BigShot Posted February 3, 2012 Posted February 3, 2012 was wondering if someone knows why I seem to be having trouble getting the recon plane in my mission to call out correct and reasonably accurate Bullseye offsets? Im a new user and created a simple mission in the editor for some target practice where all of the enemy units are placed north and northeast of Batumi...i successfully setup JTAC with no issues, however when i added a recon plane to be able to practice offsets all of his callouts seem to be bogus and are off by 10-20 miles or more...this happens consistantly. Does it matter where i place the bullseye in the editor? (i placed it at Batumi which is also acting as my homebase airfield. Is this a known bug?
Grimes Posted February 3, 2012 Posted February 3, 2012 All bullseye calls are currently bugged. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
BigShot Posted February 3, 2012 Author Posted February 3, 2012 woa, really?...callouts like this from other friendly units seems to me an important part of the game since it provides another option to help find enemy units on the ground. Are the devs planning on fixing it anytime soon do you know?
Grimes Posted February 3, 2012 Posted February 3, 2012 I'm sure they are aware of it. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Speed Posted February 3, 2012 Posted February 3, 2012 (edited) Are they really? I was hearing some nonsense bullseye calls in a mission recently, but I didn't think more about it. The BullseyeCoords:make function, which is the Lua function that sends bullseye coordinate data into a radio call that uses bullseye, is in ./Sounds/Speech/common.lua. So, I might be able to fix this bug. I will look at it over the weekend. If I can fix this one too, then I'll make a new mod that includes this fix, adds UTM zone to JTAC radio comms, and fixes a couple other bugs I have found in the radio comms Lua code. Keep your fingers crossed though- if the bug with bullseye comms is in the C function that returns to Lua the bullseye location for a coalition, then I might not be able to fix this without a big, multi-environment-spanning mod- in which case, it would just be better to wait for the official ED fix. Edited February 3, 2012 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Speed Posted February 4, 2012 Posted February 4, 2012 I have been so far unable to reproduce this. On station calls, recon calls, engaging calls are all coming through just fine at the right coordinates in my test mission. Maybe this is a multiplayer-only issue? Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Grimes Posted February 4, 2012 Posted February 4, 2012 (edited) I'm pretty sure it is at least a multiplayer issue. However I just realized that in the single player missions I've experienced it in the bullseye was in its default location. So when I was flying the BS2 Operation Medvedev campaign in single player the bullseye calls of targets being 500 km away from bullseye was accurate as the bullseye was 500km away. Edited February 4, 2012 by Grimes The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Speed Posted February 4, 2012 Posted February 4, 2012 (edited) Ok, narrowed it down, it's a bug affecting a function the main simulation environment that is supposed to return the bullseye's map coordinates. When you are in single player or a multiplayer server host, this function returns the bullseye position correctly. However, if you are a multiplayer client, the function returns the map origin (0,0,0). I will be investigating further, trying to find a work-around, but it's nice to know exactly where the problem lies now. Edited February 4, 2012 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Jona33 Posted February 5, 2012 Posted February 5, 2012 Ok, narrowed it down, it's a bug affecting a function the main simulation environment that is supposed to return the bullseye's map coordinates. When you are in single player or a multiplayer server host, this function returns the bullseye position correctly. However, if you are a multiplayer client, the function returns the map origin (0,0,0). I will be investigating further, trying to find a work-around, but it's nice to know exactly where the problem lies now. So the fix would be to not move the bullseyes from their default location (Poti for blue and Krasnador for Red I think)? Always remember. I don't have a clue what I'm doing
Speed Posted February 5, 2012 Posted February 5, 2012 (edited) So the fix would be to not move the bullseyes from their default location (Poti for blue and Krasnador for Red I think)? I highly doubt that would fix anything, but since I don't know exactly how or why the C++ function is malfunctioning, one can never be 100.0000% sure. Edit: Oh I see what you were thinking. No. The map origin, {x = 0, y = 0, z = 0}, is very far away, somewhere over the Black Sea I think. Edited February 5, 2012 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
WildFire Posted February 6, 2012 Posted February 6, 2012 Indeed it is at the northern part of the map in the middle up by the coastal shelf areas. Nowhere near where the bullseye is default placed.
Speed Posted February 14, 2012 Posted February 14, 2012 (edited) Ok, I just spent about half an hour writing a 20ish line Lua script to import bullseye information from the mission, put it in the main simulation environment, and redefine the main simulation environment's malfunctioning bullseye function to use the bullseye data imported from the mission in the case that a malfunction (map origin bullseye) is detected. I just need to find a place to put it in the net Lua environment (probably on some on_mission event function call), and then debug the script (which could take much longer than it took to write it). This SHOULD work, and allow us to use bullseye radio calls in multiplayer again. No guarantees though. If it works, I'll put it up as a mod, eventually... putting mods together, making all the Modman packages, testing them, etc... takes quite a lot of time, so even if no debugging is required and my script works perfectly, don't expect to see this for at least several days, what with all the other unrelated stuff I have to do. Edited February 14, 2012 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Speed Posted April 6, 2012 Posted April 6, 2012 Multiplayer bullseye calls look like they are all fixed with the "Radio Patch" mod: http://forums.eagle.ru/showthread.php?t=86787 I was not able to use the code I talked about in the above post, it caused the game to CTD (probably because I was redefining a C function as a Lua function). I had to go with an alternate method. That was part of the reason for the delay. Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
Recommended Posts