Jump to content

Recommended Posts

Posted

Update 20250619 - Version 2.5.1

So I took the new ferry module, and applied it to some other maps. I ran into issues with some (relating to data files that contain some unexpected data and characters), and nore importantly I ran into an issue with the way that DCS currently does not allow a script to manage dynamic availability (and hot-start ability) of airfields. I posted a request to ED's pagesm, and have note heard back so far. But the upshot is this: without a script's ability to control if an airfield allows dynamic spawns, it is up to you, the mission designer to click on each and every airfield on the map, and change it by hand. This is annoying for Caucasus. It's a show stop for larger maps with hundreds of airfields like Germany, Sinai or Syria - as I found out the hard way when I created those missions

Ferry Germany

image.jpeg

 

Ferry Syria 

image.png

 

I decided that the ferry module simply isn't ready for prime time yet, it requires that ED improve the warehouse (or airfield) API before this module can reach acceptable levels of interaction. Once we have sufficient API support, 'ferry' will be included into the 'official' DML set.

While seeing if and how ED respond (so far they have not), I took to heart one of our community leader's comment that I should be more constructive, and I invested a couple of days writing up a (in my mind) better UI/UX for DCS's "Quick Action Generator", which I think has some major design deficiencies. As with the other feedback I've sent to ED we'll see if and how they respond. As (unfortunately) expected, there was none. Oh, well.

So, here's a slightly enhanced update to DML: a few bugs corrected that were reported by some kind folk, and some enhancements to "scribe"
 

All Changes:

Manual
    - added new attributes to Scribe for recording total distance travelled  
    
Demos
    
Modules
    - dcsCommon 3.3.2 
        - getLongestRW (new)
        
    - playerScore 5.3.2
        - more bug hardening 
        
    - scribe 2.1.0
        - now also tracks distance travelled 
 

Enjoy,

-ch

  • Like 1
  • Thanks 2
Posted (edited)

@cfrag  I was trying to use ArtilleryZones and kept getting the first error message below

I figured I was doing something stupid as usual, as your demo mission with triggered Artillery seemed to work fine.

THEN I tried substituting the LATEST cfxZones.lua into the demo mission, and got a similar error (which persisted when I also updated the artilleryZones.lua

I did leave the value of the artilleryTarget parameter BLANK since the manual said it would be ignored anyway.

 

EDIT: Interestingly looking again, I don't see a starting message that artilleryZones.lua even loaded.

I created the simplest mission I could think of and still got the error and didn't see artilleryZones loading, though I definitely did on the stock Demo mission.

I retrofitted the old version of artilleryZones to the mission and it loaded without error and worked.  Something off in the new version???

simpleArty.miz : Older (2.0.1) artilleryZones

simpleArty_V3.miz: Latest (3.0.0) artilleryZones

 

null

null

 

 

 

image.png

image.png

simpleArty.miz simpleArty_v3.miz

Edited by Recluse
Posted
13 hours ago, Recluse said:

I was trying to use ArtilleryZones and kept getting the first error message below

Thanks for reporting this. I traced it to a small typo in arty zones. It was forced into the open by using the (now legacy 🙂, deprecated) "f?" attribute. It's fixed in the update below.

Enjoy,

-ch

 

artilleryZones.lua

Posted (edited)
21 minutes ago, cfrag said:

Thanks for reporting this. I traced it to a small typo in arty zones. It was forced into the open by using the (now legacy 🙂, deprecated) "f?" attribute. It's fixed in the update below.

Enjoy,

-ch

 

artilleryZones.lua 15.71 kB · 0 downloads

THANKS!!!  Always good to know I wasn't missing something obvious.

Latest manual still had the f? shown, so I didn't know it was deprecated.

While I have your attention on artilleryZones, a few questions if I may  🙂

 

-  watchFlag (f?. in?, artillery?) shown as NUMBER.  Does it still have to be a numbered flag, or can the usual DML flag NAMES be used?

I should just try it, but I will ask anyway:  Can multiple artilleryZones use the same watchFlag?  e.g.  Simultaneous bombardment on 2 (or more) sites using a WatchFlag with Flag 100

Never mind, I tried it and answer is YES.. and the new artilleryZone.lua works perfectly!

Edited by Recluse
Posted (edited)
1 hour ago, Recluse said:

Does it still have to be a numbered flag, or can the usual DML flag NAMES be used?

IIRC, all flags in DML can be names, and can be local. 

