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Pikey

ED Beta Testers
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Everything posted by Pikey

  1. Daylight Tools released for MOOSE (Astro update) When the Super Carrier dropped we were envious that Eagle Dynamics could recognise Case 1-3 changes depending on whether it was night or day. FunkyFranky loves a problem (it's an addiction) so he ran with this and carried on to give us functions in MOOSE to discover all sorts of daylight/nighttime solutions in the MOOSE COORDINATE and UTILS Classes. Master branch here COORDINATE:GetMinutesToSunrise(OnlyToday) Get minutes until the next sun rise at this coordinate. COORDINATE:GetMinutesToSunset(OnlyToday) Get minutes until the next sun set at this coordinate. COORDINATE:GetSunrise(InSeconds) Get todays sun rise time. COORDINATE:GetSunriseAtDate(Day, Month, Year, InSeconds) Get sun rise time for a specific date at the coordinate. COORDINATE:GetSunset(InSeconds) Get todays sun set time. COORDINATE:GetSunsetAtDate(Day, Month, Year, InSeconds) Get sun set time for a specific date at the coordinate. There is also COORDINATE/POINT_VEC2 IsDay() and IsNight() and similar functions in the very extensive UTILS class. What can I use this for? The most obvious usage is to automate your alignment of Case1 and Case3 changes in Airboss Recovery windows so that your Super Carrier ATC changes with you. The remaining ideas are only limited by your imagination. Personally here are some I considered: For mission builders not wanting to keep guessing when sunrise or sunset is, if they want to time their mission, its a huge time saver, you can now put some code in startup, run the mission on the day and date you want and get the sunrise and sunset times printed to screen, so you can perfectly plan "Dawn strikes", "Sunset returns", and cool mood lighting for your missions. This is amazingly useful! For any spawns or a Dispatcher class of an aircraft that does not normally fly at night, you can now predict where in a mission darkness comes and stop them, including playing the same mission by changing the time and things "just happen as expected". This is especially valuable for WW2 or earlier eras. MD's looking for some new gameplay on their persistent servers can use the tools to change their mission behaviour during the diurnal cycle - for example, stopping enemy CAP's switching SAM's on and allowing ground units to come out of cover and move at night. Night time is mainly when illumination and flare is used. One can make intelligent choices on their usage now. ATIS class could be edited/changed to now provide visibility with more certainty.(Still need to look into that) A Player MENU with information on local sunrise/sunset... because the times we've been on a server, not really paid attention to the daylight time, month, time locally... A player information service when you enter a server telling you how much daylight is left, would be HANDY, right? Anyway, these are ready to use. And it's within a few minutes of perfect accuracy and alignment. I don't know how ED implemented this in their code, but we align almost perfectly to their own diurnal cycle. Demo YT: And the demo code used for this: -- Fujairah airbase. local fuj=AIRBASE:FindByName(AIRBASE.PersianGulf.Fujairah_Intl) -- Coordinate local coord=fuj:GetCoordinate() -- Function local function checksunrise() -- Get Sunrise time local sunrise=coord:GetSunrise() -- Get Sunset time. local sunset=coord:GetSunset() -- Current time. local clock=UTILS.SecondsToClock(timer.getAbsTime(), true) -- Is it day? local isday=coord:IsDay() -- Seconds to next sunrise. local sectosunrise=coord:GetMinutesToSunrise()*60 -- Seconds to next sunset. local sectosunset=coord:GetMinutesToSunset()*60 -- Message text. local text=string.format("Fujairah:") text=text..string.format(" Current %s (day %d)", clock, UTILS.GetMissionDay()) text=text..string.format(" Sun rise %s", sunrise) text=text..string.format(" Sun set %s", sunset) text=text..string.format(" Todays sunrise in %d min", coord:GetMinutesToSunrise(true)) text=text..string.format(" Next sunrise in %s (HH:MM:SS)", UTILS.SecondsToClock(sectosunrise, true)) text=text..string.format(" Todays sunset in %d min", coord:GetMinutesToSunset(true)) text=text..string.format(" Next sunrise in %s (HH:MM:SS)", UTILS.SecondsToClock(sectosunset, true)) text=text..string.format(" Is Day=%s", tostring(isday)) -- Send message. MESSAGE:New(text, 60, nil, true):ToAll() env.info(text) end local scheduler=SCHEDULER:New(nil, checksunrise, {}, 5, 60) Join MOOSE community on: DISCORD (Very important) Check out Example Missions to try out and learn from Website of the MOOSE LUA Framework. (No longer updated) MOOSE YouTube Channel for live demonstrations and tutorials. Some of these are dated. Learn a scripting language whilst in lockdown and update your CV's!
