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Posted (edited)
TARS worked for me and my buddy.

 

I hosted the mission and we could hear each other without any problems.

 

I did enable export in the network.cfg.

 

Greetz

 

Tim

 

Did your buddy have to enable his net.cfg also? Because last night I was on a server I created and TARS was working for me but not for him. I did have my net.cfg enabled but I am not sure if his was. Tested it out today and he enabled his net.config to true but it still did not work for him. Worked for me though, I am stumped.

Edited by Chazz Ulric
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Posted

Hm, no, he did not alter his .cfg, but I copied my export.lua to his Users-Directory.

[sIGPIC][/sIGPIC]

 

If it got tits or wings, it makes you trouble!!

Posted

I've created a new version which contains significant changes to the control panel, making it compatible with the new way that 1.2.3 and above will handle mod folders. More details are in this post.

 

I decided to put the usual regression tests on hold and allow everyone to try it out right away, but be warned, there may be some bugs. Please pay special attention to:

 

- Windows XP and 32 bit installs

 

- Muting in and out of game (TS3)

- The speaker direction bug that people are reporting

 

 

As always, logs are really critical.

  • Like 1
Posted

Great, thanks mate.

[url=http://www.aef-hq.com.au/aef4/forumdisplay.php?262-Digital-Combat-Simulator][SIGPIC]http://img856.imageshack.us/img856/2500/a10161sqnsignitureedite.png[/SIGPIC][/url]
Posted (edited)

I appreciate the work you are putting into this.

 

Concerning TARS only with files in the Saved Games/DCS dir seems to be a really good idea, cleaning things up (and hopefully making things easier to coordinate with other mods/export scripts).

 

I was just noticing when TARS finds no export.lua, that it creates an export.lua beginning with the following code. Just of interest, what does it do or what is it for?

 

-- This is an export stub generated by the TARS Control Panel.
-- The old Export file is now located in $DCSINSTALLDIR/Scripts/Export.lua

local default_output_file = nil

function LuaExportStart()
end

function LuaExportBeforeNextFrame()
end

function LuaExportAfterNextFrame()
end

function LuaExportStop()
if default_output_file then
	default_output_file:close()
	default_output_file = nil
end
end

function LuaExportActivityNextEvent(t)
local tNext = t
return tNext
end

Edited by tietze

Please fix the KA-50 bugs :-)

 

Black Shark: Controller profile & setup, TrackIR profile, pit.

Warthog HOTAS: Lubing the stick and extending the stick.

Posts on howto customize switches in DCS &

.

Must-have mods for DCS World and KA-50 (mostly JSGME).

Casual couch pilot, watching capped.tv...

Posted

can't get it working in multiplayer? Still hear people not ingame talking on TS when I'm in the pit

[sIGPIC][/sIGPIC]

Posted

Buddy of mine and me have installed the new b3 version and we are both having the same issue:

In Singleplayer, it seems to work all fine, when clicking yourself in teamspeak you see the frequencies and other users are muted.

In Multiplayer, it goes from spectating to not running, nobody gets muted.

 

This is the content of the log:

 

15:00:23.882 [2596328: 251] *** TARS Loading ***

15:00:23.882 [2596388: 255] Tactical Aviation Radio System v1.0.2 Beta 3

15:00:23.882 [25963f0: 259] Teamspeak Plugin API Version 19

15:00:26.865 [2596278: 205] Connected to server: 74th vfs 'The Flying Tigers'

15:00:26.867 [25962d0: 210] DCS interface initialized.

15:00:26.867 [2596d88: 145] Listening for game client on 0.0.0.0:48101.

15:00:26.867 [2594ff8: 320] TS3Interface: Detected Teamspeak channel change to 15454.

15:00:26.867 [25952f0: 543] TS3Interface: Refreshing peer listing for channel 15454.

15:00:29.104 [2594ff8: 320] TS3Interface: Detected Teamspeak channel change to 15456.

15:00:29.104 [25952f0: 543] TS3Interface: Refreshing peer listing for channel 15456.

15:01:15.552 [2596e58: 189] Detected game client.

