cfrag Posted July 17 Author Posted July 17 (edited) Version 2.5.3 - 20250717 - update Summertime... and the living is definitely not easy for a Northerner living in (what feels like) the tropcis, so thanks for nothing, Gershwin! And, poor me, I had to upgrade my main PC and now am terrorized by ample performance and quick responses, unheard of for years. Even DCS feels snappier - occasionally. Yeah, I'm really suffering here. I'm looking at some tangential ideas that I've long since wanted to bring to DML, but in the past weeks I've spent a lot of time playing my very own "Expansion", and therefore had to tweak it here and there, which in turn required a number of tweaks to DML. All these changes are in this release, and I'm now turning again to one of my more peripheral DML pet projects (almost entirely eye candy) that I maybe can bring to DCS soon. Working on more substantial DML enhancements (e.g. persistence, warehouse) currently is out of question to me, as DCS is currently notwhere near what I need it to be. All changes Manual Documentation - reconMode updates for static objects - some spelling corrections Quick Ref - updates to reconMode Demos ADF and NDB fun - updated to current version reconMode reloaded - updated to current version Modules - cfxZones 4.5.4 new allObjectsInZone() - cloneZone 2.8.0 better integration with reconMode - csarManager 4.5.4 reduced verbosity - NDB 1.3.1 - improved starting guard - improved on? off? reading - reconMode 2.5.1 - reconMode now can report static objects as well - twn 1.0.3 - added compatibility with marianas ww II Enjoy, -ch Edited July 17 by cfrag 3 2
DD_Friar Posted July 17 Posted July 17 @cfrag Thank you for your continued time and effort you put into your tool box. Its good that you have actually had time to play the sim as well. I have not been doing any DML recently as my squad have been stuck into one of the "Foothold" campaigns so I have been able to take some time out of having build scenarios for our squad to play. 1 Visit the Dangerdogz at www.dangerdogz.com. We are a group based on having fun (no command structure, no expectations of attendance, no formal skills required, that is not to say we can not get serious for special events, of which we have many). We play DCS and IL2 GBS. We have two groups one based in North America / Canada and one UK / Europe. Come check us out.
DD_wingflyr Posted Friday at 08:10 PM Posted Friday at 08:10 PM @cfrag Thanks for keeping this very useful system alive with updates. Your contributions are something ED certainly should look at. Wonderful stuff. Quick question the guys and myself are flying the new F4u corsair on the excellent ww2 Marianas with the Essex of coarse. Protecting the fleet from sub attacks. We loved your Troubles Deep mission with the helicopter and was wondering if possible to somehow convert helicopter to ww2 planes, say P47, Mossie, and OR of coarse Corsairs. The thought of say the ships telling the approximate location of randomly placed enemy subs via the beacon morse code or a vector in the general direction of the attacking sub. Then to go and try to eliminate the threat. Just a thought, Thanks again Bud. 1
ChuckIV Posted Saturday at 05:08 PM Posted Saturday at 05:08 PM cfrag, currently in DML is there a way using the F10 map in game to mark a point for artillery? Meaning, while in our server, can a player pull up the F10 map mark a point and have artillery fire at that point? I know using DML’s arty zone you can design pre-plotted points on the F10 map, but doing this live in game is what I’m asking about. ChuckIV "Never in the field of human conflict was so much owed by so many to so few." Winston Churchill SYSTEM: Processor - Intel® Core i9-9900KF CPU @ 3.60GHz 3600MHz water-cooled Installed memory (RAM) - 32.0 GB 64-bit Operating System, x64-based processor Windows 10 & DCS on SSD Video Card - water-cooled NVIDIA GeForce RTX 2080 Ti Internet: Cable 200Mbps 12Mbps
