

Branli
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Everything posted by Branli
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Bumping this thread. Issues are still there.
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Thanks for the reply, any chance this might be implemented with the upgrade to Vulkan API? FSR 3.1 will support this in the upcoming update, source: https://community.amd.com/t5/gaming/amd-fsr-3-1-announced-at-gdc-2024-fsr-3-available-and-upcoming/ba-p/674027 https://www.phoronix.com/news/AMD-FSR-3.1-Announced
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I am curious if DCS implementation of FSR 3.0 / 3.1 is planned to upgrade from FSR 2.2. It will reduce allot of issues with Temporal AA and ghosting / shimmering. AMD just announced their new FSR 3.1 and might be released somewhere this year. Any plans to update the current implementation?
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I reduced my pagefile to 8 GB's per drive. Also i noticed some events in the windows event viewer, but i couldn't make any conclusions what it might be. So far i don't experience any crashes (fingers crossed).
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My PC just reboots. I removed my shaders again just in case and I'll try slow repair and check my pagefile.
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After the 2.9 update i experience allot of crashes lately with MT. Mostly Crash Reboot. The game runs fine at start, but suddenly without notice its crash reboots. I had this today at least 3 times within 2 days. I play mostly my own missions. Its just a debug mission (for coding purpose) with nothing fancy in it. I'm testing the AH-64D and checking some events it generates like S_EVENT_HIT / S_EVENT_SHOT. Lasing - AI CAS .miz dcs.log
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I agree, there should be civilians (preferred animated idle / walking civilians) , or add some static props like a market which you can add in the mission editor. It really fits to have markets like in the Syria / Persian Gulf / Sinai maps. If it is against ED's policy to have civilians, at least have them non-destructible so its harder to spot enemies / insurgents because they are in a crowd.
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You never wanted to recreate / reenact the mission of Black Hawk Down? I would love to do this it adds much more realism. Its a SIM, not a arcade game. I already find it boring to create an insurgent mission because we have so little assets to work with, no crowded civilians which you don't want to harm. It adds emersion and its adds purpose to a mission to save civilians from threats, just like Black Hawk Down clearly shows the ethical aspects. Want to help the helpless people but not able to because rules of engagements, only fire when fired upon etc. I'm glad Eight Ball created some civilian vehicles. But we need some more civilians to make it more believable, not everyone drives in a car all day long at some point they have to pee ;).
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Is it not moved to 'Bazar/shaders/grass/grass.fx'? I remember i tweaked the lenght / height of the grass there. #define radiusMin lodRadiusGrassDiameterSize.x //������ �������� ���� #define radiusMax lodRadiusGrassDiameterSize.y //������ �������� ���� #define grassDiameter lodRadiusGrassDiameterSize.z //������� ����� �����, � ������ #define quadSize lodRadiusGrassDiameterSize.w //������ ������ ����� #define grassHalfWidth grassBladeParams.x //�������� ������ ��������, � #define grassHeight grassBladeParams.y //����������� ������� ������ ��������, � #define bendDistMax grassBladeParams.z //������������ �������� ������� �������� � �������, � #define pointSpread grassBladeParams.w //������� �������� ����� ������, ��� �� ����� #define lodsCount intParams.x //���������� ����� #define heightMapSize intParams.y //������ ����� ����� � �������� #define time origin.w #define windSpeed wind.z #define windOffset gridOffset.zw You can tinker with some settings and create a formula from the input of the game variables. How it works is the shader takes the pixel color of the terrain texture and creates a gradient. This gradient "Texture" is applied to the color of the grass. The grass is merly a simple vertex with some additional bending points for animating the wind and create a curve in the grass blade. Btw i didn't check if it breaks IC, i tweaked it in 2.7 i think. Don't know if this still works with 2.9
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Hey, i did some long research and was able to reverse-engineer the DCS World Dialog system. Its not that straight forward but there is some logic into it. The .dlg files are meant to set the layout and colors of the dialog, just like HTML and CSS. My plan is to create a parser which can convert this to .dlg files. You can help me if you like to create a WindowManager tool to export and import DCS World Dialogs. When i'm back from work i can send you an example. Im working on a large Arcade Gameplay mod for DCS World. Already got much stuff in place.