  2. Runways have always produced a "dead" event since I first started scripting. You can have a look at my scenery tools to play around with scenery ID and setting up event handlers. Most of the script for a handler is written and it should simplify chasing this type of thing.
  3. There's a few "rules", but it's pretyt difficult, I think people tried to use "blockers" but this invariably changed and at any given time could cause explosions :) First of all, if you are first, you get Six Pack behind cat 1. Actually this applies to AI too. Also the sixpack 1-4 takes cat 1-4. After that its a bit complex. If you ever spawn or late activate at mission start so the deck is initially empty, the sixpack isn't used, instead you see the Elevator spawns used. It can be quite predictable but it is also based on the unit ID roughly if you have mission start normal units on the deck, it fills fairly predictably.
  4. Seen much worse.... Windows XP out there. Love how folks think that the forces always have the latest and greatest or run Unix. However cryptography doesn't a rats arse about the OS, standards are standards, a key is a key. Although I think the idea of a Pilot writing a reasonable length key from scratch is ludicrous, on the ground, in the air. Call it bricked!
  5. Works fast here and 99% of the time always has in the last few years, so I'll bet my last penny your ISP is throttling you based on traffic pattern during the Covid outbreak. Try http download by pressing cancel.
  6. This is fairly straight forward. After Landing, Request Launch from the Ground crew menu and ensure the deck move to their launch configurations. Approach the JBD behind the cat slowly and at least vaguely aiming at it and the director will acknowledge. If for any reason you've had mixed flights trying to land and take off at the same time or out of sequence spawning or done something unusual you wouldnt consider normal behaviour, you may have broken the cat, so try another one. Else provide the trackfile and sumbit to the bugs section for looking at.
  7. I tried to force this by spawning 4000 groups and then having some spawns on the carrier which returned and a menu spawn to add more, counting up. In the logs and I could not replicate the 4000 hard limit. The only way I could get that error message was doing a good 5000 at once and even then it went away in the logs pretty quickly and spawns could continue. I tried batches of a few thousand after each other and various combinations but gave up after the 4200 mark. So I attached the mission and you can have a look in your logs and play about with it, but basically I can't reproduce, so something else is going on. I'd be interested to see the logs and find out what you are running on these missions to cause this. If you have good steps to reproduce I'd also look for you. spawnCountTest.miz
  8. That's the DCS engine runnign out of ID's for new spawns. You've done something horrible to produce over 4000 groups in that mission. Fix that and you will be fine. [EDIT: ah I see you say this is the SC producing spawns? very bizzarre. Only way to test is to start a mission, do 4000 spawns, count the index it got too, then repeat after 30 minutes of some basic AI mimicking whatever it is that you are doing in normal play and doing the 4000 spawn again to see the new (and supposedly less) index it reaches, minus what you spawned for the test, to conclude the limit is nothing to do with AI
  9. I'm one of the biggest supporters of saving and persistence, but not in the way that has been described and it was is being asked for. Single player saving a complete moving state with missiles in the air, is asking too much. If you don't have 60 mins to sit un disturbed, then sims are not a good choice of a hobby, they take time to master for which you also require to spend time learning. There is an available pause button for single sorties, if an hour is too much to replay and practice your take offs then it's a problem the sim cannot solve, and you need to. On the other hand, saving the state of a very complex mission that can last days or weeks, at least in a progress sense on the map, has been done so many times. Literally even wrote my own, which took a while since I had to learn a scripting language and how DCS works underneath to do it. But it's been done enough to push it into the realms of normal nowadays. I just don't understand a save that you were at some days ago, sitting down to do some flying and then jumping into a situation you barely remember when you press start. Just start a mission when you have the whole time to complete it, rather than expect to stop after 15 mins and think, "It would be really cool if I didnt have to do the start up again". Who wants to skip things based on some achievement criteria? Surely the important part of the whole experience is the immersion of doing the entire thing? Why would you want to jump back in, just to land, or just to skip taking off, some of the best parts about the sim. This is nothing about being good to finish a mission and using a save state to get your criteria. I hope not anyway, because if it is, again, try something else that you can complete in ten minutes rather than an hour to ninety.
  10. So something like the stacks are not reverting? I've not had a 7/22 when a 6/21 was available, or seen stacks not revert afterwards, but I had not seen the latter circumstance tested. Was there any time you can specify between the top stack leaving his marshall and you asking for inbound so I can have a look?
