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Everything posted by Apple
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I see the same problem on our AMD server (latest patches as of yesterday). If I remove the overloaded cores from our highest demanding server instances and add them back, it looks a lot better - affinity setting needs looking into please - in how far this is related to a performance issue with the new Germany CW map running on our 2 most demanding server instances I cannot say. Before 8am below - instances running with "unpatched" GermanyCW map. After 8am new version with re-saved mission. Peaks removed after 9:45 by re-setting affinits on 2 cores which ran with 90-100% load. Me joinign at 11am. @BIGNEWY null
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SEAD/CAS AI flights do not launch ARM
Apple replied to Jambock's topic in Aircraft AI Bugs (Non-Combined Arms)
@NineLine Thanks but in all cases the AI had 2 waypoints, after passing wpt one it always ignores wpt 2 and doesn’t even do what AI normally does which is land at some airbase. I also dumbed down the attack profile to sead enroute only, the 1st one has had an attack group with auto weapons, 2 runs and 25ft set originally but the autocome is worse to the auto one task SEAD one. Happy to provide. -
SEAD/CAS AI flights do not launch ARM
Apple replied to Jambock's topic in Aircraft AI Bugs (Non-Combined Arms)
@NineLine Sure - Track One and Two, Firing off ONE missile at the SA-3 then ignoring all waypoints and flying straight ahead. No trying to get the TR or the launchers. Only if you spawn it into the sweet spot of 20-10NM from targets, we get some more action. Note - I was lucky with track one and two, more times than not it doesn't fire anything at all. SEAD Example Track Three - SEAD Enroute - within range of SR and TR, which creates more action.trk SEAD Example Track One - F16 Flying off to the edge of the map.trk SEAD Example Track Two - SEAD Enroute only - 1 shot then F16 Flying off to the edge of the map.trk -
SEAD/CAS AI flights do not launch ARM
Apple replied to Jambock's topic in Aircraft AI Bugs (Non-Combined Arms)
I guess the point is just - doesn't work until you guessed the entry parameters right and even then it fires one HARM and flies off. Defo defunctional. -
SEAD/CAS AI flights do not launch ARM
Apple replied to Jambock's topic in Aircraft AI Bugs (Non-Combined Arms)
Still looks borked to me. No dice. At best an F16 fires ONE arm then turns around to fly to lala-land -
Rolling back to previous version and it works again, so that is defo an update problem
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@[ED]Ben Ben you need to get this fixed pls
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I just kicked all out, one sec - also no dice dcs.log
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Tried didn't work - but at least the name dupes are gone. ME Template Failure.mp4
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Thanks! That is still there, however when I put one on the map, the ME doesn't do that, ie nothing is put on the map upon clicking the intended position
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I haven't got even the standard ones, like SA-2/3/5/6 any more
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All my ME templates are gone after the last update. The names are still there, but I cannot put them on the map. Any way to restore?
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2025-04-27 11:07:41.325 WARNING LOG (27504): 1 duplicate message(s) skipped. 2025-04-27 11:07:41.325 ALERT LUACOMMON (Main): Error: GUI Error: [string "./MissionEditor/modules/me_mission.lua"]:7131: attempt to index field '?' (a nil value) GUI debug.traceback: stack traceback: [C]: ? [string "./MissionEditor/modules/me_mission.lua"]:7131: in function 'calc_route_length' [string "./MissionEditor/modules/me_mission.lua"]:7123: in function 'build_route_line' [string "./MissionEditor/modules/me_mission.lua"]:7893: in function 'update_group_map_objects' [string "./MissionEditor/modules/me_vehicle.lua"]:2093: in function 'updateHeading' [string "./MissionEditor/modules/me_route.lua"]:650: in function 'UpdateGroupOnRoad' [string "./MissionEditor/modules/me_vehicle.lua"]:759: in function 'onChange' [string "./dxgui/bind/Button.lua"]:22: in function 'callback' [string "./dxgui/bind/Widget.lua"]:375: in function <[string "./dxgui/bind/Widget.lua"]:370> This creates a loop the ME cannot exit
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the returned api URL is missing at least one slash -> config problem on ED side 00000.157 STATUS: Checking for updates... 00000.493 INFO : Got reply from www.digitalcombatsimulator.com 00000.499 ERROR: Conection to server 'www.digitalcombatsimulator.comgameapi' failed: Couldn't resolve host name 00000.499 ERROR: www.digitalcombatsimulator.comgameapi replied HTTP -1 00000.501 STATUS: Couldn't resolve host name 00002.636 === Log closed.