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Yes you can. If you can program a bit. FireAtPoint task for artillery requires target.x and target.y (ingame coordinates). You just need to translate from lat / long to in game coordinates. MIST can do these transformations. I created my own script which does exactly that (only without jtac and the coordinate transformations) but its not very much different when it comes to logic. Here is a snapshot on what i'm working on at the moment. For reference look at: https://wiki.hoggitworld.com/view/DCS_task_fireAtPoint -- ARTILLERY OVERWATCH -- --[[ -- Requirements: -- Artillery group > AI-BOT-RED-WATCH-C-1 ) (WATCH = type) (C = zone) (1 = index) -- Capture Zone timer function execute each 10 seconds if enemy group enters zone C then for units end ]] function setArtilleryOverwatch(_zone, _coalitionId, _targetCoalitionId) local coalitionTypeName = getCoalitionSideTypeName(_coalitionId) local groupName = "AI-BOT-"..coalitionTypeName.."-WATCH-".._zone.."-1" local group = Group.getByName(groupName) local unitsInZone = getUnitsInZone("ZONE-".._zone, _targetCoalitionId) --trigger.action.outText("setArtilleryOverwatch: "..groupName, 30) if group and unitsInZone then if #unitsInZone > 0 then local unit = unitsInZone[1] local unitPos = getPosXY(unit) -- SET FIRE MISSION -- local target = {} target.x = unitPos.x --trigger.misc.getZone('killzone').point.x target.y = unitPos.y --trigger.misc.getZone('killzone').point.z target.radius = 0 --trigger.misc.getZone('killzone').radius target.expendQty = 24 target.expendQtyEnabled = true local fire = { id = 'FireAtPoint', params = target } --trigger.action.outText("FIRE MISSION: "..target.x.." "..target.y, 30) group:getController():pushTask(fire) else --trigger.action.outText("NO UNITS IN THE AREA", 30) end else --trigger.action.outText("OVERWATCH DENIED", 30) end end Note: Sorry thought this was a modding request. But i agree, it would be nice to have some more love for artillery.
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I agree, i would expect at least Spring / Summer / Autumn / Winter textures, same like Caucasus. They are a major difference in real life.
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Probably because a fixed wings inherit velocity will help, also its easier to maintain a proper AoA to fire rockets in a fixed wing. In a helicopter you mostly stay at the same altitude and your pitch angle is only between 10 - 20 degrees so you have less time to aim.
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I have to say, aiming the S-24B is pretty hard, especially because the velocity of the rocket is very low and there is a small delay when the rocket will be released. I'm glad you guys found tables for this. Its almost as hard as aiming rockets from a WWII plane.
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I tried to do CCIP with S-24B rockets, but it seems the CCIP won't work. Is this intended behavior that the rocket mount cant pitch its angle and that the CCIP won't work? I've put the ranging on Auto. It works fine when you use the S8-KOM rocketpod.
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Thanks for the Tip! For the time being i created an elaborate workaround to check what kind of unit it is, naming the group something like "AI-TANK-01" "AI-PLANE-01" and extract the category data from the group name, but this makes it much easier.
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Also noticed here missing road connection in Tripoli Lebanon. Sadly cant upload the screenshot due max size within this post. Grid YD61. The textures there are also broken on the terrain, you can see a clear line between 2 texture tiles on the hill there.
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I also noticed this is missing when you want to drive into Damascus. Its blocked by a train track. Also i noticed Tunnels are broken in Beirut and are filled with water. Ground units will drive over the tunnel instead of being inside the tunnel.
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Is this even going to be fixed? It really limits the verifying and conditional options in Mission Scripting / Mission Building...
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@Mustang Did you maybe also figure out how to increase the clutter distance of the grass higher then 1500? I can't find a way to change it in the grass2.fx or other settings. You have a clue?
