I know many of you are using these mods and not having this issue so what could be my problem? If I load into 2D and try it it still has the same problems. there are a ton of these in the log when it hangs at whatever.ng5 2021-10-15 16:01:34.006 ERROR DX11BACKEND: Can't find precompiled shader model/transparent_self_illum_material.fx:BLEND_MODE=1;DIFFUSE_UV=tc0;DIRECTX11=true;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1;. 2021-10-15 16:01:34.006 INFO DX11BACKEND: Compile shader: model/transparent_self_illum_material.fx:BLEND_MODE=1;DIFFUSE_UV=tc0;DIRECTX11=true;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1; 2021-10-15 16:01:34.008 ERROR DX11BACKEND: Can't open include file: /shaders/_HMD.hlsl. 2021-10-15 16:01:34.024 ERROR DX11BACKEND: Can't open include file: /shaders/../../deferred/_HMD.hlsl. 2021-10-15 16:01:38.433 ALERT DX11BACKEND: Error: Can't find precompiled shader for effect model/transparent_self_illum_material.fx:BLEND_MODE=1;DIFFUSE_UV=tc0;DIRECTX11=true;TEXCOORD0_SIZE=2;USE_DCS_DEFERRED=1;. Recompilation process will take some time, please wait (this situation should not occur on end user PC, if there is no manual shader editing) My assumption was it had to recompile shaders, so I let it in a few free flights and missions, I keep trying to load into maps but 10, 20 min will go by and nothing... randomly it'll go through, I had it work once last week in a MP server, and once in it worked mostly fine (one moment when a few units spawned in the whole server had a quick momentary stutter, everyone else recovered in a second or 2 without mods, I took about 8 seconds to get unfrozen). I mean I can go back to no mods and be ok, but it was nice having high framerates, 230% SteamVR SS, no stutters and actually having MSAA and shadows on at the same time while maintaining good visuals and 60+ FPS on the ground. i9 9900k @5.0ghz all core rtx 3090 64gb RAM @ 3600 CL16 1tb NVMe install SteamVR Beta Valve Index Windows 10.