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DCS-Savvy

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About DCS-Savvy

  • Birthday 03/19/1965

Personal Information

  • Flight Simulators
    F/A-18C, F-5E
  • Location
    Canada
  • Interests
    Sims, Flying, Golf
  • Occupation
    Pilot

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  1. Here is what appears to be a bug with the "transmit message" triggered action behaviour in the mission editor. I have seen reports about similar bugs, but found this behaviour only for copy/pasted units. Here are the steps I followed to reproduce this issue: 1. I created a unit (AH-64D -default name Rotary-1) as "Takeoff from Ramp" and uncontrolled, with an assigned frequency of 315 MHz, with an assign a "Transmit Message" Triggered Action named "TM1", with "Message 1" as subtitle and "BLIP1.ogg" as sound file. 2. I then copy/paste Rotary-1, which becomes Rotary-2, and inherits the same Triggered Action. 3. I then change the triggered action for Rotary-2 to name "TM2", subtitle "Message 2", and "BLIP2.ogg" as sound file. 4. I created a third unit normally (not using copy/paste) with a "Transmit Message" Triggered Action named "TM3", with "Message 3" as subtitle and "BLIP3.ogg" as sound file. Expected Behaviour: 1. I would have expected the triggered action of these two units from different groups to be independent, and that any changes to one's triggered action values would not have any effect on the other's. Observed Behaviour: 1. After changing Rotary-2's values, Rotary-1's sound file changes to "BLIP2.ogg", and If Rotary-1's sound file is changed to BLIP1.ogg, Rotray-2's then changes to match. None of the other values (name or subtitle) are affected during these manipulations. 2. However, if the mission file is saved, Rotary-1's subtitle reverts to Rotary-2's subtitle ("Message 2") while the names are unaffected. Note: ---- A. If the new unit is created using copy-paste before assigning the transmit message to the original unit, this behaviour is not present, i.e. the subtitle of new units is correctly maintained. B. The Transmit Message Triggered Action values for a new unit created without the use of copy/paste work as expected and is unaffected by changes to other units' values. C. If the "transmit message" is added as an advanced waypoint action, this behaviour is not present, i.e. the subtitle of new units is correctly maintained. D. This has been verified with ships, ground units, helicopters, and fixed-wing aircraft, all with the same results. E. Background auto-backup do not have any effect on the behaviour unless an auto-saved file is recalled/opened. F. The last sound file to be selected by either of the copy/paste units is the only one saved in the mission (.miz) file. (BLIP1.ogg or BLIP2.ogg). The sound file associated with the non-copy/paste unit is saved normally in the mission file. Transmit Message Test.miz
  2. I have th F/A-18 version and it works great, but my AV-8B version won't connect; it keeps "seaching for server". I have opened all the ports as recommended in the manual, but still nothing. Help!! - Savvy -
  3. Under 2.7.11.22211, some objects from "VPC-airfield Equipment" mod appear to cause black flash/obscuring on IR/LLTV sensors. Issue is present on ATFLIR and LITENING on F/A-18 (IR and TV), LITENING on F-16C (IR and TV), and AH-64D (IR Only) Severe blanking: Part of IR/TV Image turns black and obscures scene fully VPC-NATO-HOUSE 1 VP-BARRACKS VP-KDP VPC-SU-27 VPC-NATO-AGM-65 E VPC-NATO-AGM-65 CONTAINERS VPC-NATO-OXYGEN Minor blanking: IR/TV Image flashes very momentarily but does not obscure scene VPC-NATO-PROJECTION VPC-NATO-FIREHOUSE VP-FIREHOUSE VP-SKP VPC-NATO-AGM-65 D VPC-NATO-GBU-31 CART Easily reproduceable. Consistent results. **NOTE: Also present on "ED Stock" Neustrashimy Frigate. Is there an update for the shaders for the new IR/CCD/LLTV model? Video Links: https://drive.google.com/file/d/1F3NNCRbB7T6KYkPPM0arG6yaxqnefqKL/view?usp=sharing https://drive.google.com/file/d/1KWogjX-PaOwqSIi4qcyyh0EsBuBOcYGC/view?usp=sharing https://drive.google.com/file/d/1Qib4aaRaL55qg2DYcPjCV6ORQvP5Sqx1/view?usp=sharing https://drive.google.com/file/d/1X029N5o0OTsfPYF6R2WFnQtLW02f9x0Z/view?usp=sharing
  4. Hi Raus,

     

    Hope all is well with you as we get through this pandemic.  I have seen your kneeboard app getting more and more traction; it is a great product.

    About the same time you initially contacted me, I had started a small project where I adapted some of the data cards I used when I was in the air force. I have since made use of them for several mission I have designed and flown with my online DCS group. I have gone and built some fuel flow and climb charts the F-18, F-16, F-14, and M2000 from which I pull the data for the Nav card portion.  I manually enter the heading, distance, speed, and altitude and the card doas the basic calculations.  Since I don't know where to start with pulling data from the .miz file, most of this is entered manually.

    As you can see, this has a lot of the things in your card, but with an added/expanded tactical section and a little more detailed info for comms and nav data. 

