Bee_Sting Posted December 8, 2010 Posted December 8, 2010 how do you put in inu points in the new patch 1.02? i tried to put the inu points in a mission but it's a no go,but before the patch i was able to do so. the inu selection doesn't work!!! please help!!
Yurgon Posted December 10, 2010 Posted December 10, 2010 I created a new mission and wasn't able to add any INU fix points either. Editing a random campaign mission (from the GOW campaign), I was able to edit existing INU fix points as well as create new ones. Are there any prerequisites one should be aware of?
Bee_Sting Posted December 13, 2010 Author Posted December 13, 2010 i don't think so,inu points are good to have in missions. this new patch needs a repatching. i may go back to 1.00,the AI are better and mission editor is ok! you had to rework an a mission that was standard in the game? so if hit had inu points you could use them and just move them about?
ZoomBoy27 Posted December 15, 2010 Posted December 15, 2010 i don't think so,inu points are good to have in missions. this new patch needs a repatching. i may go back to 1.00,the AI are better and mission editor is ok! you had to rework an a mission that was standard in the game? so if hit had inu points you could use them and just move them about? If the mission already has INU Fix-points, you can edit those. Copy over a standard game. The problem is with the Mission Editor interface - it cannot ADD points I was able to insert some INU FixPoints into a mission by cutting and pasting some Code from standard missions. See my blog-post. I added a section as follows: INUFixPoints = { ** fixpoints details** }, -- end of INUFixPoints ZoomBoy My Flight Sims Page - Link to My Blog - Sims and Things - DCS Stuff++ - Up-to-Speed Guides to the old Lockon A10A and Su-25T - Some missions [needs update]
Bucic Posted December 15, 2010 Posted December 15, 2010 You do realize that INU drift/errors are not modeled in DCS BS yet, right? F-5E simpit cockpit dimensions and flight controls Kill the Bloom - shader glow mod Poor audio Doppler effect in DCS [bug] Trees - huge performance hit especially up close
ZoomBoy27 Posted December 15, 2010 Posted December 15, 2010 You do realize that INU drift/errors are not modeled in DCS BS yet, right? Was aware of it for the standard satellite set-up - Never use it at all But for reason of "atmosphere" it is fun to include in missions But I've seen some thread discussions saying that you can reduce the # of satellites and that does cause some error I'll have to dig to reference them - getting late now though - not confirmed as yet ZoomBoy My Flight Sims Page - Link to My Blog - Sims and Things - DCS Stuff++ - Up-to-Speed Guides to the old Lockon A10A and Su-25T - Some missions [needs update]
EtherealN Posted December 15, 2010 Posted December 15, 2010 INU has nothing to do with Satellites. Satellites -> GPS INU -> Inertial Navigation [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
Yurgon Posted December 16, 2010 Posted December 16, 2010 Coming back on topic, ZoomBoy27 is right: The ability to add INU fix points has simply been removed from the Mission Editor interface. Given the simplicity of a solution I figured out during the last 1 1/2 hours, it's probably a simple mistake introduced in 1.0.2. Could one of the interface coders elaborate? So, here's a possible fix. Since it requires editing of configuration files, be sure to read the Black Shark User FAQ, specifically the part about --CONFIGURATION FILES--. Do create a backup of any file before editing. That said, in your Black Shark installation directory, navigate to the subfolder BlackShark\modules and open me_map_window.lua. Locate the following code; it should begin on line 1979: ------------------------------------------------------------------------------- function creatingINUFixPointState_onMouseDown(self, x, y, button) if button == 1 then --unselectAll() local lat, long = mapView:getMapPoint(x, y); if not isInMap(lat, long) then showWarningWindow(cdata.placeInside) return end local group; if base.panel_aircraft.window:isVisible() and (base.panel_aircraft.getView == 'helicopter') then group = base.panel_aircraft.vdata.group; else return; end; local x, y = mapView:convertRadiansToMeters(lat, long); pt = base.module_mission.insert_INUFixPoint(group, lat, long, alt, group.boss.boss.selectGroupColor, x, y) base.module_mission.update_group_map_objects(group) mapView:updateUserList(true) base.panel_fix_points.vdata.selectedPoint = pt; base.panel_fix_points.update(); return else panState:onMouseDown(x, y, button) end; end; Replace the code block by this: ------------------------------------------------------------------------------- function creatingINUFixPointState_onMouseDown(self, x, y, button) if button == 1 then --unselectAll() local lat, long = mapView:getMapPoint(x, y); if not isInMap(lat, long) then showWarningWindow(cdata.placeInside) return end local group; -- Begin Yurgon mod: -- Re-enable adding of INU fix points -- This breaks editing of existing INU fix points -- if base.panel_aircraft.window:isVisible() and (base.panel_aircraft.getView == 'helicopter') then -- group = base.panel_aircraft.vdata.group; -- else -- return; -- end; group = base.panel_aircraft.vdata.group; -- End Yurgon mod local x, y = mapView:convertRadiansToMeters(lat, long); pt = base.module_mission.insert_INUFixPoint(group, lat, long, alt, group.boss.boss.selectGroupColor, x, y) base.module_mission.update_group_map_objects(group) mapView:updateUserList(true) base.panel_fix_points.vdata.selectedPoint = pt; base.panel_fix_points.update(); return else panState:onMouseDown(x, y, button) end; end; This solution makes it possible to create INU fix points again. The downside is that it breaks editing of INU fix points; when the INU fix point window is active, the "EDIT" button has no function, it's as if "ADD" was active. There's probably a simple solution for this, but I'll leave it for someone else to figure that out. :-) 1
ZoomBoy27 Posted December 16, 2010 Posted December 16, 2010 (edited) Terrific! - Hadn't realized the interface was editable. That gets to the root of the problem. If EDIT button is not functional yet with your mod, it looks like you'd have to switch between the original and modded. Would that require a exit of the game itself or just entering and exiting the Mission Editor? Great work! :thumbup: Rep inbound Edited December 16, 2010 by ZoomBoy27 ZoomBoy My Flight Sims Page - Link to My Blog - Sims and Things - DCS Stuff++ - Up-to-Speed Guides to the old Lockon A10A and Su-25T - Some missions [needs update]
Yurgon Posted December 16, 2010 Posted December 16, 2010 Terrific! - Hadn't realized the interface was editable. That gets to the root of the problem. If EDIT button is not functional yet with your mod, it looks like you'd have to switch between the original and modded. Would that require a exit of the game itself or just entering and exiting the Mission Editor? There's a huge amount of data that can be edited with nothing more than Notepad/Notepad++. IMO this was a brilliant choice by the developers. I think that BS reads the configuration only once during application startup, so in order to switch between custom and built-in behaviour, you'd have to close BS, edit the .lua file, and launch BS again. But I am not entirely sure whether or not this is correct; it's how I did it yesterday to be on the safe side. However, the DELETE button is still operational, so if you misplace an INU fix point, you can simply delete it and create a new one.
topdog Posted December 16, 2010 Posted December 16, 2010 What about this? Insertions highlighted in blue against the original file (1 comment line added, and 1 original line changed). ------------------------------------------------------------------------------- function creatingINUFixPointState_onMouseDown(self, x, y, button) if button == 1 then --unselectAll() local lat, long = mapView:getMapPoint(x, y); if not isInMap(lat, long) then showWarningWindow(cdata.placeInside) return end local group; [color=blue][b]-- only helis have this callback anyway?![/b][/color] if base.panel_aircraft.window:isVisible() [color=blue][b]then -- [/b][/color]and (base.panel_aircraft.getView == 'helicopter') then group = base.panel_aircraft.vdata.group; else return; end; local x, y = mapView:convertRadiansToMeters(lat, long); pt = base.module_mission.insert_INUFixPoint(group, lat, long, alt, group.boss.boss.selectGroupColor, x, y) base.module_mission.update_group_map_objects(group) mapView:updateUserList(true) base.panel_fix_points.vdata.selectedPoint = pt; base.panel_fix_points.update(); return else panState:onMouseDown(x, y, button) end; end; ------------------------------------------------------------------------------- Seems like I can both edit (by dragging around) and adding INU points with this. [ i7 2600k 4.6GHz :: 16GB Mushkin Blackline LV :: EVGA GTX 1080ti 11GB ] [ TM Warthog / Saitek Rudder :: Oculus Rift :: Obutto cockpit :: Acer HN274H 27" 120Hz :: 3D Vision Ready ]
