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Stearmandriver

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Everything posted by Stearmandriver

  1. This is definitely not true. It varies depending on whether the wing is above or below CG, whether the horizontal stab is in downwash from the wing, and a few other factors. In general (ie not always true), a high wing GA aircraft will pitch up with flap extension, and a low wing aircraft will pitch down. A mid wing jet might do either. A 737 for instance has a noticeable initial pitch up, with every notch of flap extension between 1 and 30. I have no idea what an F-14 might do, but we can't be making blanket statements about "any" aircraft ;).
  2. Do you use mostly singleplayer? Issues seem more frequent in MP to me, but that's not scientific.
  3. There are many threads now regarding the supercarrier crew refusing refusing to acknowledge airplanes; AI and player aircraft. There seem to be multiple conditions that cause it, but you'd think there's got to be one root cause. Would be nice if they could come up with a manual menu command that forces the crew of a particular cat to activate, until the real cause can be found and fixed.
  4. I don't think it's the scripts so much as the sheer number of units that make Liberation missions perf heavy. But whatever it is, my point was that even in one of those missions, I see zero stutters... until at the ramp of the ship if a couple AI are parked on it. So I'm agreeing that something about the boat needs tweaking.
  5. This is common in any kind of moderately heavy mission. I see it especially once a few AI aircraft have trapped and are parked on deck. Tomcats seem to cause it more than Hornets (Cats parked on deck I mean, it doesn't matter what you're in). I only get a momentary stutter, certainly not several seconds, but it's notable as the only stutter in my normally perf heavy Liberation missions. For reference, I'm running: i9 9900k at 5.0Ghz, 32 Gb DDR5, 3070, and I only fly in 1080p on a monitor.
  6. Curious, does anyone else find the FLOLS hard to see on the Forrestal? I only was able to try one quick look at it, but the ship was steaming north at noon; I just swapped it out for another boat in a carrier training mission and the SC ball is plenty visible in those lighting conditions, but I couldn't really make it out on Forrestal until basically at the ramp. Maybe something odd with shaders on my setup? Other than that, she's beautiful ;).
  7. I was gonna comment on this too... I agree the giant, sharply cut waves were weird looking, but now there's nothing at all... you can't even tell the boat is moving. This isn't a complaint, just a suggestion for maybe a happy medium?
  8. I haven't tried approach ATC, but man does regular ATC work precisely now. I had it engaged during a hard pull onto a short initial for the break, and literally didn't lose a single knot in an 80 degree bank with a few Gs loaded on. I've never seen an autothrottle quite THAT good...
  9. The late activation angle is interesting. I almost 100% fly pretty complex Liberation missions now. I always run the mission in multiplayer in a separate server instance, so I was thinking in terms of a multiplayer bug. But, often times in a Liberation mission, your spawn time isn't at game start. There's an option to override this and start player slots immediately anyway. But when the mission first starts, you still get a message about your start being delayed for a couple seconds, then the spawn occurs. So I wonder if Lib is doing that via scripting, and as far as DCS is concerned, you ARE a late-activated unit? This may also play into a separate bug I have where my AI wingman is often ignored by the carrier crew and gets stuck short of the cat for the whole mission.
  10. Wouldn't it be just as easy to ignore the ICLS glideslope? That's what I'm in the habit of, from about .5nm on in.
  11. I haven't tried it in SP in a while, since this trick of running the mission in a separate server instance yeilds such better performance. I'll try a short practice mission and if it's repeatable as a multiplayer bug I'll do the bug report. Thanks for the sanity check guys.
  12. I'm not quite sure what's meant by the bug if the tanker is "following" another aircraft? The tanker is its own group, as planned by Liberation. Wingman is definitely low enough on fuel to need to tank, so it's for sure not an issue of the internal tank being full. Have you ever seen AI conserve gas to that level?
  13. All true, but as you noted, those planes probably flew very differently. Launch a Hornet with wings folded and see if you can tell the difference ;).
  14. I've tried contacting the tanker first, tried without contacting the tanker... he just won't refuel, even when we're joined on the tanker. After he refuses and I tell him to RTB, I proceed to tank with no issues so it isn't a tanker problem. Only thing I can think of is that I'm often in a multiplayer mission even when playing single-player, because of the significant performance boost associated with running a Liberation mission in a separate server instance. Could this be more of a multiplayer issue, like the AI inability to get hooked up to a cat on the supercarrier?