  11. Docs are in MOOSE.lua itself despite the speerate repo on GH, but I don't think they were touched. Example missions however are in a different repository with some funky appveyor tricks to insert up to date mooses. 1.1.4 of Airboss is just a hotfix to make SC carrier dimensions even better with SC release and went to master and dev branches
  12. I spawn these on the cats first which you can specify and keep them seperated from each other. If you introduce a late activation it will put them to the back of the queue. Most of the ordering is quite complex. If you late activate you lose the sixpack 4 spots which reduces your capacity a little.
  13. AIRBOSS.version "1.1.4" released directly to main branch last night to edit some of the wire and dimensions and bring Airboss up to the same standard as the existing Stennis Airboss release. https://github.com/FlightControl-Master/MOOSE/commit/21652de8040b3d03327f0338880f339ebe4b837b We have had expert testers feedback on day 1 and we are very close to expectations. Thanks Frank!
  14. You can't delay humans and it wouldnt make sense either, squadrons with ToT's make their plans and know their take off time in advance and join a server and setup their aircraft in advance and taxi with enough time to meet a planned take off time. If you have a ToT, you need to plan backwards for two things.... player take off time and AI activation time. Lets say for some reason you want to hit something at 15:00 rather than allow the AI route dictate. First just let the mission start at 0800. Create the AI plan. Run the mission fast forward and see what time on target they got. Record it as +25mins and 30 seconds for example. The reason for this is I simply don't trust AI enough with their routing and speed handling, and setting a fixed time will start to mess up all the previous times and then AI get into a further tizz. Just make a reasonable plan and check how they do to see. Now work back. Deduct 25mins and 30 from your 3pm. So the AI need to activate at 14:34:30 For players they should act as normal pilots and create their flight plan aiming for a TOT at 15:00, but if you want to create their flight plan for them, do the same, but for realism purposes check the time they started moving on the runway, i.e. their take off time. You could reuse the AI route if you like to save time. Then run the mission 30 minutes or more earlier and tell the humans their ToT is 1500hrs. They can faff with their startup and join the slot whenever they like. It works perfectly until people underestimate large queues on the Taxiway.
  15. Well, to be fair you've described playing on your own, which is the most dangerous way to play anything combat related. Everything in combat is about having more and better forces. I guess most forces don't plan for solo tactics, so you wont read anything on it. If you are running with your back turned, just do that properly and assume he's on your 6 just out of guns range. Players and AI are known to chase :) The process from CNATRA in a nutshell is switch to ACM 20nm maintain flight integrity, get your scans up per contract, sanitise close then far and "rebuild SA". Can't imagine their processes talking about last ditch banzai with eyes closed, wingman dead, it is usually expected you have someone to talk to on a radio, other flights, agencies working for you, friendly ground AD and a real world. I think I recall Teknetium chasing me 150nm from Kraznodar to Vody on burner in BlueFlag 2014. Sukois have surprising fuel and speed. I never turned to engage because I had no idea how far he was away. But I thought about it for 20 mins. Turns out he was close enough to kill me had I turned.
  16. In what world is 205kts and 17AoA a good landing? Oh yeah.. DCS World. :(
  17. Moose 2.5 is released to the live branch The latest Moose.lua is now on the Master branch of GitHub, rather than a perpetual DEV branch update. Where can I download Moose?: HERE Main documentation: HERE (Note you can still use develop documentation, just be aware that the DEV branch may again go ahead of Master branch) Join MOOSE community on: DISCORD (Very important) Check out Example Missions to try out and learn from Website of the MOOSE LUA Framework. (No longer updated) MOOSE YouTube Channel for live demonstrations and tutorials. Some of these are dated. What’s new in 2.5 from 2.4? Most folks using the DEV branch would already know. For those that don’t: AIRBOSS – Fully featured ATC and Carrier handler for the Tarawa and All Nimitz class carriers CASE I, II and III recoveries. Super Carrier ready except grading for new dimensions (pending) Supports human pilots as well as AI flight groups. Automatic LSO grading including (optional) live grading while in the groove. Different skill levels from on-the-fly tips for flight students to ziplip for pros. Can be set for each player individually. Define recovery time windows with individual recovery cases in the same mission. Option to let the carrier steam into the wind automatically. Automatic TACAN and ICLS channel setting of carrier. Separate radio channels for LSO and Marshal transmissions. Voice over support (multiple voices) for LSO and Marshal radio transmissions. Advanced F10 radio menu including carrier info, weather, radio frequencies, TACAN/ICLS channels, player LSO grades, marking of zones etc. Recovery tanker and refuelling option via integration of Ops.RecoveryTanker class. Rescue helicopter option via