Member
Last active 2 years ago
The reason I ask is with the HC's enabled, my CAS transport pilots seem drunk , and a few times seem to land 5 feet above the ground
Do the CAS units get moved to a headless client, and if so is there a way to stop them from being moved.
Was the war room code ever released, and is it possible to stand up a dedicated war room for my server?
Some how a script I was using to set TFAR channels, enabled dynamic simulation globally,
Root cause someone else script, (let this be a lesson to you boys and girls write your own scripts)
FIX stoped using that scripted, upgraded to the beta TFAR
Other units, not any that alive was going to control.
That's the issue, I can see the unit, but that are not available in the tablet, but after I remove all dynamic simulations from all units, the issue goes away.
This was a mostly vanilla mission., it was with vanilla units, I think I have narrow it down to dynamic simulate
All that is checked, and ok, my test mission I'm running on AWS, So I tripled the server size the same issue happens, just faster. Now its each time open the tablet I see a different 3 or 4 of the 5 , some timers all,
Think I'm going to scrap that mission and start over.
i have a mission with, 5 CAS transports, but I only ever see 3 or 4 in the tablet, and it's a different 3 or 4 every time I restart the mission, if there a function I can run to find the missing CASunits.
Or a wait function to add to init, to wait till all assets are loaded
O and also the counts are spawned they are just not in the table
So have an idea , not sure if this is the right topic to post under, but here we go.
The Idea is a multi unit cooperative Alive server.
The short version is each unit gets a detachment to run in their style,
A google document with my rambling's
https://docs.google.com/document/d/1TTp7jjeFFYuTXg8Teeenhdq5DRffNnAUbxUUdZ2eP0Q/edit?usp=sharing
If you're interested, drop me a message in here and I'll send you a teamspeak IP or discord name