Search found 59 matches

by jmax
Sun Dec 26, 2021 7:36 pm
Forum: Tech Support
Topic: [NAHIMIC] GUI glitching / menu text scaling issues
Replies: 3
Views: 188

RE: GUI glitching / menu text scaling issues

Disabling Nahimic service seems to have resolved my issues
by jmax
Sun Dec 26, 2021 6:16 pm
Forum: Tech Support
Topic: [NAHIMIC] GUI glitching / menu text scaling issues
Replies: 3
Views: 188

RE: GUI glitching / menu text scaling issues

DxDiag report attached
by jmax
Sun Dec 26, 2021 6:15 pm
Forum: Tech Support
Topic: [NAHIMIC] GUI glitching / menu text scaling issues
Replies: 3
Views: 188

[NAHIMIC] GUI glitching / menu text scaling issues

I've disabled Steam overlays, DirectWrite, and shader pre-caching. I tried the fixes recommended for 4K/HD users even though my resolution is 1600x900. I tried a clean reinstall, and I'm still getting these menu glitches all over the place. How do I fix this?
by jmax
Tue Mar 12, 2019 7:11 pm
Forum: Mods and Scenarios
Topic: C:MA/NO Scenario Design Workshop
Replies: 1
Views: 110

C:MA/NO Scenario Design Workshop

<r> I started a Facebook group to collaborate on designing new content. I'm currently working on updating ROC and PRC import files for a Taiwan Strait campaign. Take a look if you're interested:<br/>
<br/>
<URL url="https://www.facebook.com/groups/371800703651150/">https://www.facebook.com/groups ...
by jmax
Wed Apr 04, 2018 11:14 pm
Forum: Useful Material
Topic: Import/Export Facilities DB: Get them here
Replies: 275
Views: 26602

RE: Import/Export Facilities DB: Get them here

<t> UPDATE: I made some errors in my previous PRC OTH Radars import file. Shanghudong site has been moved to its actual coordinates, all coastal OTHRs are changed to surface-wave types, including an additional smaller site near Zhushan Mountain represented as a Podsolnukh-E SW Radar which I think is ...
by jmax
Fri Nov 10, 2017 4:17 pm
Forum: Command: Modern Operations series
Topic: [ANSWERED] Area validation for support missions
Replies: 14
Views: 599

RE: Area validation for support missions

<r> <QUOTE><s>[quote]</s>ORIGINAL: mikmykWS<br/>
To model traffic, I generally use Lua to spawn the ships in out of the theater and attach them to a support mission with sequential reference points that don't cross. I then use Lua to delete the merchants once they enter a port. Seems to work well ...
by jmax
Thu Nov 09, 2017 12:26 pm
Forum: Command: Modern Operations series
Topic: [ANSWERED] Area validation for support missions
Replies: 14
Views: 599

RE: Area validation for support missions

<r> <QUOTE><s>[quote]</s>ORIGINAL: mikmykWS<br/>
I think I ran into this once and just fixed it.<SM sm="Cool-049.gif">[sm=Cool-049.gif]</SM>
<e>[/quote]</e></QUOTE>
<br/>
Not sure if you mean you created an invalid area once and simply fixed it, or if area validation for support missions is not ...
by jmax
Thu Nov 09, 2017 10:26 am
Forum: Command: Modern Operations series
Topic: [ANSWERED] Area validation for support missions
Replies: 14
Views: 599

RE: Area validation for support missions

<r> <QUOTE><s>[quote]</s>ORIGINAL: apache85<br/>
Hey jmax can you upload a save file showing this? Could be a simple fix, could be a bug. Best way for us to help is with a save file.
<e>[/quote]</e></QUOTE>
<br/>
Sure thing. Load up the Civilian side and you'll see what I mean by "long support ...
by jmax
Wed Nov 08, 2017 12:38 pm
Forum: Command: Modern Operations series
Topic: [ANSWERED] Area validation for support missions
Replies: 14
Views: 599

RE: Area validation for support missions

<t> Hi Doug, thanks for the reply even if it isn't applicable to my situation! The reference points in question are for long support tracks, so they act more as waypoints and not patrol areas. It's not a big deal if they can't be disabled (and I suspect there's no easy way to do so), it's just a ...
by jmax
Wed Nov 08, 2017 9:59 am
Forum: Command: Modern Operations series
Topic: [ANSWERED] Area validation for support missions
Replies: 14
Views: 599

[ANSWERED] Area validation for support missions

I'm setting up shipping lanes using support missions and scripting to create and assign random units, but I'm getting a lot of error messages about invalid areas. AFAIK this shouldn't be a problem for support missions as opposed to patrols—is there any way to disable these notifications?
by jmax
Mon Nov 06, 2017 9:40 pm
Forum: Mods and Scenarios
Topic: Merchant creation script not working?
Replies: 11
Views: 287

RE: Merchant creation script not working?