Ops.RescueHelo class. Combine multiple human players to sections & kiss off. Many parameters customizable by convenient user API functions. Multiple carrier support due to object oriented approach. Unlimited number of players. Persistence of player results (optional). LSO grading data is saved to csv file. Trap sheet (optional). Finite State Machine (FSM) implementation. Discord Bot Ready to announce your latest traps in realtime (see https://aggressors.ca/hypemanii/ ) configurations according to even dynamic wind in mission and can be used in conjunction with: RESCUEHELO – Your favourite starboard-side decorative CSAR helo, he’ll come laugh at the location you died in Close formation with carrier. No restrictions regarding carrier waypoints and heading. Automatic respawning on empty fuel for 24/7 operations. Automatic rescuing of crashed or ejected pilots in the vicinity of the carrier. Multiple helos at different carriers due to object oriented approach. Finite State Machine (FSM) implementation. RECOVERYTANKER – Dogfight with DCS’s “hardest to connect to”, Tanker whilst he maintains position with the fleet Regular pattern update with respect to carrier position. No restrictions regarding carrier waypoints and heading. Automatic respawning when tanker runs out of fuel for 24/7 operations. Tanker can be spawned cold or hot on the carrier or at any other airbase or directly in air. Automatic AA TACAN beacon setting. Multiple tankers at the same carrier. Multiple carriers due to object oriented approach. Finite State Machine (FSM) implementation, which allows the mission designer to hook into certain events. ATIS – Audible Air Traffic Information Service, accurate to the limits of DCS weather Wind direction and speed Visibility Cloud coverage, base and ceiling Temperature Dew point (approximate as there is no relative humidity in DCS yet) Pressure QNH/QFE Weather phenomena: rain, thunderstorm, fog, dust Active runway based on wind direction Tower frequencies More than 180 voice overs Airbase names pronounced in locale accent (russian, US, french, arabic) Option to present information in imperial or metric units Runway length and airfield elevation (optional) Frequencies/channels of nav aids (ILS, VOR, NDB, TACAN, PRMG, RSBN) (optional) AI A2G Dispatcher – Like the GCICAP type scripts – sends out attack aircraft to attack detected Ground targets automatically throughout long duration missions. Setup quickly an A2G defense system for a coalition. Setup multiple defense zones to defend specific coordinates in your battlefield. Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds. Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations. Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets. Define and use a detection network controlled by recce. Define A2G defense squadrons at airbases, farps and carriers. Enable airbases for A2G defenses. Add different planes and helicopter templates to squadrons. Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition. Add multiple squadrons to different airbases, farps or carriers. Define different ranges to engage upon. Establish an automatic in air refuel process for planes using refuel tankers. Setup default settings for all squadrons and A2G defenses. Setup specific settings for specific squadrons. FOX – A missile trainer so you don’t (always) die Handles air-to-air and surface-to-air missiles. Define your own training zones on the map. Players in this zone will be protected. Define launch zones. Only missiles launched in these zones are tracked. Define protected AI groups. F10 radio menu to adjust settings for each player. Alert on missile launch (optional). Marker of missile launch position (optional). Adaptive update of missile-to-player distance. Finite State Machine (FSM) implementation. UPDATES and minor additions in last year UTILS, CONTROLLABLE, COORDINATE, UNIT have all had additional methods added EVENT - Future proofed events post 2.5.6 issues so that they aren’t reliant on fixed enumerators that might just decide to change patch on patch AIRBASE - up to date, post 2.5.6 and new Normandy additions. FIXES Github shows open and closed issues: https://github.com/FlightControl-Master/MOOSE/issues?q=is%3Aissue+is%3Aclosed It’s important to note that we cannot fix all issues, some of Flight Control’s code is so complex it is too difficult to fix. But this is mainly in modules outside of the core. PIPELINE EASE OF ACCCES In the last few years, this scripting framework has gained popularity, a vast amount of DCS players have cut their teeth on scripting for the very first time. The entry level to MOOSE is bewildering for most, and often the excessive tutorial spam tries to help but just makes it more confusing. We will provide a single entry point landing page designed in such a way that what you need is on the top, and as you get smarter at Lua and DCS, additional more complex things can be accessed from the same page. That will be on these forums, with links spreading outwards to more up to date documentation and guides. Especially catering for people that do not want to learn how to script Lua, but want to use the modules and features as easily as possible. MOOSE 3.0 The next evolution is now in preparation. It’s a major revision as the intention is to gradually deprecate some modules so they can be maintained by current authors. This will include several classes that we plan to be the bedrock of automatic and dynamic gameplay. Stay tuned.
