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tase

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Everything posted by tase

  1. Load up your SU-25(T) with 8 UB-32 rocket pods, select salvo mode (Ctrl-V) and start firing. Keep firing until "rounds complete".
  2. here you go: DebriefingEventsData.lua
  3. try to download and install the latest DX9: http://www.microsoft.com/en-us/download/details.aspx?id=35 there was a known issue with Direct3DCreate9() in older versions that might be what you're seeing here. LE: nevermind, i see you already did that.
  4. No. If you disable it like that all individual firing and hitting events will be dumped in the post briefing log. Your score WILL be registered and calculated. The collating part is VERY relevant to this performance issue. But you don't have to believe my word, just TRY the damn thing and see for yourself. Later Edit: Actually you're right, I double-checked and the score isn't updated. So, just disable checkEventIsNextHitOrShot() which is the culprit for rocket lag, instead of the whole function: function addEvent(event) local result = getEventUseful_(event) if result then addInitiatorMissionId_(event) addTargetMissionId_(event) addWeaponId_(event) addEventType_(event) processHitEvent_(event) processPlayerChangeUnit_(event) processDeadOrCrashEvents_(event) -- result = not checkEventIsNextHitOrShot_(event) -- if result then table.insert(events_, event) -- end end return result end It fixes the lag and doesn't break the scoring information.
  5. 1) gun sound is 50 cal M2 from P-51 2) ammunition reserve is 250 rounds as opposed to 200 rounds on real Su-25T @1.2.7
  6. there are actually 2 problems here: 1) the well known lagging caused by particle effects (disable using xerxes17's method above) AND 2) the event log. yes, those events that appear in debriefing ("player fired kh-25 ml, player hit outhouse", etc) are the cause of the slowdown when firing rockets. to "fix" open "Scripts\UI\DebriefingEventsData.lua" in a text editor, search for the function "addEvent" and disable it (comment out the function body). it should look like this afterwards: function addEvent(event) --[[ local result = getEventUseful_(event) if result then addInitiatorMissionId_(event) addTargetMissionId_(event) addWeaponId_(event) addEventType_(event) processHitEvent_(event) processPlayerChangeUnit_(event) processDeadOrCrashEvents_(event) result = not checkEventIsNextHitOrShot_(event) if result then table.insert(events_, event) end end return result]] return true end some well meaning folk at ED wanted to reduce the debriefing spam when firing hundreds of munitions and devised some clever LUA code that collates all firing and hitting events into one (like "player fired rockets(200)/player hit outhouse(2)") unfortunately, calling the LUA interpreter every event to do some pretty complicated data processing has a few side effects...
  7. when firing the su-25t cannon, planecannon.wav effect is played. when firing the su-25 cannon, gsh301.wav effect is played. since both planes use the same cannon, both planes should use the same effect. if the su-25t cannon fire effect is correct then the su-25 effect isn't. but the plannecannon.wav depicts a slow firing (about 300 rpm) machine cannon while the gsh-30-2 on the su-25 and su-25t fires at 3000rpm so gsh301.wav is more realistic IMHO.
  8. the sound played when firing the gsh-30 from su-25t is a from .50 caliber M2, both from inside and outside. also, gun-related but not sound related: the su-25t only has 200 rounds of gun ammunition, not 250 like the su-25.
  9. actually it is working as expected, the sppu-22 gunpod is only capable of 30 degrees of elevation travel and no traverse so while the computer adjust for elevation, the pilot needs to keep the target aligned horizontally. the sppu-6 (with a 6 barrel 23mm gatling) is the one that can traverse up to 45 deg sideways but it is not present in dcs.
  10. g'day i fly with the mouse, using something like this in the input profile: axisCommands = { {combos = {{key = "MOUSE_Y" }}, action = iCommandPlanePitchDelta, name = "mpitch"}, {combos = {{key = "MOUSE_X" }}, action = iCommandPlaneRollDelta, name = "mroll"}, {combos = {{key = "MOUSE_Z" }}, action = iCommandPlaneThrustCommonDelta, name = "mthrottle"}, }, } endit's the way it worked since at least FC2, maybe even 1. it works with stock su-25t, works with downloadable su-25a, however it does not work with the downloadable a-10a. apparently the new a-10 CWS .dll does not honor incremental inputs via iCommandPlane....Delta (like from mice) anymore. will you fix this or is mouse support dropped forever? if true, am i to expect support for it to eventually disappear in the su-25x modules too?
  11. Are you implying that free equals low quality? Make it for money, then. Though I doubt that would change anything, seeing the endless changelogs for A-10A, FC3, etcetera.
  12. I have to admit: I'm not familiar with a commercial million-lines-of-code software project team that: * did not/made ineffectual use of (some form of) regression testing, as evidenced by the large crop of bugs introduced with each new release. * did not have an effective testing/QA team, as evidenced by regular releases of serious issues that are obious after five minutes of use of the software. * kept on adding (buggy) features and did not fix (well) known issues. * did not provide some form of bug tracking system to it's customers/uses. No, this forum is not a viable bug TRACKER and is marginal in a bug REPORTING role. But then again, judging by the massive creative effort spent towards renaming APA-50 to APA-5D or reworking the touchdown smoke, I guess that even Google's legions of geniuses would have difficulties finding enough time for testing and validating such a complex piece of logic. To finish: I don't know if you guys remember FFE aka Frontier First Encounters aka Elite 3: it had A LOT LESS issues than DCS:world and back then (1995) was universally considered unfinished and a failure. Had it been released today, it would probably have even more bugs, two thirds of the ships would be available for purchase as add-ons and the "main quest" would be split in three parts (*a trilogy") also to be released & purchased some time after, it would have in-game advertising, it would feature crippling DRM that would render it almost unplayable (thankfully not something I can really blame on DCS) and STILL there would be countless online fora where zealots would spew bullshit like that "millions of lines of code" quote above at anyone having something even remotely negative to say about it. If you don't believe me check out that smoldering pile that is Rail Simulator/Railworks 20xx. Thousands $$$ worth of addons (all broken in various ways) on Steam, version 13 something last time I checked and multiple unit locos are STILL not working properly. After SIX years! But just you try and complain about that on the forums! I don't know if it's Stockholm syndrome or masochism but it sure is sad. Rant over.
  13. 1.2.6 Tu-22M3 afterburner & LOD glitch FRESH INSTALL of 1.2.6 I would be ASHAMED to release software in such a state. This is something I would expect from version 0.2.6.
  14. fix? navigate to config/weapons open missile_data.lua in a text editor search for "Kh-25MP" (or Kh-58 or AGM-88 etc) fourth line down or thereabouts should be a line like sigma = {10, 10, 10} (or some other numbers). this sets the missile "error" (CEP) in meters, expressed as a cube (ellipsoid?) centered on the object (not quite, see below). adjust this up/down to suit your realism factor. notes: 1) even with this set to {0,0,0}, there is still some error. a hit is not guaranteed with small slant angles. for best results go high and dive the missiles on target. 2) the "hit zone" is not centered on the object but rather on the sensor, radar in this case. go to scripts/database/vechicles/sam + scripts/database/vechicles/sam/radar and search the lua files for "GT.WS[ws].pos = {x,y,z}". this sets the radar position from object origin in x,y,z coordinates, in meters. it is, as expected, centered on the vehicle footprint and above it a few meters. setting it to {0,0,0} helps a bit. use the modelviewer with grid on to get an idea of where it is initially and where would you rather want it moved. 3) comment the original lines and add your modifications with copy+paste or better yet, back up the original files before editing.
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