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MOOSE - Mission Object Oriented Scripting Framework
Apple replied to FlightControl's topic in Scripting Tips, Tricks & Issues
**Late 2024 Xmas Release!** Welcome to the end of 2024 Holidays! This release contains functionality from both the master and the development branches in the attached .zip and .tar.gz files. This release covers the latest 150 or so changes in Moose, and closes the year for the team from Moose. Thanks to all contributors, discussion partners, bug finders and fixers to keep this project alive! Special thanks to @funkyfranky, @kaltokri, @shaji_dev/heartbreaker and @Statua! **AIRBASE** * Updated airbase enumerator for several new maps and added airbases (Kola, Syria, Afghanistan, Iraq). **AIRBOSS** * Changed landing event to runway touch in line with ED event changes. **ATC_GROUND** * Fixed an issue kicking players for speeding w/o prior warnings. **ATIS** * Added new soundfiles * Added support of new fog options **AUFTRAG** * Added options for a holding point for airplane missions * Improved handling of ingress-coordinate * Addesd speed options to holding, ingress, and egress options **AWACS** * Added option to extend mission range beyond the default of 100nm. * Added function to use-customize creation of call signs for players. **CTLD** * Added distance option for Hercules and Chinook unloads behind the unit, for the Chinook also for hover unloads. * Fixed a possible table key collision when extracting troops, based on a distance key duplication which could lead to leave alive groups behind and in the helo at the same time. * Added `GetLoadedCargo(Unit)` **CSAR** * Fixed naming of radio beacons. **EVENT** * Fix a couple of events where the DCS object sometimes does not have an getName() function attached. * Set `Event.IniGroupName` from the database in case group does not exist any more. **GROUP** * Added `Teleport(Coordinate)` function leveraging `Respawn()`. Now also translates routes if there are any. **OPSGROUP** * `AUFTRAG` Fixed speed unit conversion in multiple AUFTRAG types (DCS task parameter speed should be in m/s) * `OPSGROUP`: Fixed unit conversion for engage target speed * Improved respawn-behaviour, esp. for ships (teleport Auftrag options) * Set destination base to airwing base for flight groups * Restored setting of home, destination and current base in OPSGROUP * Fixed bug if no airbase associated with airwing in check rescuehelo * Added check that cohort names are unique * Removed InitWaypoints function from FLIGHTGROUP (obsolete) **PLAYERTASKMANAGER** * Added Constructor `PLAYERTASK:NewFromTarget` that determines task type based on the target object * Added `PLAYERTASK:_GetTaskTypeForTarget` to get the task type based on target description * Added `PLAYERTASKCONTROLLER.Scores` for RECON, ESCORT and CAP * Added `PLAYERTASK:AddStaticObjectSuccessCondition` task success condition for dead STATIC, SET_STATIC, SCENERY or SET_SCENERY targets * Added `PLAYERTASK:AddReconSuccessCondition` for AUFTRAG.Type.RECON tasks for when a client is at a certain LOS distance from the target * Added New Capture OpsZone PlayerTask with `OPSZONE` and `SET_OPSZONE` targets * Added Task "Time Limit" failure condition `PLAYERTASK:AddTimeLimitFailureCondition(TimeLimit)` * Added `PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition)` * Added `PLAYERTASK:_CheckCaptureOpsZoneSuccess` **WAREHOUSE** * Fix for incorrect plane attribute ... and many, many more small additions and bug fixes as usual. Happy Holidays! https://github.com/FlightControl-Master/MOOSE/releases/tag/2.9.10 -
DCS crash issues with the MOOSE 'MarkupToAllFreeForm'