  18. They will get to it, we have some months of catch up due to planning this year to be upgrading CORE sim features, then over-reaching and causing issues with 2.5.6, which delayed more or less everything, because (believe it or not) ED does care and does want a good sim so they are trying especially hard to get a decent 2.5.6 out the door that performs. As well there has to be some product movement else it's not a viable business, and with every module and specifically non airplane modules, there is a lot of core changes needing to happen. I'm sorry you have found basic issues before you set out to invest time. Unfortunately it's shorter time to write gargantuan projects than it is to learn DCS quirks that everyone else will say, "Oh its been like that for years" and make you mad. ALways start small and test with proof of concepts first, embarking on major effort without understanding that what you expect, is not what the sim delivers is asking for disappointment. SOrry about that, it's not comforting.
  19. Switch waypoint came for ground units at some point and really helped. We still need it for some things like ships. For those outliers or if there is something a little more complex you want, then MOOSE will do it easily with two lines, but it's not as if everyone wants to have to put scripts in a mission or feels comfortable.
  20. Expect an explanation and some movement now :)
  21. There are some basic guides out there, but the best ones are dry, the worst ones are fancy presentation in order to attract casual attention. No one wants to hear about IDCRITS, and ROE is non existent in the public game. Risk management? Do not be silly. The Timeline? Why, casual play does not need or want to coordinate and does not have a large organisation with support personnel and process to consider. Popcorn entertaiment videos should be avoided for learning anything valuable The reality of BVR is that it has to evolve in a simulation to support tactics that no sane person would want to go near in real life, because, they actually value their life. So one has to choose early on if they want to copy what the processes are, or engage in public uncordinated play (not public coordinated play, which can make its own processes and quite probably better than real world ones due to simplicity). You can't really fit into both at once, else you'll never work out why you can have 10 AIM-120's fired at you, or someone flew 20ft from the ground for 50nm to evade DCS radar on a suicide mission intent on taking two people out in exchange for his own virtual life. "Two for one" is regarded as winning in DCS online. In the real world, dying is just not on the table and forms part of a complex risk matrix based on the value of the objective, of which in DCS an 8v8 melee has none, bar complete annihiltion of the other side. In DCS it's never about your own death, it's about how many people you killed before your plane was vapourised. And that changes the view and behaviour of pre-shot "tactics", for want of a better word. Fuel planning? Ha. However the physical delivery of a missile, because it is constrained by reasonable physics in DCS, is identical bar some game limitations. Shoot first, shoot with more energy and defend better against the assumed returned shot, actually the basics are the only fundamental you need to learn and its quite quick. So I assume the OP's question is ... there must be more to it? Well, at a basic sense, no. But if you want to pretend to value your life, or mimic real world process then yes. You just can't mix and match because in the real world there are things such as id crits to work through, roe constraints, process to follow and the insanely busy Timeline that rip the fun out of the joy of pressing the fire button and the views on Youtube. In a single player sense, AI behave like public servers, with maybe some regard to their personal life but only basic rules to follow. Choose your poison. Ask yourself if you are flying 8v8 in order to score a tally, or if you had to stop something happening tactically. Then you will know if you will look online for pvp ideas or tactics from a countries airforce that are available, and study history, to work it all out.
  22. And to do that, open the lua for each unit, copy the scoring value and put that in the scores or a custom score. But yeah, not sure how to export that page in a nice way how you described.
  23. No, ATC is handled by the sim and is not exposed to the SSE or the ME tasks which only include "Land" waypoint. You need to address the reason it is unable to land, which I suspect is either your queueing on the taxiway or the vehicle blocking it. Additionally aircraft can get stuck in their landing cycle for no reason.
  24. Moose is fine. Wrong thread to ask though.
  25. I've no doubt we will see improvements coming, in the meantime, for my Reverb, undersampling to 0.8 and adding enough Steam VR SS to make it not make your eyes bleed is a very good way to optimise on OB, I find small scale stuff extremely playable, but I'm not sure on people's lower end hardware. Using fpsVR is a good way to discover if your mission and CPU is struggling before your GPU, by comparing the frametimes, and that can guide your optimisations. For £3 fpsVR really showed me a lot about optimising.
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