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Everything posted by Stearmandriver
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investigating Catapult Crew Wont hook You Up
Stearmandriver replied to HeavyGun1450's topic in Bugs and Problems
Thanks... although after some testing tonight, from what I'm seeing this bug might be fixed (at least as it involved Hornets.) Pure AI flights, and AI wingman of a client lead, all got off the boat reliably every time, no matter how I tried to confuse them haha. So, looking promising... thanks! -
investigating Catapult Crew Wont hook You Up
Stearmandriver replied to HeavyGun1450's topic in Bugs and Problems
@Flappie My track contains 4 aircraft: an S-3B that starts airborne, and a flight of 3 hornets with one client slot on the boat. Did you play my track file on a dedicated multiplayer server? -
All I want: this, and the ability to actually get aircraft off the deck in some sort of reliable manner. And yet multiple bug reports with dirt simple tracks of the launch bugs are being ignored... https://images.app.goo.gl/dcxM5Sg85QLFzGTa7
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We... sim for different reasons.
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investigating Catapult Crew Wont hook You Up
Stearmandriver replied to HeavyGun1450's topic in Bugs and Problems
And my track is here... nice and short, shows both my AI wingmen stuck at cats. https://forum.dcs.world/topic/295282-ai-wingmen-still-wont-launch-in-mp-after-317-patch/ -
Appears AI wingmen are still unable to refuel in MP. I noted in today's patch notes that there was a change for AI refueling behavior; unsure if it was supposed to fix this issue. In case it was, just wanted to report that the fix has not worked. Track attached - be sure to replay in MP to see the effect. AI_wingmen_noRefuel.trk
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LSO always awards me a C grade due to 3PTS
Stearmandriver replied to Brazo's topic in DCS: Supercarrier
If you haven't found it, there's a great free mission available called "Bankler's Case 1 Recovery Trainer" that gives you much more detailed (and actually accurate) pass grading than the supercarrier LSO does. Highly recommended for those "laps around the boat" days. Otherwise, as has been said, this 3pts critique is a flaw in the supercarrier grading, and alone is enough to turn an OK pass into a Cut. It's because of a flight model bug (maybe ground effect, maybe something else) that pulls the Hornet's nose down just before touchdown. The way to "game the system" into avoiding it is to start your addition to mil power about a second BEFORE you touch down; this will cause the aircraft to start pitching up to maintain trimmed AoA and counter the pitch down bug. Timing is tricky though; easy to push yourself into a 4 wire or bolter. But yeah, maybe once we have a pretty room to look at and 5 more EA modules released, they'll get around to making the Hornet fly correctly... -
investigating Catapult Crew Wont hook You Up
Stearmandriver replied to HeavyGun1450's topic in Bugs and Problems
It's absolutely not related to lights. Happens reliably in the middle of the day. It's almost impossible to reliably get AI off the boat in multiplayer; it always takes me several runs of the mission to get everything airborne. Even when you make AI runway spawns so they start on the cat, they'll often just sit there. It's been reported for over a year and never acknowledged or addressed. I would bet this thread will be ignored or locked, just like all the others. -
investigating Catapult Crew Wont hook You Up
Stearmandriver replied to HeavyGun1450's topic in Bugs and Problems
Well, it's known by a lot of players, yes. It's been raised many times on the forum, only to be ignored. Then a community mod, while locking a thread, told us all that if we had bugs like this we should report them. This problem in particular has been reported SO many times. It just continues to be ignored. -
So... Phantom just announced, but comes before flyable A-6, yes? That's a bummer... but I'm probably in the minority here.
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Interesting! Glad to hear it's been considered; looking forward to see what you come up with!
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It'll be awesome to brief up a sortie in multiplayer in the briefing room, only to get into jets on deck and find that you still can't see the deck crew at night, and the cat crews often ignore both player and AI aircraft... when an AI wingman spawns or taxis to a waist cat he's stuck fouling the deck for the remainder of the mission... bugs that usually require a few mission restarts until you get lucky and things work... yeah, that room will be great though.
