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Everything posted by Kestrel Ironworks
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Lua scripting error
Kestrel Ironworks replied to Kestrel Ironworks's topic in Scripting Tips, Tricks & Issues
I will refer you to my apology Did search the forum extensively but not about Nav lights, apologies for the oversight -
Lua scripting error
Kestrel Ironworks replied to Kestrel Ironworks's topic in Scripting Tips, Tricks & Issues
So that's why I cant stop doing it, bit like that brown powder everyone talks about -
Lua scripting error
Kestrel Ironworks replied to Kestrel Ironworks's topic in Scripting Tips, Tricks & Issues
Firstly I will take onboard your criticism and apologize, you and others have made good points... Will try to be more specific and comprehensive in the future, my mistake was thinking running the mission would show the code and the subsequent error would be sufficient. My aim is to script events such as deactivating specific functions like Navigation lights or strobe lights on an AI Chinook in trigger zones. I got those values from googling and asking Bing AI scripting questions as I am going and probably using incorrect or outdated information. Your post has highlighted a lot of things I will look into, there's nothing like an experienced eye to highlight your most basic mistakes, most notably a list of values that are valid which would probably help a lot. (Thanks Tempest for the useful link) Thanks for tip highlighted in the quoted text I will look into that further, so new at this I have really shown my ass, have 15 or so years in the editor and only hours scripting Thankyou everyone for the extremely helpful pointers and tips everyone, managed a scripted hover and task pushing (haven't tested that one properly yet) since making this post and feel like I'm improving already. -
Hey all, I have an issue while starting out trying to script for dcs, think I have the basics down but cant understand what I'm doing wrong... Posted the mission with the example script I am trying to use and any direction or tips would be great as have tried everything to get it working. Many thanks in advance Mission Test Zone 001 External Lights Test 001.miz
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Interesting, so maybe something for the future. It would be amazing to have finer control over the map options
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airfield hangar lights only working during peacetime?
Kestrel Ironworks replied to twistking's topic in DCS: Normandy 2.0
Yeah I get you, they would be awesome to have showing. Feel like this map should have some more mission editor features to enable these things. Maybe disable cirtain airfeilds also. -
airfield hangar lights only working during peacetime?
Kestrel Ironworks replied to twistking's topic in DCS: Normandy 2.0
Massun92 has an asset pack with lights in there, not tried them yet but saw them in the editor the other day... -
Hello all, I have been working on a new project for a few weeks now and absolutely loving the new map. The But, having real issues with the historical map date and allied airfields spattered all over Normandy. Its great for recreating scenarios around late June to August and the retreat of the Germans, though terrible for pre Normandy invasion and around June 6-7th. I feel like the airfields are a step back from the old map, yes it has more but severely limits plausible timeframes. Furthermore an obstacle I have run into is when creating a large map mission its increasingly difficult to populate most airfields with statics and eye candy as your going to hit your unit limit pretty damn fast and havent even started on the germans yet. The question: The info is probably out there but unable to find any info, do the devs have any plans in the future to remove or change shown airfields? Is this even possible in the dcs environment? Am happy to carry on and ignore this glaring issue with the map and live with it, but its frustrating trying to recreate an invasion scenario that is plausible, diving down on Omaha/Utah/Gold/Juno/Sword beech with premade allied airfields sat there in the background breaking the immersion. The old one was manageable, this one is over done. Also the performance is not equal to the old version, not even close imo.
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Aaah, that is a shame to hear. Fear the excitement of multicrew is unfortunately dampened by Ed's inability to resolve what seems like a simple (Maybe more complex?) radio bug. Your campaigns are fantastic and a model for others, as an amateur mission builder for multiple sims your attention to detail and overall quality always give me inspiration. Keep up the good work and hope that Ed can resolve the multicrew issue in due time. Sorry to open an obvious wound/ thorn in your side by the previous post history.
