Jump to content

J-man

Members
  • Posts

    41
  • Joined

  • Last visited

1 Follower

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Thanks for your replies. I will check how small the dedicated server can be, maybe we can symlink game files from the regular install to save HDD space... It´s too bad I can´t host (Dual Stack Light w/o ipv4 Port Acces) and I don´t think my friend who owns 0 carrier airplanes wants to get SC anytime soon .
  2. That's not the ED employee I meant. What you quoted is what OP believed to be the issue. Look at what c0ff responds in the second post: "you have to install the module. It is included in the dedicated install, but not on the regular one. bin\DCS_updater.exe install SUPERCARRIER DCS will complain when run w/o --norender option, if you don't own the module, though." The way I understand this is that c0ff says it is possible to host SC Content as a client, but the module has to be installed manually via DCS_updater.exe, while the dedicated server comes with it installed by default. But this might REQUIRE the --norender option, making it useless as a workaround for my case anyway...
  3. Thanks for the reply! The thread I read this in is this one: An ED employee explicitly states that it can be done with a client-hosted mission, as long as the module is installed... But maybe the "--noRender" option he mentions is a hard requirement for it to work, rather than for the game to not "complain" on startup. Does anyone happen to know if the dedicated server can share a directory with the regular game to save hard drive space? Having to install the huge game twice just to let me use the carrier that most of my group does not own anyway would be a bad tradeoff for our hosting player.
  4. Hi, I´ve got a question regarding the SC Module: From what I´ve read in this forum, the host does not need to own the SC module for a client that does own it to use the new ships. But when my friend (who does not own the SC module) hosts a mission I made that starts me on the 2017 Kuznetsov, I am spawned in the air above it, as if I don´t own the SC module. I have read in a different thread that the host has to install the SC Module to make it work for other players even if he does not own it via "bin\DCS_updater.exe install SUPERCARRIER". We are both using the steam version so there is no DCS_updater.exe. I already tried sending him the SC module, which is correctly recognized by the game (and causes an expected message about not owning the module when starting the game), but I can still not use the SC ships as a spawn if my friend is hosting the mission. TLDR: Non-dedicated server host does not own the SC module. How can we make it work for clients owning the SC module while using the Steam version of the game?
  5. This appears to have been fixed with the most recent update. Now the troops maintain formation and don´t get stuck behind hills anymore. They somewhat spread out when going through thick forested areas but they now always recover and catch back up with the leading unit. No more eternal suppression and no more getting-stuck-while-standing-inside-each-other.
  6. This is what instant trim does. It trims instantly and any remaining stick input is added on top. If you don´t center your stick INSTANTLY after trimming, your helicopter will pitch violently. There is a way around this: Use the Re-Center trim setting (under special options). This will ignore any stick input after trimming until the stick is returned to the center position. And, MOST IMPORTANTLY: Don´t steer and then trim! Instead, always press and hold the trim button while moving the stick and then release it when you are done. Never move the stick without holding down the trim. This way, the shark flies smoothly and will not pitch over anymore.
  7. Hi, I was playing with friends online recently and got hit by a ZU-23. I landed with a burning wing and we noticed two bugs: The fire fx does not move with the wing tip when the wings are folded up: null This can be quite the parking hazard: null In addition, the folding animation is not synced properly: The player controlling the plane sees a slow ~20 sec animation while other players see nothing for 15 sec and then see a fast ~5 sec animation of the wings folding. In one instance, the other players saw the animation revert and then start again. Seems to be an old bug, going by this post:
  8. Wanted to report the same issue. The blade tips remain dark when the tip lights are switched on for me too. There is also an already reported issue with the back panel lights, so maybe something about the lights got broken at some point.
