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ED Closed Beta Testers Team
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Everything posted by funkyfranky

  1. That was (or .8). Just tested with but still got the error in the log. I'm just running a test mission as observer, i.e. I'm not in a plane. I think it happens even if SSA ist not running. This is my Export.lua -- Simshaker local SimShakerlfs=require('lfs'); dofile(SimShakerlfs.writedir()..'Scripts/SimShaker.lua') dofile(lfs.writedir()..[[scripts\SimShaker-export-core\ExportCore.lua]]) -- VAICOM local vaicomlfs = require('lfs'); dofile(vaicomlfs.writedir()..[[scripts\VAICOMPRO\VAICOMPRO.export.lua]]) -- SRS --local dcsSr=require('lfs');dofile(dcsSr.writedir()..[[scripts\DCS-SimpleRadioStandalone.lua]]) -- UR --dofile ( lfs.writedir()..'Scripts\\Tacnoworld_UR_DCSW.luac' )
  2. Latest version gives me constant errors in the log: 2020-04-14 09:16:19.961 ERROR Lua::Config: Call error LuaExportAfterNextFrame:[string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts/SimShaker.lua"]:31: bad argument #2 to 'format' (number expected, got nil) stack traceback: [C]: ? [C]: in function 'data_send' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts/SimShaker.lua"]:464: in function 'AfterNextFrame' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts/SimShaker.lua"]:497: in function 'LuaExportAfterNextFrame' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts\SimShaker-export-core\ExportCore.lua"]:62: in function 'OtherLuaExportAfterNextFrame' [string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts\VAICOMPRO\VAICOMPRO.export.lua"]:231: in function <[string "D:\Users\frank\Saved Games\DCS.openbeta\Scripts\VAICOMPRO\VAICOMPRO.export.lua"]:228>. Looks like LoGetAltitudeAboveGroundLevel() returns nil. Not sure about the line referring to VAICOM though :huh:
  3. Well, if you do not appreciate hundreds of hours of our spare time going to docs and YT vids (or are not able to find those), my suggestion to move on (silently) still stands. Lots of people can do this - even total scripting noobs, which get help on our discord. It's just a matter of "how" you ask (plus a minimum of effort from your side). Your conclusion that the project is "dead" is also wrong. It's just not for people who ask impolitely.
  4. Yeah, strangely they already fixed that with the last patch and mention it in today's notes. Moose.lua from the develop branch is fixed and working already for some time :)
  5. Very welcomed change. Caught me by surprise when I forgot to "hit ESC twice" and still got all my menus ;) Thanks, ED!
  6. This! We needed include some temporary workarounds (aka dirty hacks) to make it work with the buggy DCS 2.5.6 version. That needs to be undone.
  7. Well, looks like a couple of units - in particular most tankers - don't have the "tankerType" entry: KC-130 (RAZBAM) KC-135BDA (RAZBAM) KC-135MPRS (RAZBAM) S-3B Viking tanker (ED) Il-74M (ED) My aim is to figure out, if in general a donor is compatible with an acceptor. But for that I need to know the refueling system of both. Only knowing the type of either acceptor or donor is unfortunately useless. The only tanker which has the type given seems to be the KC-135 by ED.
  8. I noticed that we have an enumerator for the refueling system of a unit https://wiki.hoggitworld.com/view/DCS_Class_Unit Unit.RefuelingSystem = { BOOM_AND_RECEPTACLE, PROBE_AND_DROGUE } But I'm lost as to how I can extract the the information whether a given unit has this attribute?
  9. When I give a group the task to refuel at the nearest tanker, and there is no tanker available in the mission, this task stays alive and the group RTBs to the nearest airbase. Is that the intended behaviour? I would prefer the task to be "finished" so that subsequent tasks are carried out, if the refueling is not possible. In particular, I would like to make a "ComboTask" where the first task is "Refueling" and then let the group perform another task, e.g. "AttackGroup" once the refueling is done. That indeed works, when there is a tanker available to refuel. However, if there is no tanker, the second task of the task combo never gets executed. Instead, the group RTBs, as mentioned above.
  10. Well, initially I wanted to make a list/table about which DCS events are working and which are broken in either single (SP) and/or multiplayer (MP). But I just realized that I would (once again) do the ED's work (or that of their moderators, testers and the like). Events are very useful - some even vital - for creating good content for DCS. However, many bugs have been reported over the years; most of which have been flagged [REPORTED] but then silently moved to read only sections of this forum. Sometimes even with a moderator telling us that we should not raise another bug report about the same issue. Again, we, as a community have done our share by reporting the issues. And we even have been patiently waiting for fixes that never happened for years. Now, the least thing ED could do is to tell us, which bugs are known and which are going to be fixed in the no too distant futrure. Thanks ED, for helping the us to let DCS thrive by creating good missions without too much unnecessary workarounds so that you can pay your employees a good salary :)
  11. Remove that line. Also, if you start the range after 19 sec, the script will not detect you entering an aircraft (hence not create the F10 menu) if you do that before. You need to wait at least 20 sec or change the trigger condition to a shorter time. Furthermore, in single player, always hit ESC twice before you enter a slot. Sorry, many DCS bugs when trying to detect a player entered a unit need to be circumvented :( I wish they would fix it as this is a very important event as you can see...
  12. Any feedback on this? This is a very critical issue as it prohibits dynamical spawning at airbases.
  13. For Jean Airport the function :getDesc() returns nil. Similar for :getPosition(). This is for DCS version
  14. Sounds a bit like an old bug back? I mean this one https://forums.eagle.ru/showthread.php?t=193363 Anyway, it would be nice if there were a smooth (linear) transition between the altitudes of two waypoints.
  15. Mission is working like a charm now in DCS 2.5.6 :thumbup: Looks like carrier ops are coming together nicely. Thanks!
  16. Issue is fixed in DCS 2.5.6 with additional "airborne" parameter in the mission task [1]. Thanks :thumbup:
  17. That is great! I still cannot quite believe that this is working now, but it does. Thank you and kudos to ED :thumbup:
  18. It is the airbase ID that is ****ed up in DCS 2.5.6. Providing the airbase:getID() value to the airdromeID field of the spawn template causes the aircraft to explode.
  19. Moose is using the enumerators not the IDs. Still each event that occurs is processed and needs to be defined in Moose.
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