  15. I'm unsure if this is Hornet specific or even if it's a bug vs my own error, so I'll try posting here to start. Anyone else having trouble getting an AI wingman to refuel, as of a few updates ago? Early on when I started messing with the Hornet, I could reliably lead my wingman to a tanker and order him to "go to tanker" and he'd do it. He was sometimes wobbly with some disconnects, but he'd get fuel. Recently though, they just won't seem to do it. Proximity to tanker does not seem to matter, nor does type of tanker (they don't like the KC-130 or S-3B). I always get the same response: "Two, Unable" or "Two, Negative". Followed sometime later by "Two, Ejecting" as he flames out on his way back to the boat lol. Something I'm missing? Anyone else having problems?
  16. I've accidently spawned on a cat and launched more than once with folded wings, with no affect whatsoever. I never even realized they were folded until another player pointed it out. Plane flew exactly the same. So no, I don't think the visual state of the model has much to do with its flight model lol.
  17. Anything flyable in DCS. I believe it supports popular mods like the Skyhawk too. I know it's always a pain to figure out a new application, but it really does completely change DCS once you figure it out, and it's pretty easy.
  18. I'm not an expert, just a user, but glad to tell you what I know: 1. You don't need any extra script frameworks; everything needed is included with Liberation and automatically inserted in missions generated by Liberation. You want to run Liberation as administrator and it will ask for your DCS install location (it usually auto-detects it). Every time you run Liberation, it will ensure DCS permissions are set appropriately. 2. You don't really install Liberation; just unzip it and run the .exe. You can do that from anywhere. After you set up your campaign in Liberation, it generates a DCS mission that you just load up and fly in DCS. It can be single player, or with as many multiplayer slots as you want, and you can edit the mission as you like in the editor before flying (weather etc).
  19. If you like naval aviation even a little bit, buy the Hornet. Content? One thing to say: DCS Liberation. Freeware, opensource, stand-alone and constantly improving turn-based campaign generator / manager. It makes the world come alive. Suddenly, your flight is a small part of a big war, and there are constantly things happening around you that surprise you (from both the blue and red forces). You can plan complex packages with realistic division of roles (ToT finally means something). Or, you can just let Liberation task you, and fly what you're given. Very flexible. I've never even bothered with the add-on campaigns.
  20. Here's another track if it helps. This was me leading a division of hornets; all 3 AI wingman got stuck on cats and were unable to launch. https://drive.google.com/file/d/1HyPAYVfl0KJV46sqATZ7rgkFlzTDU4n7/view?usp=sharing
  21. Hi, Perhaps not the same issue as the original post of this thread, in the sense that my issue affects AI instead of a client aircraft. But I posted the track here because a community manager was requesting tracks here, and the other thread I created for the specific AI issue has gone unacknowledged thus far. I feel it's likely that we're dealing with the same root problem here - the Supercarrier's cat crews' sporadic refusal to acknowledge an aircraft ready for launch. When it happens to a human player, we have the option to taxi away from the cat, try a different one, wait until other aircraft launch and try again etc... but when it happens to an AI, they're just stuck for the remainder of the mission, because even if the cat crew might at some point be inclined to "wake up" and start launching aircraft, the AI in question is already too close for the marshalling process to begin. A human could taxi away and come back, but the AI won't. But the root cause of all these problems seems to be the Supercarrier's occasional (and in my mission above, not even occasional but repeatable) refusal to recognize that it's time to launch an airplane. The process just doesn't get initiated. I agree this could often be caused by aircraft attempting to launch and recover at the same time, however in my track you'll note that it's the very beginning of a mission and there are no aircraft even airborne yet (except the Hawkeye), much less trying to recover. So that is definitely not the issue in my track.
  22. I posted this in another thread, but for max visibility I'll put it here too: a short-duration track of my AI wingman getting stuck at the cat because the crew won't acknowledge him. This bug affected the majority of the AI off the boat in this mission. https://drive.google.com/file/d/1GNaAyiFvgsxJ4S_jQqXPmZwNr53z9ZyP/view?usp=sharing
  23. @BIGNEWY Here's a short duration track showing the cat crew's refusal to marshall my AI wingman onto the cat in a multiplayer mission. I tried quitting and restarting this mission 5 times, and never once would the cat crew acknowledge his existence. I finally flew the mission without a wingman, and when I returned to the carrier, I found that most of the AI flights scheduled from the carrier were jammed up on the boat because the deck crews would not launch them. A couple AI flights DID get launched, so the problem didn't affect 100% of the AI off the boat... but it affected the majority of them. Track file was a bit larger than the 5MB max (it was a large Liberation mission), so here's a download link: https://drive.google.com/file/d/1GNaAyiFvgsxJ4S_jQqXPmZwNr53z9ZyP/view?usp=sharing
  24. All good to know; thanks for the explanation!
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