  9. A force of elite infantry gets permanently stuck when attacking an inferior average force in uneven terrain with hills and vegetation: On flat ground, they advance while covering each other and destroy the smaller force with only minor casualties. Here is a mission and track showing this: WorksOnFlatGround.miz WorksOnFlatGround.trk Now the same setup but on hills with tropical vegetation. When only told to advance to the next waypoint, they sometimes manage ok and sometimes get stuck in treelines or behind the crest of a hill. They then remain permanently stuck there and never advance further. Sometimes they will kneel next to an enemy without engaging each other while other times, they run past the enemy and get killed by a single enemy. When the AI has the order to attack the enemy group instead of just walking to the next WP, they often get stuck after killing the first hostile, while inching towards the next hostile in smaller and smaller steps, but never reaching the engagement point. This means that even if set to immortal, the infantry does not reliably engage the enemy or move to the next WP. I tried disabling dispersion but going by some other posts, that is also broken right now. It looks like they have trouble getting a line of sight to the enemy and remain suppressed indefinitely. If the player kills the hostiles, this sometimes causes the infantry to dislodge and move up until they encounter the next enemy. I don´t know how well the replay system captures the AI behaviour since, as far as I know, it only records player inputs. So here are a few different missions and screenshots showcasing the issues. Just run them a few times. StuckOnHillsAndVeg.miz Test2.miz Test3.miz StuckOnHillsAndVeg.trk StuckOnHillsAndVegVersion2.trk StuckOnHillsAndVegVersion3.trk StuckOnHillsAndVeg4.trk Here are a few images of what I´m talking about: Half ran past the hostiles and got shot without firing back while the other half was camping behind the hill and waited there indefinitely. When told to attack the blue group, they kill the first enemy at the treeline and then get stuck there. There is no movement even at 100x time factor. When encountering some hostiles, a part of the group gets stuck there to engage them in a staring contest while the rest moves on just to get stuck in the same situation further down the island. As a result, the large group diffuses into small groups and would take large losses were they not set to immortal in this image. This scenario too showed no movement even at 50x time factor.
  10. Bump! This is still the case 7 years later (or you had a regression)!!! If the unit/group dies, the isInZone check defaults to true! This appears to happen with any zone-function.
  11. Do NOT delete the JF-17! I did more testing today, deleting most units in the editor and then launching the mission. By deleting units until it didn´t crash on load, I narrowed it down to the units on the airfield the player starts at. But then, when I thought I found the units that caused the crash, the mission stopped crashing even with the units present!!! I have no idea why this happens, but the mission works now, even when no changes are made... It crashed yesterday even after restarting my PC, it crashed today unless I delete the units parked on the airfield, but now it just works even if I don't delete any units! So you don´t have to change anything, this might just be some very weird DCS bug... Thanks for responding to my bug report in any case.
  12. Hi, thanks for the reply. I removed all mods (except for TacView) before reporting this issue. I´m on the latest OB on Steam and tried to load the mission in both launch options, single and multi-threaded. I should also mention that this is the only mission where I experienced the bug, I can open other missions on the same map with no issues. I will try deleting the 2 JF-17s parked on the airfield and see if the mission still does not load and report back.
  13. Hi, whenever I try to start the 4th mission "Sniper", the game crashes during loading at the "Sim PostStart" stage. This happens if I start the mission from the Campaign menu, as a standalone mission or via the mission editor. In the editor, I can load the mission fine and see all units placed, but when I start the mission, it crashes during Sim PostStart. I assume this has something to do with initialising an invalid or incorrectly placed JF-17 unit because the crash Log ends on: "2024-01-07 15:51:45.139 ERROR WORLDGENERAL (Main): Error: Unit [JF-17]: No cell for property record CREW_1."
  14. I reported the same issue back in March and got no response.
  15. Hi, I noticed that the BRT Button on the TEDAC Frame affects the TEDAC Image brightness when the IHADSS overlay is active and affects the IHADSS overlay brightness when the IHADSS overlay is inactive. I believe this behaviour is flipped, as it would make much more sense if the BRT button would change the IHADSS overlay brightness while the overlay is visible and the monitors' brightness while the overlay is disabled. I´ve attached the relevant track file. Note that I only demonstrated this with the BRT button, but the contrast button, the symbology button and the reset button also have the same issue. BRTControlSwitched.trk
×
×
  • Create New...