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Showing results for 'ICLS' in content posted in Multiplayer Bugs.
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fixed FA18 Hornet Tacan INOP on MP Server OK in SP
SOLIDKREATE replied to Tomcat388th's topic in Multiplayer Bugs
TACAN: Some squadmates and I were flying on our server and we could never pick up the TACAN until we got withing 15mi. The same holds true making a Mission Editor .msn file. LINK 4: When adding a TACAN CH, ICLS to te Super Carrier they populate fine on the kneeboard with a little bit of a delay. When adding a LINK 4 channel, it blows out the other two and you have to place a whole new ship down just to gte rid of the bug. -
Tacan stops broadcasting in multiplayer after a player disconects
Dutch Baron replied to Rolds's topic in Multiplayer Bugs
Hello, Is there a way to get the dev team to prioritize this issue? I know there are lots and lots of things to do for ED devs, but this issue is not only an immersion breaker. With lots of squadrons worldwide simulating realistic sorties, this TACAN and ICLS issue is a complete mission breaker. In our team we have 25 pilots flying only from/to carriers, for realism sake we have no F10 map visible. So when we go out on a looong mission deep in enemy territory, we come back for our briefed Signal Charlie time only to find out we have no TACAN signal or ICLS, which means we can't find the ship. Combined with the fact we need to spawn 7 carriers in order to have all pilots spawn without massive explosions on the deck, trying to find that 1 carrier that we actually can use for landing with all pilots, proves to be major issue and it's totally breaking the realism factor. Would it be possible for BigNewy to address this to ED? I'm sure numerous pilots and teams worldwide would be extremely grateful! Thank you for reading and hopefully replying. -
Stennis: NO runway lights by night for approach
discwalker replied to discwalker's topic in Multiplayer Bugs
Believe me all of the three players yesterday at least once called the ATC inbound in correct configuration, and was close enough to the called ship to get runway lights. (There are 2 Stennis in the mission.) The 59MB track is not deleted. boedha68, please test this in multiplayer, with a mission start at morning. HiJack, in your video the pilot was lucky with a welcoming deck and suceeded without ICLS, yesterday the situations was the reverse, we had ICLS but no runway lighting. -
The thread: [MISSING TRACK FILE] CVN Tacan/ICLS just shuts off randomly https://forums.eagle.ru/showthread.php?t=220332&highlight=TACAN workaround (on the most resource hungry map): https://forums.eagle.ru/showthread.php?t=220440&highlight=tacans
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Tacan stops broadcasting in multiplayer after a player disconects
Eviscerador replied to Rolds's topic in Multiplayer Bugs
For anyone interested, a workaround is to set a switched condition with flags so the TACAN is activated periodically every "x" minutes (I set it to 5 mins) When you are flying you won't notice anything but the slightest of glitches on the TACAN signal when it activates again. Better than not having it for sure. Same can be done with FM and AM radio beacons and ICLS. -
I have attached a test mission in initial message, which both tries the Moose function and example from hoggit. Mission starts with ICLS on, channel 1, you can turn ICLS off, but not get it back on with F10 radio menu triggered functions. Functions are called, but no ICLS on. Test mission has been tested with latest DCS version as per 2022-06-27, and even latest version of Moose. But Moose/Airboss is not the issue here. I have not tested with Airboss, since the function should also be used elsewhere. Would be nice @Nealius if you could take a quick test with the provided mission, to rule out if anything wrong with my or @Amarok_73system. This is the function which seems "dead": function ACtivateByHoggit() env.info("DEBUG: -------------------------------- Turning ICLS ON by Hoggit function --------------------------------") local gp = Group.getByName("CV59TF"):getController() gp:setCommand({id = "ActivateICLS", ["params"] = { ["type"] = 131584, ["channel"] = 5, ["unitId"] = 2, }, }) end
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In that case I'm not sure, but I do know Airboss has ICLS on/off functions in addition to the channel and morse identifier. You could set multiple triggers with a different airboss lua file for each that turns the ICLS off/on or changes the channel.
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When the script is loaded the ICLS is turned on with the channel and morse identifier I defined in the lua; I deleted the ICLS and TACAN Advanced Waypoint Actions for the unit in the ME. Do you mean turn on/off and change channel multiple times in the same mission, or do you just want it on from mission start to mission end?
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In your mission script can you turn the ICLS on and off, and can you change channel?
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Have you tried with the Airboss script + MOOSE? ICLS triggered by Airboss scripts works normally for me both in SP and MP.