    I would love to learn how to draw info from a .miz so I could auto-fill some of the fields.  If you are ever interested in collaborating on something lie this, please let me know.  

     

    Take care and stay safe.

     

    Savvy

    Sandman Deep Data Kneeboard - Mission Cards.pdf

  5. @toutenglisse and @Grimes --> It appears to vary as well on aircraft type (Different center of mass) and whether or not the wings era folded. I just tried the script on a server, and I thinks Grimes' suspicions were correct; it was not getting sufficient time to get the heading of the client in time to spawn. It appears to be working correctly, but I did see a couple of instances where the crew chief disappeared after the first 10 sec cycle without the aircraft moving at all. For the most part, it is now working as advertised. Just for info, it does appear that it works more consistently when i load the scrip via "DO SCRIPT" then when I load it as a .lua using :LOAD SCRIPT FILE". Perhaps this is causing a further delay in the process. Thanks again to both of you for your help; It will go a long way in helping me gain deeper understanding of the full MIST capability. Cheers, Savvy
  6. @toutenglisse- Strange behaviour when I run it on a server; my Crew chief spawns but the x,z coordinates do not correct for Heading, i.e. no matter what my client's hdg, the Crew chief spawns north 12 m and west 18 m. Any ideas? Savvy
  7. Hi again. I introduced the missing comma, and the spawn now works as advertised. All works well on a clkean mission where all I do is call up this script, but I do have issues at times on a more complex mission where de spawn disappears after 10 seconds (+10 check) even when i don't move the client, but it is no a consistent behaviour.. More testing needed; I will change the +10 to +30 to see if this is in fact associated. I'll let you know what I turn up. For now, I am trying to just introduce a direct destroy script "StaticObject.getbyName('Crew Chief 1'):destroy()" call it for all possible Crew Chief # once the ramp is clear of all players. Thanks for the help. I will now delve deep into your code to learn about the tools you use here; great way to learn. Cheers, Savvy
  8. Hi @toutenglisse - Thank you very much for taking the time to tackle my issue. It is very appreciated. I Introduced the script into my mission and now the crew chief no longer spawns. Not sure where the issue is as your scripting is beyond my level of understanding. The idea looks sound, but it just doesn't want to spawn the carrier_shooter static anymore. Is there a simple way to have the name of the spawned crew chief output somewhere so I can "see" the naming logic. If it is a consistent crewchief001, crewchief002,etc..., I'll just have a destroy script for as many names as I have clients (16). What I will do is get rid of them when the ramp is void of anyone who just spawned using a simple Zone trigger "à la no coalition in zone". That way, it won't jump out as a distraction when it happens if an client juts happens to be beside the crew chief of an aircraft that just taxied away. Thanks again, Savvy
  9. Any know how I can destroy a static that i created dynamically using mist.dynAddStatic(). Here is what I am trying to do: I put together the script below to spawn a crew chief at client aircraft's 10 o'clock on client spawn, which all works very well. The issue now is that I would like to clear the crew chief once the aircraft taxis away and clears a "zone trigger". I have been toying around with "StaticObject.getByName('script name'):destroy(), but don't know what the default name is for the spawning object. Tried to force it to have a name, which then does allow me to :destroy() it by name, but then only one aircraft can have a crew chief at a time since spawning a new object with a already used name kills the previously spawned object of that name. Any help would be appreciated. Thanks Savvy --PLACES CREW CHIEF AT 10 O"CLOCK POSISITION ON CLIENT SPAWN ClientSpawnHandler = {}; function ClientSpawnHandler:onEvent(event) if (world.event.S_EVENT_BIRTH == event.id) then local client = event.initiator local clientName = client:getPlayerName() local clientPos = client:getPosition() local clientHdg = mist.getHeading(client, true) if clientName then mist.dynAddStatic{ country = 2, category = 3, x = clientPos.p.x + (math.cos(clientHdg-0.73)*12), y = clientPos.p.z + (math.sin(clientHdg-0.73)*18), type = "carrier_shooter", heading = clientHdg+2.09 } end end end world.addEventHandler(ClientSpawnHandler)
  10. First Try at Hemet Skins Using PorcoRoso86 's template, I was able to do this on my first try! Not a bad first go; a little colour mismatched and some minor geometry issues, but pretty happy with the results. Thanks @PorcoRosso86 for doing the hard bits in making the templates! Cheers
  11. Hi all, I've uploaded the file to the DCS World site as a planning tool/utility. Enjoy. https://www.digitalcombatsimulator.com/en/files/3309344/
  12. Hi everyone. I just dug up an old Air-to-Ground tool I had made in a previous life, and re-purposed it for DCS mission planning. It is just a "rough" attack planner to sketch out attack run-in numbers for a low-level pop-to-dive Free-fall bomb delivery. I find it quite useful and thought I should share it. Feedback/Suggestion welcomed. --> See Link Below - Location moved to DSC World User files.
  13. Slot Machine Gear Handle Fix Here is a file to remove the effect of the "Easter egg". Just place this file in your "C:\Users\<your name>\Saved Games\DCS.openbeta" folder. All it is is a .cfg file with a one line "notFunny2020 = true" statement. Enjoy. Savvy autoexec.cfg
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