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It appears that an AI wingman is unable to refuel when in multiplayer. See attached track; when instructed to hit the tanker, the AI always responds "negative" or "unable", before or after I refuel. When I play this same mission in singleplayer, he refuels immediately when instructed. However, the same mission running on a dedicated server, he always refuses to tank. It does not matter which type of tanker; he'll never refuel. AI_cant_refuel_MP.trk
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Hello, Like everyone, I'm getting excited for the upcoming Corsair. Carrier ops are one of the most interesting things to me in DCS, and so I got to wondering: has any thought been given to the implementation of an LSO on the Essex? I recognize that implementing such a thing might require breaking new ground in DCS, and resources are limited, so please don't see this as a demand or a criticism if it won't be done. I'm just curious. By all accounts, the poor forward visibility of the Corsair in landing attitude meant that the pilot was very dependent on the LSO once rolling out in the groove, so trying to make this happen without any help oughta be interesting! Really looking forward to these modules (Corsair and Essex); beautiful work guys.
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MP: Max number of jets cold start?
Stearmandriver replied to Callsign JoNay's topic in DCS: Supercarrier
If they're all hornets, and they're all clients, I'm not sure there is a limit (later spawns will just wait to appear until the previous one moves from the spot.) Tomcats will contact aircraft next to them and blow up. If there's any AI in the mix at all, good chance they'll get stuck on or just short of a cat as the crew ignores them, where they'll then be stuck for the rest of the mission. If it's a waist cat the deck will be fouled for everyone coming back. -
Can you speak to where bug fixes might be in the priority table for the SC? The Bugs section here is riddled with reports that seem to go unacknowledged by ED; things like multiple Tomcats not being able to spawn without blowing things up, AI aircraft getting stuck on a cat for the whole mission (on a waist cat, fouling the deck for all recovering aircraft), etc. Are/will these things be fixed before new features are added? Thanks...
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Whatever happened to the pitching deck?
Stearmandriver replied to obious's topic in DCS: Supercarrier
Ships definitely don't really interact with the waves in DCS. Personally I'm kind of ok with this; as long as they move somewhat realistically I don't mind it being randomized. One of those things that might be more work to model and render than it's worth. But we need a sea state slider (controlling ship motion) for sure. In reality, waves don't have to be dependent on wind - large swell can exist on a calm day. So can secondary swell. I'd take bug fixes so the SC can reliably launch multiple planes first though ... -
Tomcats Spawning Colliding into my Hornet on Deck
Stearmandriver replied to Salvin49's topic in DCS: Supercarrier
Nope. Tomcats cannot safely be spawned on the SC. They'll usually collide with you or other AI. You might try runway starts for them, but it'll likely spawn two next to each other on cats 1 and 2 with fully spread wings, and this doesn't work either... -
Oh I think that's fully possible; likely even. It's completely understandable. It's also not a difficult thing to communicate.
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Does this not seem a bit contradictory? On the one hand, you're saying ED was especially clear about this being early access (so - a normal module) and timeline was not a priority for it.... but then you're saying that timeline was such a priority that they released it in a bugged state simply to make a timeline? Bugs are expected. They happen. Over 1.5 years since release, it seems fair to expect some work on fixing them or at least an update of when we could expect that work to happen. Getting multiple AI off the boat still only works occasionally. Multiple tomcat spawns don't work at all. You can't see deck crew at night. As mentioned above, ED is ignoring all of this... all we hear about (occasionally) is work on features no one asked for in the first place. I'm not bitter, or demanding anything tomorrow. I'm just asking WHEN these things might finally work correctly?
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Well to be fair... except what I actually asked about: a detailed roadmap with a timeline and prioritization order, like other modules. We've all seen the list of planned features. What we're asking about is a timeline. It's early access, certainly, and pretty good in its release state, but so many launch day bugs still exist and nothing has been fixed or added. Multiple Tomcats can't be used on it. AI often get stuck at a catapult and gridlock the whole deck, ruining a mission with any complexity. You can't see deck crew at night. Etc. It's been quite a while since launch... Any estimate on WHEN we'll see some bug fixes and eventually some new features?
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Any NEWS, full stop??
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Based on the 2022 vid, the Intruder seems a little further along than just a quick tease of a gunsight...
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Absolutely still get it when selecting mil on touchdown; the only times I've ever not done that is when testing the EGIW haha... and sure enough, it does not seem to be related to power setting after touchdown. EGIW does seem less frequent than it used to be, but it still happens when it shouldn't, so it's misinterpreting something.