15:01:15.760 [25956a0: 968] Connected to game client. Aircraft type 0

15:01:15.760 [2596a58: 108] GameClient 3e3a2e0 receiving import data for ID 0

15:01:15.760 [2595800:1051] TS3Interface: Received first client update from importer.

15:01:34.433 [2596ec8: 244] Importer 3e3d0f0: Connection timed out.

15:01:34.433 [2595940:1159] Disconnected from game client.

15:01:34.433 [2596d88: 145] Listening for game client on 0.0.0.0:48101.

15:01:39.735 [2596e58: 189] Detected game client.

15:01:55.736 [2596ec8: 244] Importer 3e3d0f0: Connection timed out.

15:01:55.736 [2596d88: 145] Listening for game client on 0.0.0.0:48101.

 

aka: Baron

[sIGPIC][/sIGPIC]

Posted

If the server (or whoever is hosting) doesn't have TARS installed, it needs to have object export enabled in its network.cfg file. The TARS Control Panel does this for you automatically, but if you haven't installed TARS on your server and you have a new 1.2.3 install, it's doubtful that it was enabled. This file is found in your $USER/Saved Games/DCS/Config folder.

 

Export being disabled may be the cause of the problem you're currently having. Make sure it's turned on.

Posted

Tested and working perfect here.

dUJOta.jpg

 

Windows 11 | i9 12900KF | 64GB DDR4 | RTX 3090 | TM Warthog HOTAS | Saitek Combat Rudder Pedals | TM MFDs + Lilliput 8" | TIR5 Pro

Posted

Only 2 players. A testmission that was hosted by 1 of them.

dUJOta.jpg

 

Windows 11 | i9 12900KF | 64GB DDR4 | RTX 3090 | TM Warthog HOTAS | Saitek Combat Rudder Pedals | TM MFDs + Lilliput 8" | TIR5 Pro

Posted

I was just noticing when TARS finds no export.lua, that it creates an export.lua beginning with the following code. Just of interest, what does it do or what is it for?

It defines the standard Export.lua functions but makes them empty, just like the default Export.lua does. When other mods (like TacView) install their hooks into it, it should work like the old one did.

Negative, we have exporting enabled, and same problem as others describe.

Provide logs, if it is working for some but not for others than it may be an easily-fixed configuration issue. Since a lot changed in 1.2.3, there may be some problems that we need to work through.

Posted
Only 2 players. A testmission that was hosted by 1 of them.

 

Which modules have you tried it?

For a test of two people in the same module, it is not very representative, right?

In our squad, we will try to testit using all available modules (A10, Ka50, FC3 & CA) and several players. Ideally, would it work well with all modules and we pray for it.

 

We believe that TARS is a fundamental tool in DCSW environment, and its use allows a degree of immersion and realism awesome. We pray for its full functionality.

:thumbup:

Posted

Only located tars.log this time, it's quite boring...

 

17:43:31 *** TARS Loading ***

17:43:31 Setting dead/spectator status.

17:43:31 Waiting for connection to Teamspeak 3...

17:43:31 Dumping object IDs...

17:43:36 TARS update cycle scheduled at modeltime 1609.416

17:43:37 Connection to Teamspeak 3 established.

17:43:44 1

<lots of lines with just "1" follow, during 2 or 3 seconds... then...>

17:45:47 Connection to Teamspeak timed out.

17:45:48 Connection to Teamspeak 3 established.

.. and more 1s, and again timeout.

 

Note that, as others mentioned it "works" in single player... which means we don't hear anyone if in a SP game. In MP we hear ourselves all the time, even people who is not playing. Different servers played, export always activated.

Posted
I dont know if this is answered anywhere else but im interested in this question as well

 

So Far TARS only works for the A-10c and the Black Shark. Those freq at the bottom of the control panel I Believe are not functional. Somebody correct me if I am wrong about that.

Posted
TARS wont come out of standby and reports my DCS version as being 1.2.1.5970 :( I have 1.2.3 of course other in 161 also have this issue.

 

any one else have this issue?

Yes I have the same issue too

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