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Concept: Currently i am working on a mod which makes the experience to kill or hit something more visually engaging with messages. To some of you, this might be arcadish but the idea behind it is to have a score and ticket system a bit similar to War Thunder Realistic Battles. What i disliked about WT is that you play planes with the mouse in RB... but i liked the score and credit system. So the plan is to create a similar system for DCS World with the possibilities to do something with the credits you earned ingame. Status: At the moment i dove into the messages system of DCS and i saw some interesting possibilities to generate custom messages. At the moment i don't have much experience so it would be a big help if someone can explain me how this system works, especially designing and skinning dialog messages. I already figured it out how to generate custom event messages which are located in "\DCS World OpenBeta\Scripts\UI" and "\DCS World OpenBeta\MissionEditor". An overview of this system would be nice and reduces my development time, at the moment it feels like i'm reverse-engineering this
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You can use gameMessage.addMessage() or gameMessages.addTriggerMessage() in the gameMessages.lua ../Scripts/UI/gameMessage.lua (this is the default ingame messages system). If you want to have custom skins / styling for the messages you probably need to write your own module and hooks.
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Is there an API to copy text transmitted text?
Branli replied to RTS354's topic in How To Mod for DCS World
Depends on where this message is shown / or transmitted from. In the MissionEditor/GameGUI.lua are events, what you can do is execute an additional function to pass the argument to for example your Kneeboard. At the moment i'm working on a custom GameMessages system with score credit messages and hit messages. A bit similar to War Thunder game notifications. Example of my code now: function onGameBdaEvent(eventName,arg1,arg2,arg3,arg4,arg5,arg6,arg7) --print("---onGameBdaEvent : isOn(): ", Bda.isOn()) --print("---onGameBdaEvent(%s)-----",eventName,arg1,arg2,arg3,arg4,arg5,arg6,arg7) if Bda.isOn() then Bda.startTime() Bda.onGameBdaEvent(eventName,arg1,arg2,arg3,arg4,arg5,arg6,arg7) end onArcadeEvent(eventName,arg1,arg2,arg3,arg4,arg5,arg6,arg7) end As you can see, i use the existing event to pass it to my custom event (onArcadeEvent) with the arguments from the original. This way you don't mess with the existing logic and just only inject your own function. -
Hello again, sorry for the long delay. Lots of things happened. Long story short, i've solved the issue and found out why it was crashing. There where multiple issues which resulted in crashing DCS World and also other games, but not that frequent. I don't think DCS World was to blame in this case. High power spikes / surges from the power network, this was the main culprit after a long search of excluding all possible options which could result this weird behavior. The reason why i came to this conclusion is after replacing 1 brand new PSU and 3 dead GPU's (2x Powercolor 5700XT Red Dragon, 1 Zotac 2070 Super mini), YES 3 :P luckily all components refunded within warranty. Normally a PSU should filter out high power spikes, but some high frequencies might still pass the PSU and enter the system where high frequencies might cause issues, also sometimes called "ripple" / "noise". These high power spikes / surges happen when you have a dirty power network. I never experienced this before but it seems new technology might be more sensitive. To fix this issue there are multiple options: 1. Check what kind of high frequencies are passing through the net. Very time consuming, requires special equipment such as oscilloscope. 2. Call an electrician and search if the issue is caused within the house. Very expensive and time consuming. 3. Buy a powersocket with a netfilter, which filters high frequencies. Quick fix, less expensive only you don't know for sure that it won't happen again its only less likely. I tried to go for the first option and rent an oscilloscope, but those are hard to get and very expensive to purchase. After that i called an electrician, but he told that finding this issue is very time consuming and might result in an expensive bill. So in the end i went for option 3. Which worked perfect for me so far. I purchased this powersocket which protects agains powersurges but also lightingstrikes: https://www.brennenstuhl.co.uk/en-GB/products/extension-leads/premium-line-30.000a-extension-socket-with-surge-protection-with-usb-charger-6-way-black-3m-05vv-f-3g1.25-gb
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Update: I bought and installed a brand new PSU, Corsair SF750 750W 80 Plus Platinum. This should be more then enough. I also did a cleanup and repair of DCS World to be sure. Sadly, the game still crashed even 5 minutes after i started the mission above. I think this 100% a driver issue. Only thing i can think of is: - Wipe the whole SSD / NVME - Clean install Windows 10 Build 1909 - Update Windows - Install latest drivers - Clean install DCS World Open Beta - Load / Play Mission. Will update this thread / log of my adventures.