ZoomBoy27 Posted December 16, 2010 Posted December 16, 2010 What about this? Insertions highlighted in blue against the original file (1 comment line added, and 1 original line changed). Seems like I can both edit (by dragging around) and adding INU points with this. I tried it with Notepad but the formatting seems to be off - it`s all one big line when I open up me_map_window.lua What tool do you use? Nice work !! :thumbup: ZoomBoy My Flight Sims Page - Link to My Blog - Sims and Things - DCS Stuff++ - Up-to-Speed Guides to the old Lockon A10A and Su-25T - Some missions [needs update]
topdog Posted December 16, 2010 Posted December 16, 2010 Notepad++ is preferred due to some multi-byte character encoding used in the files, though in this case I used Crimson Editor because it was closer to hand and I could see nothing that I'd be screwing up in this particular file by using it (I wouldn't recommend it for any files where cyrillic characters are used as part of the data itself). http://notepad-plus-plus.org/ Both are free (as in beer). [ i7 2600k 4.6GHz :: 16GB Mushkin Blackline LV :: EVGA GTX 1080ti 11GB ] [ TM Warthog / Saitek Rudder :: Oculus Rift :: Obutto cockpit :: Acer HN274H 27" 120Hz :: 3D Vision Ready ]
Yurgon Posted December 21, 2010 Posted December 21, 2010 What about this? Insertions highlighted in blue against the original file (1 comment line added, and 1 original line changed). [...] Seems like I can both edit (by dragging around) and adding INU points with this. I can't confirm that it works. For me, it didn't change the ME's behavior compared to the version I previously posted. It seems that base.panel_aircraft.window:isVisible() is always true so it's the same whether the :isVisible() condition is in the code or not. As a result, with my version as well as with your's, with ADD or EDIT active, whenever I click on the map, it adds a new INU fix point. Did anyone else try this out? I'd like to think I just made a mistake and topdog's suggestions works, but it doesn't seem to work for me. I tried it with Notepad but the formatting seems to be off - it`s all one big line when I open up me_map_window.lua What tool do you use? <rant> Woah, it's tough to be reminded what a mess M$ Notepad is. I'm not saying it's a simple task to create a good editor. But with all the manpower and financial background M$ has available you'd think they could come up with a tool that doesn't become completely useless as soon as it encounters a different EOL style... </rant> Like topdog, I use Notepad++. It gets the job done. <praise> Or, to put it differently, it makes one think that creating a good editor can't be that difficult. After all, they're giving it away for free. :-) </praise>
topdog Posted December 21, 2010 Posted December 21, 2010 (edited) Here's how it works for me, where is it misbehaving for you? 1. New mission, drop in a ka-50 and some waypoints, click on nav points / INU icon: 2. Clicking anywhere in map in this stage, adds INU points to it: 3. Clicking Edit now lets me pick (by clicking on them in the map window and dragging) any fix point to modify it. It doesn't add any new ones. 4. Clicking anywhere else outside of an existing nav point, just deselects the entire craft group, and doesn't add a new INU point: This is the only change I've made to any mission editor files from a vanilla 1.0.2 install. Edited December 21, 2010 by topdog 1 [ i7 2600k 4.6GHz :: 16GB Mushkin Blackline LV :: EVGA GTX 1080ti 11GB ] [ TM Warthog / Saitek Rudder :: Oculus Rift :: Obutto cockpit :: Acer HN274H 27" 120Hz :: 3D Vision Ready ]
26-J39 Posted December 21, 2010 Posted December 21, 2010 INU fix point are of no use in Black Shark.. I can understand the "immersion" factor which is fair enough but what killed it for me was that the ME and the 3D terrain are not in sync so fix points placed on the map in ME end up in very different places on the 3D terrain in-game. AFAIK fix points are usually placed on permanent structural objects, so getting this to work in-game is quite frustrating.. 1
Yurgon Posted December 22, 2010 Posted December 22, 2010 Here's how it works for me, where is it misbehaving for you? SOLVED: While poking around to develop the initial modification, I had left some changed code in me_fix_points.lua that I wasn't aware of any more; that's what kept your solution from working in my installation. I restored the original me_fix_points.lua and all of a sudden everything works fine. In a quick test it seems that both your solution and mine work. Apparently, I was so close to nailing it but stumbled on my own feet... :-) I can't tell whether any of these solutions might break something (ME for helos other than the Ka-50 perhaps?) but it seems Bee_Sting's initial question is answered. Because it is easier to employ, I recommend topdog's modification. Another job well done! :-)
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