<r> Works well now, though occasionally the event is fired without creating a merchant for reasons unknown. Pretty satisfying watching the shipping lanes fill up with realistic traffic—now I just need to impose some limits so it doesn't overload my CPU after running for a while.<br/>

<CODE><s ...
by jmax
Mon Nov 06, 2017 12:08 am
Forum: Command: Modern Operations series
Topic: Way to restrict missions to night in the editor
Replies: 1
Views: 74

RE: Way to restrict missions to night in the editor

I've been thinking about this myself. There are regular time triggers for 6 and 12 hours—it may not be precise, but you could have those flick the mission(s) on and off. Otherwise you may need to create several specific time triggers to activate and deactivate or get creative with Lua.
by jmax
Fri Nov 03, 2017 7:34 pm
Forum: Mods and Scenarios
Topic: Merchant creation script not working?
Replies: 11
Views: 287

RE: Merchant creation script not working?

<r> Aha! Thank you so much, michaelm75au, that did the trick. My issue wasn't with units spawning over land—as long as any pair of coordinates are present, it will spawn to base—but whatever you did made the counter work so I can make Merchant #1, #2 in order to track the total...<br/>
<br ...
by jmax
Fri Nov 03, 2017 5:24 pm
Forum: Mods and Scenarios
Topic: Merchant creation script not working?
Replies: 11
Views: 287

RE: Merchant creation script not working?

<r> Well I gave up trying to make a counter script and just assigned new merchants a random number between 1 and 999,999,999,999 and hope I don't get duplicates. It's a temporary solution, but surely somebody must know how to set up a counter to assign them unique numbers that keep track of the ...
by jmax
Fri Nov 03, 2017 3:16 pm
Forum: Mods and Scenarios
Topic: Merchant creation script not working?
Replies: 11
Views: 287

RE: Merchant creation script not working?

<t> Made the assign mission script reference homeport and destination, which works well, but I'm still banging my head against the wall trying to figure out how to assign unique numbers to merchants, as identical names are screwing with the mission assignment... there must be an easy way to do this ...
by jmax
Fri Nov 03, 2017 12:24 pm
Forum: Mods and Scenarios
Topic: Merchant creation script not working?
Replies: 11
Views: 287

RE: Merchant creation script not working?

<r> Well I removed the offending nil values just to see if it could spawn a ship in port—the event fires but ships will not spawn unless a latitude/longitude is specified, then they will spawn in their assigned base, sometimes with a mission and sometimes not (??). Now I need to figure out what's ...
by jmax
Fri Nov 03, 2017 10:43 am
Forum: Mods and Scenarios
Topic: Merchant creation script not working?
Replies: 11
Views: 287

RE: Merchant creation script not working?

<r> Thanks for the reply, I've tried that already and it still doesn't work.<br/>
<br/>
This is one of the scripts mine is based on:<br/>

<CODE><s>[code]</s>merch_num = math.random(8,16) --change 8 or 16 to your specified minimum and maximum number of merchants

for i = 1,merch_num do
redo ...
by jmax
Thu Nov 02, 2017 8:30 pm
Forum: Mods and Scenarios
Topic: Merchant creation script not working?
Replies: 11
Views: 287

Merchant creation script not working?

<r> I'm trying to stitch together some other folks' code into a merchant generation script, but I get an error trying to add the unit because it indexes new_merch which is a nil value... can anyone help me with this?<br/>

<CODE><s>[code]</s>math.randomseed( os.time() )

PORTTABLE = {'Singapore ...
by jmax
Sat Oct 28, 2017 8:22 pm
Forum: Command: Modern Operations series
Topic: Fish schools on sonar
Replies: 4
Views: 112

RE: Fish schools on sonar

Maybe I could add a hundred tiny explosions? [:D]

Many of the mysterious sounds are suspected to be ice-related, too. That's what they now figure the Bloop was.
by jmax
Fri Oct 27, 2017 9:16 pm
Forum: Command: Modern Operations series
Topic: Fish schools on sonar
Replies: 4
Views: 112

RE: Fish schools on sonar

<t> Hah, yes I've heard of snapping shrimp being a particular nuisance, but I assume things like that are factored into the acoustic clutter of shallow littorals generally?<br/>
<br/>
Anyway, I suppose that answers my question, I was wondering whether or not I should include things like Atlantic ...

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