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  1. Stuttering, FPS i played around with it and found that if i reduce PreLoad Radius to under =<100,000 and reduce Terrain Textures to low DCS runs fine and dandy the stuttering is removed by these settings and FPS are a nice 80-90fps seems the PreLoad Radius has quite a huge job with this map compared to previous maps my system has a weak GTX1060 so that can't handle the big PreLoad Radius and maxed out Terrain Textures i still run water textures @medium but all the other textures are maxed out no problems the map is beautiful from the BS cockpit and the stock airports are amazing
  2. stuttering, Frame Rate Beautiful Map, flew the BS around and the stuttering makes it unpleasent, i tried to reduce terrain-prelaod and visiblity-range with no joy i noticed Frame Rate goes up and down quite a bit 12 to 70 FPS it's erratic not smooth i've got 32gb ram plus a 30gb optane virtual memory so i shouldn't have a memory problem i can't wait to start killing tanks, but i'll have to do it in the PG for the meantime Hot Fix anyone?
  3. green CP MiG-21bis @Olsiv THNX so much for this and MiG_hooked THNX for your input also. Russian equipment is the shiznet!
  4. OH man i am so lame sometimes THNX for the info I'll get to it then
  5. The Persian Gulf needs SCUD missiles in order to have any kind of antagonistic actions from the RED team. I used SUNSTAG's SCUD activator MOD and it was great while it worked Then OB was changed so that MOD's for COREMOD folder did not work any more I know this is arguably the wrong folder for this topic but really the SCUD belongs to the MIDDLE EAST I just pre-purchased SYRIA MAP and the SCUD really belongs there too Anybody else want SCUD Missiles?
  6. more jammer questions: @tigair i've been experimenting with your script almost exclusively for a while now. i really like the jammer function and the distance-effectiveness calculation. i've been working on a mission and i am simulating a SEAD attack with multiple aircraft from multiple different directions. i've experimented with having a jammer orbit outside the attack zones at a distance of 120km. This works but i want to simulate the decreasing effectiveness of the jammer as the emitter gets closer to the radars and the IADS. So the emitter needs to approach the radars to simulate correctly the distance function. i am fine with destroying the emitter when it gets close enough. i want to know a couple of things: 1. Does the IADS shut down the SAM RADAR when the jammer effectiveness approaches 100% (this is what i've seen so far) and it allows attacking aircraft free reign as long as the jammer is orbiting outside the range of the SAM's. 2. If i let the emitter (AI) get destroyed do i need to execute some script to shut down the jammer function? (i saw something to this effect in your documentation) 3. After i let the emitter AI aircraft get destroyed i want to start up an emitter from a ship, then attack it with silkworm missiles_ can you let me know an example of script to execute to do this? appreciate your advice as always,
  7. After the April 16 OB update I found this problem. The SA-19 Tunguska air defence SAM unit disappears from Mission Play even though it shows up correctly in the ME during mission creation. I found that removing the MOD NavyEquipment restores the SA-19 to Mission Play. I haven't figured out yet what is the specific part of the MOD causing the problem. Just a HEAD's Up to ALL
  8. mission builders chat room @tigair radards ... ha ha ha made me laugh at least i see you have a sense of humour i'm not a big fan of chat rooms but i'll give a listen and see THNX
  9. debug messaging: @tigair So the script is genuinely brilliant, BUT The deBUG reporting continues even after i have set all deBUG functions to FALSE in the initiate mission script except for IADS STATUS TRUE: and CONTACTS TRUE: These i leave on so that i can toggle them with the F-10 radio menu. So when i set the radio menu to Hide the STATUS and CONTACTS i still get reports in game. Also i have a JAMMIER aircraft that comes on line when passing through a ZONE and when the JAMMIER goes live i start getting JAMMIER reports from all the affected SAM's even though the F-10 Radio menu is set to HIDE for STATUS and CONTACTS. Also wishing for more complete info in the contacts deBUG, like: Elevation, Position-reletive to whatever, GS is fine. ALSO wishing for fine control of deBUG update frequency, for a possibility of longer periodicity. THNX for your generosity
  10. Setting the Go Live Range: @fastfrog yes i got the same problem with my mission so i had to take out all the Go Live settings for all SAM Sites, Then everything worked well, SAM's recognize HARM attack and SA-15's defend: and when there is NO HARM ATTACK the SAM's Defend normally
  11. @tigair the c130 is not fired upon even when there is no jammers emmitting? must be something about the c130 or maybe it's not being recognized as a threat? OK more expeermenting to do THNX
  12. my test mission: @tigair I've changed to no-addons for this mission and it runs very smoothly with all the Debugg processes activated. I've also added a comm center at the SA-2 site that was not reacting so well to attack, and now that seems to be working well. The Bandar-Abbas SA-10 site is still is not attacking aircraft (sneaky pete C-130) within it's engagement zone? I activated the Jammer @ 8Min into the mission and you can see it's DeActivating the Bandar-Abbas SA-10 site from more than 100km out. Also when I try to DeActivate the Jammer I'm getting the .lua script error. Also I've not flown this (no-MOD) mission I've just been testing the AI's. I got most of my problems with .lua script errors from the Debug processes when I was flying My Mod'ed mission with (two AI A-4E-C SEAD)+(two AI F-4E SEAD) aircraft with two active Jammers emmitting, I was flying the Mig-19P in those missions. I'll remove the Jammers and Re fly my MOD'ed mission and get more feedback for you. If you could take a look at my start up script and make any suggestions it would be very well received THNX for all you do skynet-test-persian-gulf-noMOD.miz
  13. Debugger issues remain @tigair I'm still having issues with the Debugger reporting destruction of units and that causing scripting errors for the game, it doesn't shut the game down but it stops the game until you accept the lua script error message. Then the game resumes without problem until the next units destruction and lua script error message. I'm trying to run my test mission with all the Debug process set to false, then use the f10 menu to check status and contacts. I got some problems there also with turning the status off again after turning it on. I've got to run it some more so I can let you know the repeatable errors. also I'll give a copy of my test mission with no addons Also I am seeing the SA-10 sites seem to not launch on anything if they have a point defence site attached, maybe I'm doing something wrong I'll keep working on it, it's not really work though more like it's fun THNX for your output
  14. Jammer messages from deug: @tigair I'v been testing again after a catastroph with my powersupply On the newe'st script from 3-24, the jammer messages from the debug are producing multiple reports from the same radars, and they start to get garbled as the jammer approaches the radar the texts get smaller and more garbled as the jammer aircraft approaches I tried turning off the reports with the F10 menu but no joy the reports keep on coming they are very detailed and show lots of info but the duplication overloads the screen other than that I am testing the responce of the point defence SAM's also I need to do more testing and set up a CLEAN mission that I can send you in case I need to send an "example"
  15. second that, from @Shadow.D. I'll second that from @Shadow.D. I'm also getting the error after a unit gets destroyed, I am running a single player with the latest Ver of your compiled script. The error is a .lua script error that freezes the game but when you acknowledge it and close the notice box the game resumes running with the IADS-debug only showing status or warnings but not all the information like before. I'm using 4 command centers, 17 SAM's, 10 EW (with one AWACS), NODE's connecting everything and mobile power supplies and Supply trucks for re-arming where needed. Also having Jammer SEAD attacks on my installations. when something gets hit usually a mobile command unit of EW the debug and the IADS gets defunked. mission attached; skynet-test-persian-gulf.miz
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