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J-man

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Everything posted by J-man

  1. During the second part of the F-18 TWS Training, the one where the player is supposed to coordinate with the wingman....the wingman spirals to his death before the active pause is over. Track and TacView files attached. Tacview-20250526-165316-DCS-Lesson 26 - AIM120 LINK and Multi Targets Pt 2.zip.acmi Lesson 26 - AIM120 LINK and Multi Targets Pt 2.miz_26052025_17-08.trk
  2. It appears that if you add artillery units as targets, you get a factory building. Don´t know why. I think I picked Smerchs or Danas and the mission spawned a factory at the target marker each time.
  3. Edit: this was on the Mariana Islands map, not sure why it was merged with a thread on loading issues on the Germany map... I tried out the QAG by generating a few Groundstrike missions for the A-10CII. I added 8 soft targets, the loadout it gave me was 4xMk84, NO targeting pod. Thats ok, as long as the soft targets are grouped together and are not too dangerous. I regenerated the mission with different enemies and settings, even resetting the mission type and aircraft selection, and got the same loadout. Then I changed the target count to ~20 and switched the time to midnight. Now the loadout changed.... Got a targeting pod this time, and the 4 mk84 switched to..... 6 dummy training bombs... This does not feel like a Quick mission generator, but a slower version of the mission editor with most features missing and that just picks a random loadout without considering the missions setting or enemy types. Getting a playable mission in this takes longer than just setting up a few enemys in the editor. That is not Exaggeration by the way. It takes so long to generate a mission, that in the time it takes I wrote this post and create a custom mission with the same parameters in the proper editor.
  4. When selecting a Helipad as the landing location at the end of a route, the PVI correctly steers to the pad in route mode, but the Abris Nav Display shows a route heading to a far away airfield (tested on Syria map). Here is a track showing how the Abris Route Points to an airfield at the coast, while the PVI correctly steers towards a helipad next to Damascus: Ka50AbrisEndPointBrokenOnHPad.trk When selecting the Damascus Airfield as the landing site, the Abris agrees with the PVIs steering: Ka50AbrisEndPointWorkingOnAirfield.trk This might be related to the "Heading to enemy FARP" described here:
  5. Hi, I noticed that after losing some optional parts of my plane, the wings still cause the condensation effect to trigger, even though they are no longer part of the plane. I don´t have a track for this one, only a screenshot. The effect appeared and disappeared based on the AOA at which I was tumbling down.
  6. Interestingly, the newsletter in Steam ends on a slightly different sentence: "We trust you enjoyed the DCS: F-16C GPS + INS Whitepaper and that the new save mission functionality will meet your needs. Please stay tuned for next week’s DCS Update!" What new "save mission functionality"? That is not mentioned anywhere in the newsletter...
  7. 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 .
  8. 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...
  9. 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.
  10. 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?
  11. 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.
  12. 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.
  13. 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:
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  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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."
  20. I reported the same issue back in March and got no response.
  21. 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
  22. Honestly, every time I start this game, I spent more time debugging what broke again now, than actually playing the game. For anyone that want to use the ships heli pads until ED manages to fix this issue in 10 years time: The sliding only occurs if the ship is moving. Therefore a workaround is to have the ship wait for the player to take off before it starts moving on to the next waypoint. Likewise you can use a moving zone trigger to disable the ship ai when the player is near it so it comes to a hold independent of any waypoint actions. It is unrealistic and extra work for mission makers, but still better than to wait for ED to fix this years old bug.
  23. Units that drive over the dam fall into the spillway and get stuck. The Unit appears to not drive on the road mesh, but on a part of the spillway slightly beneath the road mesh. Then it falls down into the spillway and the convoy is stuck. When arriving at the spillways from the other side, the units try to drive around it and get stuck too. Here are pictures, a track and a mission that shows the issue: null null null SyriaDamBug.trk SyriaDamBug.miz
  24. Hi, I did set WP1 on the PVI and then choose route mode. I left the switch in the gyro position and did not cycle it, since that is what the training mission tells you to do. I flew the training mission a few times, and sometimes the helo flys to the location selected on the PVI but then quickly looses precision and starts to drift strongly by WP 3/4, and other times it misses WP 1 by a wide margin but still switches to WP 2 after a while, as if the position the PVI thinks it is at is already significantly different from what the ABRIS shows it to be. Then again, the ABRIS also likes to turn the opposite direction of the helicopter in turns and than spins wildly to get back to the right orientation. I have no such issues when flying the BS2 version of the mission, so I still assume this is related to the other issues reportet with the autopilot/INS system in this forum. Edit: Not really sure why this thread is marked as "Correct as is", I doubt the helo is supposed to have INS drift in under 5km of movement in a straight line. It is not as if I am the only one reporting INS precision errors.
  25. Yes, this is really dangerous. Whenever I am in level flight and press my trim button, the helo doubles the pitch down. I´m using the Re-Center trim mode since I have no FFB Stick. This does not occur when I hold the trim button before moving my stick away from the center position. It almost appears like trimming takes the stick input pre-trim and adds the stick input when the trim button is released. So when I pitch down 20° manually and then press trim, it trims for 40° (20° Pre-Trim Stick Input + 20° Trim Stick Input). And if my stick is centered and I hold trim and move to 20° down, I get 20° trim (0° Pre-Trim Stick Input + 20° Trim Stick Input). Since I´m using the Re-Center trim mode, what I would expect to happen is that when I press the trim button, the current input is stored as the base input value each frame until I release the trim button, at which point the base input value remains what is was before I released the trim button and my actual stick input value is set to 0 until I recenter the stick.
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