cfrag Posted Saturday at 06:44 PM Author Posted Saturday at 06:44 PM (edited) 1 hour ago, ChuckIV said: can a player pull up the F10 map mark a point and have artillery fire at that point? It would be near trivial to write a script for that. And it would be near-trivial for a player to designate any point and have arty pound it, which is why I so far did not implement it, it’s simply too easy (for an approximation, install theDebugger in a mission, and use the boom command. That would be very similar). And if we can hash out a good, fun way how this feature could work, I’m happy to create a script for that… Edited Saturday at 06:46 PM by cfrag 1
Recluse Posted Sunday at 02:24 PM Posted Sunday at 02:24 PM (edited) 21 hours ago, ChuckIV said: cfrag, currently in DML is there a way using the F10 map in game to mark a point for artillery? Meaning, while in our server, can a player pull up the F10 map mark a point and have artillery fire at that point? I know using DML’s arty zone you can design pre-plotted points on the F10 map, but doing this live in game is what I’m asking about. ChuckIV 19 hours ago, cfrag said: It would be near trivial to write a script for that. And it would be near-trivial for a player to designate any point and have arty pound it, which is why I so far did not implement it, it’s simply too easy (for an approximation, install theDebugger in a mission, and use the boom command. That would be very similar). And if we can hash out a good, fun way how this feature could work, I’m happy to create a script for that… Maybe some combo with WilliePete? Allow the player to create WilliePete zone on the fly, so not as easy as marking a point and having artillery fire, but marking a zone and then needing to fire WP rockets to call in the arty? Edited Sunday at 02:25 PM by Recluse
ChuckIV Posted Tuesday at 12:45 AM Posted Tuesday at 12:45 AM My original thinking goes back to Vietnam. Soldiers would call in Willie Pete for a couple of reasons. First, so they could "see where they were" relative to the map they used. Second, they would use WP to see how close they could get to the enemy before they called in a final adjustment for fire for effect order. In our servers we don't use the F10 map to "see" the enemy locations, we have to use landmarks, kneepad, or take our best guess using the F10 map. It would be nice to attempt an artillery barrage on an advancing enemy group using just the F10 map while flying in the immediate area. Very challenging indeed! C4 1 "Never in the field of human conflict was so much owed by so many to so few." Winston Churchill SYSTEM: Processor - Intel® Core i9-9900KF CPU @ 3.60GHz 3600MHz water-cooled Installed memory (RAM) - 32.0 GB 64-bit Operating System, x64-based processor Windows 10 & DCS on SSD Video Card - water-cooled NVIDIA GeForce RTX 2080 Ti Internet: Cable 200Mbps 12Mbps
ChuckIV Posted 17 hours ago Posted 17 hours ago (edited) After this morning's server update, here is the error that pops up. We have 3 servers; this one is our MarianasWWII server. I'll see if this occurs on all 3 of our servers right now. I'll also see if I have the most up to date dcsCommon DML module installed. (see error below) Mission script error: [string "dcsCommon = {}..."]:3189: attempt to call field 'dostring_in' (a nil value) stack traceback: [C]: in function 'dostring_in' [string "dcsCommon = {}..."]:3189: in function 'getMissionName' [string "dcsCommon = {}..."]:3928: in function 'sanity' [string "dcsCommon = {}..."]:3963: in function '?' [string "dcsCommon = {}..."]:3982: in main chunk EDIT: This only occurs in the MarianaWWII map - I do have the most up to date dcsCommon DML module installed in this mission. EDIT: EDIT: Recluse, you Sir are a GENIUS! YES! I did add BIGNEWY's code to our MarianaWII Autoexec.cfg file, and IT WORKS NOW. No error code. Well done Sir! Edited 17 hours ago by ChuckIV "Never in the field of human conflict was so much owed by so many to so few." Winston Churchill SYSTEM: Processor - Intel® Core i9-9900KF CPU @ 3.60GHz 3600MHz water-cooled Installed memory (RAM) - 32.0 GB 64-bit Operating System, x64-based processor Windows 10 & DCS on SSD Video Card - water-cooled NVIDIA GeForce RTX 2080 Ti Internet: Cable 200Mbps 12Mbps