Edited by cfrag
Posted
1 hour ago, Recluse said:

Latest manual still had the f? shown, so I didn't know it was deprecated.

They are now 🙂 -- i.e. next release.

Posted (edited)
20 minutes ago, cfrag said:

IIRC, all flags in DML can be numbers, and can be local. 

I meant, can a non numerical flag be used in an artillery zone:

 

in?   "StartShot" vs "100"

 

Again, the answer is YES..  I misunderstood this as meaning it had to be a NUMBER, but that was just pointing out compatibiity:

null

 

 

 

image.png

Edited by Recluse
Posted
3 minutes ago, Recluse said:

I misunderstood this as meaning it had to be a NUMBER, but that was just pointing out compatibiity:

Yeah, the manual is old in many places, and needs amendment. I corrected that, too - thank you!

  • Like 1
Posted (edited)

@cfrag   

Started messing around with the Recon Mode module. Originally posted some bug reports but on further testing, everything is working as expected.

Question though:

- Any way to include Statics in the report (e.g. reporting FARPS, structures etc..) or would this be too resource intensive.  Not suggesting built in Map objects, just Mission Editor placed statics.

 

 

Edited by Recluse
Posted

Version 2.5.2 - 20250703 - minor update 

Dog days. A heat dome sits across Europe, and it really doesn't agree with me. So I got very little done (except putting the finishing touches on "Ferry Sinai",  see here (ED User Files)

image.png

and, by the looks of it, forgetting to include audio. I'll do that when the temperatures become more agreeable, probably next week.

I've done some re-writing of the docs, and some debugging. In all, this is update has few exciting updates, if any:

Documentation
    Main    
        - various updates
    Quick Ref    
        - small updates
        
Demos
    
Modules
    - artillery zones 3.0.1
    - corrected typo and removed deprecated attributes 
        

Time to jump into Lake Zürich!

  • Like 1
  • Thanks 2
Posted
On 7/2/2025 at 4:50 PM, Recluse said:

Any way to include Statics in the report

I've mulled this idea a bit. Depending on how people add statics to embellish a mission (I do add quite a bit of statics for eye candy purposes) this could add quite a bit of overhead. So, sitting on a deck chair, holding a glass of 'death in the afternoon' (a cocktail invented by Ernest Hemmingway and seriously debilitating), and mulling this question I had a couple of ideas that I can no longer recall. BUT, maybe I can come up with something that allows both static objects AND map objects to be included as recon targets. I'll see what I can do. Since that bottle of Champagne is empty anyways, there's a good chance that the idea survives the week-end...

  • Like 1
Posted

Thanks for mulling it over.  I guess you guys in Europe can get real Absinthe?  I think it is now legal in the US but only with very low Thujone levels (10 mg/L)

https://www.mashed.com/209498/the-reason-absinthe-is-no-longer-banned-in-the-u-s/

Some time ago I got a bottle of Versinthe which claimed to be close, but was mainly anise and herbs and ZERO Thujone.  Of course from what I have read, the effects of Thujone even at the relatively high levels in the heyday of the Green Fairy were not really as intoxicating or toxic as believed. Mainly the high alcohol content.  But the Nanny State will have its say!!

Back to Static Recon Targets:

I was thinking that to avoid the overhead, maybe Statics could ONLY be re-conned when inside a PRIORITY TARGET Zone. That would limit the  detection of eye candy statics.

Possibly the same for Map Objects, though, personally, Map Objects are not a priority.

 

 

  • Like 1
Posted
16 minutes ago, Recluse said:

I guess you guys in Europe can get real Absinthe?

Well, living in Switzerland (and Europe by association) does have it's advantages. La fée verte never really went away here (from Neuchâtel and some other Cantons) and has returned in earnest some 30 years ago. That psychedelic brouhaha surrounding thujone appears to have been a bad-faith rumor placed intentionally by some other spirit industry magnate and now turns out to be incorrect. "Death in the afternoon", unlike the book, is worth it, if not in the quantities recommended by Hemmingway ("5 before 5") 😎.

27 minutes ago, Recluse said:

I was thinking that to avoid the overhead, maybe Statics could ONLY be re-conned when inside a PRIORITY TARGET Zone

I'm thinking along similar lines, any experimenting with some set-ups that hopefully allow for both good QoL and good performance.

28 minutes ago, Recluse said:

Map Objects are not a priority.

Agreed.  

  • Like 1
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...