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While debugging Moose command: CONTROLLABLE:CommandActivateICLS(Channel, UnitID, Callsign, Delay) it turns out that the bug seems to be dcs world it self. I have tested turning on ICLS with example code from the hoggit code: local gp = Group.getByName("CV59TF"):getController() gp:setCommand({id = "ActivateICLS", ["params"] = { ["type"] = 131584, ["channel"] = 5, ["unitId"] = 2, }, }) https://wiki.hoggitworld.com/view/DCS_command_activateICLS I have a test mission attached with both Moose and Scritping Engine command to test. Guess bug is related to other reports about th ICLS in this forum https://forum.dcs.world/search/?q=ICLS&quick=1&type=forums_topic&nodes=486 Regards... DEBUG_ICLS.miz
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Hi, it doesn't work because you set a defined number (2) as unit ID that is not the correct number. In these cases you should use a function to get the "live" ID of the unit you want. This code does work : function ACtivateByHoggit() env.info("DEBUG: -------------------------------- Turning ICLS ON by Hoggit function --------------------------------") local gp = Group.getByName("CV59TF"):getController() local UnitID = Unit.getByName("Teddy"):getID() gp:setCommand({id = "ActivateICLS", ["params"] = { ["type"] = 131584, ["channel"] = 5, ["unitId"] = UnitID, }, }) end
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Looking at our server logs just now noticed we are getting a mass of these since the patch, Haven't touched any of DCS's script files etc. 2020-01-17 10:21:04.530 ERROR Lua::Config: Call error debriefing.addEvent:[string "./Scripts/UI/DebriefingMissionData.lua"]:492: attempt to index upvalue 'deadUnitIds_' (a nil value) stack traceback: [C]: ? [string "./Scripts/UI/DebriefingMissionData.lua"]:492: in function 'processUnitDeadOrCrash' [string "./Scripts/UI/DebriefingEventsData.lua"]:262: in function 'processDeadOrCrashEvents_' [string "./Scripts/UI/DebriefingEventsData.lua"]:277: in function 'addEvent' [string "./Scripts/UI/debriefing.lua"]:1036: in function <[string "./Scripts/UI/debriefing.lua"]:1033> (tail call): ?. if I look a it's clearly after a units dead. 2020-01-17 10:21:01.995 INFO Scripting: event:type=crash,initiatorPilotName=Nick109,initiator=Pilot #066,t=22807.792,initiatorMissionID=263, 2020-01-17 10:21:01.995 ERROR Lua::Config: Call error debriefing.addEvent:[string "./Scripts/UI/DebriefingMissionData.lua"]:492: attempt to index upvalue 'deadUnitIds_' (a nil value) stack traceback: [C]: ? [string "./Scripts/UI/DebriefingMissionData.lua"]:492: in function 'processUnitDeadOrCrash' [string "./Scripts/UI/DebriefingEventsData.lua"]:262: in function 'processDeadOrCrashEvents_' [string "./Scripts/UI/DebriefingEventsData.lua"]:277: in function 'addEvent' [string "./Scripts/UI/debriefing.lua"]:1036: in function <[string "./Scripts/UI/debriefing.lua"]:1033> (tail call): ?. 2020-01-17 10:21:03.400 INFO SCRIPTING: 89216( 89408)/I: AIRBOSS07235._ActivateBeacons(AIRBOSS Stennis | Activating ICLS Channel 1 (STN)) 2020-01-17 10:21:04.530 INFO Scripting: event:type=dead,t=22810.33,initiatorMissionID=1000202,initiator=COL Sukhimi Defense#001-03, 2020-01-17 10:21:04.530 ERROR Lua::Config: Call error debriefing.addEvent:[string "./Scripts/UI/DebriefingMissionData.lua"]:492: attempt to index upvalue 'deadUnitIds_' (a nil value) stack traceback: [C]: ? [string "./Scripts/UI/DebriefingMissionData.lua"]:492: in function 'processUnitDeadOrCrash' [string "./Scripts/UI/DebriefingEventsData.lua"]:262: in function 'processDeadOrCrashEvents_' [string "./Scripts/UI/DebriefingEventsData.lua"]:277: in function 'addEvent' [string "./Scripts/UI/debriefing.lua"]:1036: in function <[string "./Scripts/UI/debriefing.lua"]:1033> (tail call): ?.
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The track file is 17mb and therefore too large to upload so I'm left just describing it. I believe the player was set up to T/R with the tacan when he left but can't ask him right now. At that points the Stennis which was boardcasting tacan and ICLS stopped broadcasting both (I was receiving both on final approach when both went down at the same time as the other player left the server. Played today on 2.5.5.33552