Recluse Posted 17 hours ago Posted 17 hours ago Don't know if it is relevant but there was a scripting "fix" in today's update: Scripting API. Changes to the behaviour of net.dostring_in(). This API can be used only with trusted scripts/missions! More details here: Changes to the behaviour of net.dostring_in() - ED Team - ED Forums
ChuckIV Posted 17 hours ago Posted 17 hours ago (edited) Recluse, you Sir are a GENIUS! YES! I did add BIGNEWY's code to our MarianaWII Autoexec.cfg file, and IT WORKS NOW. No error code. Well done Sir! Odd thing is that it works without this code in Normandy and Nevada. Do you suggest that I add it to both of those as well? ChuckIV Edited 17 hours ago by ChuckIV "Never in the field of human conflict was so much owed by so many to so few." Winston Churchill SYSTEM: Processor - Intel® Core i9-9900KF CPU @ 3.60GHz 3600MHz water-cooled Installed memory (RAM) - 32.0 GB 64-bit Operating System, x64-based processor Windows 10 & DCS on SSD Video Card - water-cooled NVIDIA GeForce RTX 2080 Ti Internet: Cable 200Mbps 12Mbps
Recluse Posted 17 hours ago Posted 17 hours ago 5 minutes ago, ChuckIV said: Recluse, you Sir are a GENIUS! YES! I did add BIGNEWY's code to our MarianaWII Autoexec.cfg file, and IT WORKS NOW. No error code. Well done Sir! Odd thing is that it works without this code in Normandy and Nevada. Do you suggest that I add it to both of those as well? ChuckIV Glad this observation was helpful! I have no clue as to your question about the other theaters. Maybe @cfrag will have a more informed opinion.
ChuckIV Posted 16 hours ago Posted 16 hours ago (edited) cfrag, Two quick items... 1. Should we add BIGNEWY's recent suggestion in regards to our Autoexec.cfg files FOR ALL our servers? 2. The playerScore was working perfectly until today's update (in the MarianaWWII map). Now, we get this error... We are using 5.3.2 and 3.1.0 for playerScore and playerScoreUI respectively Mission script error: [string "cfxPlayerScore = {}..."]:1138: Unit doesn't exist stack traceback: [C]: ? [C]: in function 'getPlayerName' [string "cfxPlayerScore = {}..."]:1138: in function 'isScoreEvent' [string "cfxPlayerScore = {}..."]:1220: in function 'onEvent' [string "Scripts/World/EventHandlers.lua"]:13: in function <[string "Scripts/World/EventHandlers.lua"]:11> any thoughts? Edited 16 hours ago by ChuckIV "Never in the field of human conflict was so much owed by so many to so few." Winston Churchill SYSTEM: Processor - Intel® Core i9-9900KF CPU @ 3.60GHz 3600MHz water-cooled Installed memory (RAM) - 32.0 GB 64-bit Operating System, x64-based processor Windows 10 & DCS on SSD Video Card - water-cooled NVIDIA GeForce RTX 2080 Ti Internet: Cable 200Mbps 12Mbps
cfrag Posted 15 hours ago Author Posted 15 hours ago Yup, The new release from ED introduces a new, braindead 'security' scheme that prevents scripts in missions from invoking net.dostringIn() unless you create some arcane "autoconfig.cfg" text file in a similarly arcane location. It is simply crap design, and I'm at a loss of words seeing how ED simply did this without bothering to ask the community. The results are far ranging: slotblock (if you play foothold), ssb (another popular slot block), stopGap for multiplayer, twn, radio, ... all require the new 'security' BS. IMHO, the result will be that everyone who wants to play a modern, good mission will have to allow unsafe invocations, and this results in LESS security for DCS than before. What an ill-thought out, idiotic, crude approach to security. Goodness. And ED rammed this atrocity down everyone's throat without ever announcing it or soliciting ideas. Because it is trivial to come up with better solutions, solutions that could help DCS become a modern, player-friendly SECURE app and could ditch the silly 'unsanitize' approach of today. But no, we now have 1980's style "autoconfig.cfg" files. If it wasn't so sad, I would laugh. This is bad. And completely unworthy of ED. 4
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