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Everything posted by GumidekCZ
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If Follow coordinates set so AI will join inside or orbit, no problem. But if outside coordinates set to Follow, AI will come close but then he will almost stop come closer - only 1-2 knots faster than Lead aircraft. So it will take ages for AI to rejoin. THIS BUG IS CAUSING BIG PROBLEM IN PAID CAMPAIGN MISSIONS AI_outside_turn_rejoin_BUG.trk
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Reporting problem with HOT spawned Hornet Waypoints set in meters- should be in feets and INS knob set to NAV - should be in IFA.
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Carrier "GO TO WAYPOINT" IS WORKING as triggered action now!
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Didnt helped, I cant do it simultaneous. LMC still moving away
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AI triggered action switch waypoint number mismatched
GumidekCZ replied to Jenson's topic in Mission Editor Bugs
Very confusing for someone who is using this in ME. As a 3rd party campaign editor/tester, Im confused by this almost every day ED should fix this. -
Issue is still there, Autorange and Lasing didnt helped - according to me its not working in DCS as described in manual. Neither the needed Force magnitude scaling in different measured ranges (while Im lasing). Close you aim - the bigger thumb input you need to do - again, Not as described in DCS manual. I think we have three possible bugs now in LMC
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Hi, I have a problem with controlling LMC. Situation: I have target is TADS cross-hair (me pulling my thumb in order to have it stabilized) and I want to use LMC. If I press LMC, now in DCS it use my magnitude of applied stick force to create LMC TADS angular motion, but also millisecond after that, the system will add same magnitude of my thumb pull and will add it to existing LMC angular motion, because I cant center the thumb in exact moment of LMC button press. This results in doubled input to LMC and overcompensating LMC angular motion for stabilizing TADS cross on target.
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acknowledged AI aircraft perform invalid CASE 1 departures
GumidekCZ replied to Bankler's topic in Bugs and Problems
Lights fixed , but AI wrong CASE departures (not just CASE I) still present -
Slave George to selected pilot ACQ / Waypoint / Control Measure
GumidekCZ replied to LF_Luftmanu's topic in Wish List
2 Player both as Pilots. One find batch of vehicles with two SHORDS. He stores both SHORADS and send these to other Player who is in cover. First Player wants to engage these quickly and simultaneously. EXISTING LOGIC IS NOT ALLOWING TO DO THAT NOW. Before George AI will find SHORAD and Player will sort the correct one, by the long time exposure - he will be dead before he can shoot - existing logic is useless in such very common scenario! I really would like to see added "George Slave to pilot selected ACQ point" feature. -
Slave George to selected pilot ACQ / Waypoint / Control Measure
GumidekCZ replied to LF_Luftmanu's topic in Wish List
@Raptor9 We really need this. The workaround works if only few on single target in area. In target dense area, the workarnoud is just NIGHTMARE!!! -
Dont be frustrated @Bowie . Be cool and patient. If you cant help yourself on your own, here are some of my advices: 1) FIND ANOTHER GAME with which you can forget how bad you feel about ED and DCS. 2) NEVER EVER use DCS AI units in your / your friends mission 3) NEVER EVER be campaign or mission creator - I know some of them and they are speachless of ED's inability to maintain DCS bugless.
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AI descent angle wrong calculated
GumidekCZ replied to GumidekCZ's topic in Aircraft AI Bugs (Non-Combined Arms)
@NineLine This is still and issue - Especialy now when GAMBLERS campaign is out! Can you please check, if team is working on fix? this example track with AI Hornet: AI_Descent_BUG.trk -
@NineLine I can confirm this BUG. I have flown as a GAMBLERS campaign tester AI formations for hours and hours ... ALL OK! But after recent patch in Mission 01, Weasel 12 (Formation Echelon left) is NOT STABLE and is doing small side waves. - THIS LOOKS AND I CAN NOT FLY CLOSE FORMATION WITH SUCH AI
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DCS 2.9.5.55918 @BIGNEWY this bug is not only about snap views, but about DCS not reading Lua file with user saved view values. F-16 default values from my SnapViews.lua - C:\Users\Gumidek\Saved Games\DCS.openbeta\Config\View\ The values were created by pressing RAlt+Num0 [13] = {--default view viewAngle = 78.268605,--FOV viewAngleVertical= 53.910793,--VFOV hAngle = 0.000000, vAngle = -20.316243, x_trans = 0.021000, y_trans = 0.083000, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0, The data are there, but DCS will NEVER LOAD these data! According my test DCS is using saved FOV or angles only till the quit of DCS game. After that DCS is unable to read or return to these vaulues. If you delete this file and DCS will create new one after saving FOV, but will NEVER use it/read it ANYMORE!
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"using" or just they had in amunition store, but decided not worth of using it, (due to power Hornet have available or other reasons)?
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Thanks, Poor CAA performance may be also the reason, why I cant found ANY YT vid with CAA ACM mode explained and shown in practice. I hope that next update will fix this to be realistic, but still usable at some good conditions.
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Have anybody same problem as me, that this Auto Acquisition is constantly locking ground or some imaginary ghosts, simply anything else then target in front of me? I dont have a track now - I will add it tonight.
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Most, if not all DCS F-16 liveries looks like this one: Not only the panels in Mid Fuselage, but also other panles on fuselage are reaised - NOT CORRECT! This way are done only the fuslage structure reinforcements seen on some other F-16 blocks. Real F-16 picture (NO panels height offset, just reinforcements) : What Im seeking is just shallow bumb in the middle of these panels - outer edge of panels in level with fuselage ... as such can be seen in real pitures with specific sun light direction:
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You don't have to use numbers when defining Flags
GumidekCZ replied to Super Wabbit's topic in Mission Editor Tutorials
+1 I would like to know the limitations! Which signs are forbidden? or if there are some non usable combinations of letters and numbers...