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Hello all I know this question has been asked in the past but would like clarification on the subject. Have read anecdotal information that this campaign is in fact playable in multicrew, when searching i find some threads about the radios not working from sometime last year. Has this been resolved at this time? Cant think of a better way to play and enjoy this aircraft, would also be great to play the campaigns in Huey and Mosquito multicrew, fantastic if one day we could get it all working and enjoy an immersive cooperative experience. Not trying to rub anyone the wrong way and fully understand this is created to be played Singleplayer and if the case that is fine...
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Hey All, thought I would share my most recent mission on here Operation Longshot MP COOP (digitalcombatsimulator.com) Its a pretty big one, I haven't included voiceovers in this version but that may come soon. Its built for coop from the ground up and spawns units based on proximity to players group. It will run indefinitely on a server but recommend around 4-5 hours due to units spawning all over France and radio content running out. Some elements are incomplete such as airfields which I want to do a lot more on and radio nav needs to be looked at, though functional and implemented as is. It would also be nice to have multiple weather/time of day versions with active search lights, that may come in the future. Would be great to hear feadback or suggestions - I may have time to work on it some more
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Personally this video made me realize just why its so intensive, the commentator remarks at one point that "This looks like Post Scriptum" Great video and looking forward to my new rig in the future that will run the damn thing!
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Hello All, rustled up a mission to play on the new channel map with P-47's & P-51's. https://www.digitalcombatsimulator.com/en/files/3310447/ Its a simple one, designed to give some players a longer form mission akin to historical actions of the time. I plan on making more such missions in the future all based around 404th fighter bomber squadrons actions during the latter part of the war. With the performance issues in VR players might want to reduce the flights to 50% of current strength in the ME, for people who don't want to hear Historical music tracks and speeches please change the radio frequency.
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I second this, even after creating a mission with zero units and just my AC the fps sticks around 30-32 fps low level. Maybe Eagle dynamics will consider having optional shaders for virtual reality users. Here's to hoping it improves in the future and this map will be playable in VR.
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All looks correct to me, los, setup time and distance should be all good, posted a mission that worked on previous version. Ship_Carrier_001.miz
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Hey all, been having issues with the ships recently and its a real deal breaker for a few missions I have been working on. For some reason they just wont cooperate, had no issues on stable until the most recent update, after update they just wont fire for any reason or setting applied. Anyone else having issues with this? :helpsmilie:
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Hey all, just uploaded a mission to the user files section if anyone is interested in a Coop Huey mission for 4 Pilots. https://www.digitalcombatsimulator.com/en/files/3309177/ Hope this helps some small groups find something to play this weekend. Any Feedback welcome, this is a simple mission designed mostly in an afternoon, tweaked and tested over a few play sessions.
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Okay, so had a look into the template further and super impressed with the level of detail and the obvious passion that has gone into this. Many of the ground units could easily be replaced with static trucks and using the static spawn option. Just set up the triggers again for the first section so they spawn the units and then enables the AI or deactivates the AI when in or out of the zone, maybe this will help with performance. It may be a solution for the FPS if replicated over the map, dividing the current trigger zones into more smaller ones as suggested. It wont be a full fix though as the blue side travels around the map it will constantly spawn new units eventually bringing the fps down even though the AI is disabled. Apologies for maybe being over enthusiastic while not being much help, this template will be used by me in the very near future. Normandy_flak_test_edited_002.miz
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Mission Complexity, Performance, and VR
Kestrel Ironworks replied to Echo179's topic in Mission Editor
Nice to hear your playing around with the editor, fps can an issue for VR even on excellent hardware. In terms of performance I would recommend looking at the active AI count as it effects it more than static objects. Using triggers to activate and deactivate AI at will enabling a complex mission without having everyone active from the start. When using the quick mission generator it overwhelms my cpu being an aging 4770k with too many active AI, having certain objects such as the F-14 as a static will effect performance more than say a mirage. Use spacing of statics to provide scenery while not bunching too much together in clumps. Currently working on a project for the Huey and its been interesting trying to strike a balance of visuals vs performance in VR, though judging by your hardware you should be getting better fps than say 12... Can I ask what gfx settings you are using?