Apple replied to LittleNose's topic in Game Crash
Supporting files for LittleNose's test. No track since it crashes to desktop directly @BIGNEWY@Ben LittleTest r104 Syria.lua LittleTest r104 Caucasus.miz LittleTest r104 Syria.miz -
How to integrate CH47 Chinook into Dynamic Missions
Apple replied to Dangerzone's topic in DCS: CH-47F
There’s a demo available: https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/CTLD/CTLD 120 - Chinook -
How to integrate CH47 Chinook into Dynamic Missions
Apple replied to Dangerzone's topic in DCS: CH-47F
Yes, you can add 31 units in as many groups as you like until all seats are taken. -
Some more storage items as added to Moose.lua -- Gazelle ENUMS.Storage.weapons.Gazelle.HMP400_100RDS = {4,15,46,1771} ENUMS.Storage.weapons.Gazelle.HMP400_200RDS = {4,15,46,1770} ENUMS.Storage.weapons.Gazelle.HMP400_400RDS = {4,15,46,1769} ENUMS.Storage.weapons.Gazelle.GIAT_M261_AP = {4,15,46,1768} ENUMS.Storage.weapons.Gazelle.GIAT_M261_SAPHEI = {4,15,46,1767} ENUMS.Storage.weapons.Gazelle.GIAT_M261_HE = {4,15,46,1766} ENUMS.Storage.weapons.Gazelle.GIAT_M261_HEAP = {4,15,46,1765} ENUMS.Storage.weapons.Gazelle.GIAT_M261_APHE = {4,15,46,1764} ENUMS.Storage.weapons.Gazelle.GAZELLE_IR_DEFLECTOR = {4,15,47,680} ENUMS.Storage.weapons.Gazelle.GAZELLE_FAS_SANDFILTER = {4,15,47,679} -- Chinook ENUMS.Storage.weapons.CH47.CH47_PORT_M60D = {4,15,46,2476} ENUMS.Storage.weapons.CH47.CH47_STBD_M60D = {4,15,46,2477} ENUMS.Storage.weapons.CH47.CH47_AFT_M60D = {4,15,46,2478} ENUMS.Storage.weapons.CH47.CH47_PORT_M134D = {4,15,46,2482} ENUMS.Storage.weapons.CH47.CH47_STBD_M134D = {4,15,46,2483} ENUMS.Storage.weapons.CH47.CH47_AFT_M3M = {4,15,46,2484} ENUMS.Storage.weapons.CH47.CH47_PORT_M240H = {4,15,46,2479} ENUMS.Storage.weapons.CH47.CH47_STBD_M240H = {4,15,46,2480} ENUMS.Storage.weapons.CH47.CH47_AFT_M240H = {4,15,46,2481} -- Huey ENUMS.Storage.weapons.UH1H.M134_MiniGun_Right = {4,15,46,161} ENUMS.Storage.weapons.UH1H.M134_MiniGun_Left = {4,15,46,160} ENUMS.Storage.weapons.UH1H.M134_MiniGun_Right_Door = {4,15,46,175} ENUMS.Storage.weapons.UH1H.M60_MG_Right_Door = {4,15,46,177} ENUMS.Storage.weapons.UH1H.M134_MiniGun_Left_Door = {4,15,46,174} ENUMS.Storage.weapons.UH1H.M60_MG_Left_Door = {4,15,46,176} -- Kiowa ENUMS.Storage.weapons.OH58.FIM92 = {4,4,7,446} ENUMS.Storage.weapons.OH58.MG_M3P100 = {4,15,46,2578} ENUMS.Storage.weapons.OH58.MG_M3P200 = {4,15,46,2577} ENUMS.Storage.weapons.OH58.MG_M3P300 = {4,15,46,2576} ENUMS.Storage.weapons.OH58.MG_M3P400 = {4,15,46,2575} ENUMS.Storage.weapons.OH58.MG_M3P500 = {4,15,46,2574} ENUMS.Storage.weapons.OH58.Smk_Grenade_Blue = {4,5,9,484} ENUMS.Storage.weapons.OH58.Smk_Grenade_Green = {4,5,9,485} ENUMS.Storage.weapons.OH58.Smk_Grenade_Red = {4,5,9,483} ENUMS.Storage.weapons.OH58.Smk_Grenade_Violet = {4,5,9,486} ENUMS.Storage.weapons.OH58.Smk_Grenade_White = {4,5,9,488} ENUMS.Storage.weapons.OH58.Smk_Grenade_Yellow = {4,5,9,487}
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How to integrate CH47 Chinook into Dynamic Missions
Apple replied to Dangerzone's topic in DCS: CH-47F
@Dangerzone All of the above can be done with Moose CTLD and CSAR, with the exception to sling load "real units" as this is not available in-game ATM. Happy to help, join our discord https://discord.gg/gj68fm969S