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About Speed

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  • Birthday 10/05/1984

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    Auburn, AL
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    Electrical Engineering Grad Student

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  1. Well, I wouldn't use DO SCRIPT FILE. I just prefer DO SCRIPT. I usually write my scripts in Notepad++ and just paste them into DCS, but sometimes, I will write them in SciTE (comes with Lua For Windows). With SciTE, you can check for syntax errors. One thing you can do, if you really need to optimizing Lua testing in DCS, is you can modify ./Scripts/MissionScripting.lua so that it has access to the io and lfs libraries. With that change, you can load a new script file during the mission, like this- function doScriptFile(fN) local function log(s) print(tostring(s)) trigger.action.
  2. Yes, I saw this the other day. It's long overdue. It's due to the fact that they seemed to have discovered water geysers on Europa that shoot water out far enough to be sampled in a flyby. However, I don't understand why in the heck the Galileo spacecraft never spotted these geysers. Didn't it measure Europa's atmosphere? Or was that something else that measured Europa's thin oxygen atmosphere? Did Galileo lack the instruments? Anyway, until I'm sure of the certainty of the Europa geyser discovery, I will keep my excitement guarded. But I sure as HELL don't understand why Europa is
  3. I disagree, though it depends on what you use it for. CA required A LOT of code changes behind the scenes to get it working as well as it is, and it's still requiring changes to the engine here and there. It's not like ED just threw it together in an evening and released it. It's been a lot of work. While the tank sim aspect of CA can be fun (or even silly fun, as I previously posted) CA is most powerful NOT when you play it as like, a tank platoon commander, but when you play it as a combined arms ground commander, interfacing with aircraft, providing a simulation of intelligently-co
  4. Sorry, I can't tell you how to suck, but researchers at BYU can tell you how to urinate. Keep your ears open, because next week, researchers at the University of Alabama are scheduled to release the results of a 10-year study on how to read.
  5. Try world.searchObjects http://wiki.hoggit.us/view/Part_1#world
  6. For the record, as someone who is knowledgeable on this subject, these statements you are making show a lack of understanding about Lua and programming. Lua is NOT suitable for coding an aircraft. Lua is suitable is a SCRIPTING language. Even the Lua manual itself states that you are not supposed to make complex programs solely out of Lua. Lua is slower, much more difficult to debug, and much less capable than C++. It would be impossible to make a quality MiG-21 module solely using Lua, and also, DCS doesn't have the support for a Lua flight model and avionics, and it shouldn't, because s
  7. Simulator- not intended for entertainment purposes. Game- intended for entertainment purposes. 99.9% of the people who buy DCS do so for entertainment purposes. Thus, it is a game, and graphics are important as they increase the amount of fun that people have in DCS. If people were buying DCS to learn how to operate an aircraft, they wouldn't care nearly so much about graphics, unless it was critical to what they were trying to simulate. In most cases, it is not.
  8. When you're using triggers, all you're doing is writing Lua, really. The GUI-based triggers get converted into Lua by the mission editor, and the C++ DCS.exe runs that Lua in an embedded Lua environment. So you're already using a bunch of Lua you don't understand. So there is really no difference between using Lua scripting and using triggers, it's just that with triggers, you can't make a spelling, syntax, or runtime error because everything is pre-defined for you (except for when there's a bug in DCS where the triggers DO generate a Lua error). The tradeoff is that triggers are massive
  9. Graphics or "photo-realism" are only important to a simulation where they intersect with the goals of the simulation. A simulation is supposed to model a real-life process as accurately as possible. Let us confine ourselves to relatively modern combat simulations. Where in real-life is photo-realism important in combat simulating combat situations? The answer is, when you're trying to use some kind of image processing (be it in the human brain or otherwise) to identify targets in a cluttered environment. For example, try simulating jungle warfare on a flat, green plane or even, DCS!
  10. I'm no expert in dynamic spawning, Grimes wrote that part, but why are you modifying the DBs? They exist only for reference, like if you need to write some code that looks up what kinds of units, and how many, are in the mission. You should consider them "read only". You can't expect to modify them and expect something to actually happen as a result of it; that would be similar to making a page about yourself on Wikipedia, saying that you are a billionaire, and then expecting it to come true :) Again, I know little about how Grimes programmed the dynamic spawning, but looking at your cod
  11. Actually Skatezilla, my experiences have been EXACTLY the opposite. To me, computers last longer and cost much less than they did 15, 20 years ago. I just ordered a brand new system with an i7 4820, GTX 760, 480 GB SSD, 16 GB DDR3 RAM, etc. It "only" set me back about $1600. It's to replace the $1300 desktop I bought five years ago. The five year-old system it's replacing still functions, and it can still run the latest games, albeit at reduced settings. I contrast this with the system I got in 1999, which was probably around the same relative quality, at that time, as this system
  12. How much study does it take to write a single line of Lua mist.flagFunc.mapobjs_dead_zones{ zones = {'bridge1'}, flag = 51 }? You must have very little time, indeed :D If you insist on doing it with triggers (aka, "the hard way"), try taking out the "on shot" event from your trigger, that will certainly make it not work. The problem with bomb in zone is that I'm sure it's only checked every second, just like the other triggers. Also keep in mind that the zone probably extends in altitude to infinity. If your zone is too large, you will be counting alot of near-miss trajectories that
  13. I think that issues with dynamically spawned units are fixed in internal DCS versions. At least, right now.
  14. mist.getDeadMapObjsInZones mist.getDeadMapObjsInPolygonZone mist.flagFunc.mapobjs_dead_zones mist.flagFunc.mapobjs_dead_polygon These should still work, there weren't any changes to the way map objects work to my knowledge.
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