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About ia_pro1691
- Birthday August 4
Personal Information
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Flight Simulators
DCS: World
F/A-18C, F-14, P-47, AH-64D, FC3, Combined Arms, Persian Gulf, Syria, NTTR, Channel -
Location
United States
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Interests
Overlanding, Hiking, Camping
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I'm hoping this is still due to the work in progress nature of the map, but I'm having a hard time getting ground units to travel along any of the roadways on the islands. First, it is requiring many more waypoints to be placed as anytime a road crosses a railroad or a creek with no bridge, the logic can't follow and find the route without having a waypoint on either side of the crossing railroad or creek pretty close together. Second, even once you find a suitable path, most of the time in game the vehicles do not start moving and just shut off and stay parked. In the screenshots below you can see the route I created from Garapan to the Isley airfield and the need for two close waypoints to cross road obstacles. Yet once you launch the mission, the trucks (4 vehicle convoy) just sit at the start and do not move.
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Agree with you 100%, but just wanted to point out there is a trigger option to get the carrier lighting forced on. You can choose between launch lighting, recovery lighting, navigation and off. Very helpful as a failsafe as sometimes the carrier just switches off the lights at the worst possible moment if everyone didn't do the comms.
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Should really be at least three frequencies for the carrier: Marshal, Approach and Tower. One day I hope the SC module support multiple frequencies. Really makes a squadron mission with 12+ guys doing a Case 3 a pain in the rear with all the repetitive initial calls, tower calls, etc all on the same frequency.
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reported Submarines Leave Surface Wake Regardless of Depth
ia_pro1691 replied to ia_pro1691's topic in Object Bugs
This is partially fixed in the 24DEC2024 update. Submarines set with a depth of 70 feet or more don't show the surface wake, but anything with less depth than that still has it. Pics below for reference. Standard Kilo class at 60 feet of depth with wake, then set to 70 feet and it is gone. Speed 10 knots. *Also, no periscope and/or snorkel extends when submerged but near the surface as in past builds. -
Anyone else experiencing an extreme drop in frame rate at the carrier now with most recent update? I've changed no settings and now in close, as in moments from touchdown on the deck, I drop from 80-90 FPS to a stuttering nightmare of 2 to 5 FPS. Usually by the time it recovers, I've already boltered past the ship. Same thing happens if I watch an AI aircraft land at the ship in F2 view. Seconds from touchdown, it's a slide show.
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Enforcing deck crew via mission settings doesn't work
ia_pro1691 replied to Ahmed's topic in Bugs and Problems
Our squadron just attempted our first mission with the new deck crew. It was a disaster. Two client slots began receiving taxi instructions before they were even finished starting up the jet. Once they started moving, the directors gave them guidance for about 20 seconds and then both received a "hold" signal. At that point, nothing else happened. Both tried to inch forward a bit to see if it would get things going as suggested in Spudknocker's video, but nothing. We despawned, reset the server and had everyone change their personal settings to disable deck crew. The mission file was set to not enforce deck crew as required. When we spawned back in, still deck crew present. I edited the mission file to enforce the deck crew being off and that worked to revert it back to how it has been before the update. There were zero statics or AI on the deck. 8 client hornets and 1 client tomcat. -
Civilian Objects And Vehicles
ia_pro1691 replied to Eight Ball's topic in Static/AI Mods for DCS World
For some reason in the Naval Assets v2.1, I do not have the Pavo Cristatus or the little runabout boat as placeable units. They only show up in the list under static objects. Any ideas? -
Flight Directors ignore Parked Aircraft
ia_pro1691 replied to SloppyDog's topic in Bugs and Problems
As far as I can tell, they only recognize statics or AI aircraft placed on the actual parking spaces back there. So the two spaces on Elevator 3 and the three spaces on the "patio" at the extreme rear starboard side. They DO NOT recognize anything parked in the junk yard or between the island and the landing area. -
Flight Directors ignore Parked Aircraft
ia_pro1691 replied to SloppyDog's topic in Bugs and Problems
So we’re being relegated to empty or otherwise unrealistic deck configurations…cool. Lets get the deck crew disable function working so we who value realism can get rid of this trash. -
reported AI SEADs will not engage any SAMs
ia_pro1691 replied to TOMCATZ's topic in Aircraft AI Bugs (Non-Combined Arms)
I use the "Perform Task->Attack Group" waypoint action. Assign the SAM group you want attacked, select weapon as ARM and it should work. I also always delete the default Enroute Task of SEAD. This set up gets me AI units shooting HARMs at SAMs -
Drones don't pop up at start
ia_pro1691 replied to Mric29's topic in Aircraft AI Bugs (Non-Combined Arms)
Can not reproduce. I placed an MQ-9, MQ-1 and a Winloong to "Take Off from Ramp" and Take off from Runway" and they all appeared just fine at mission start. Tested on PG map at Al Dhafra with nothing else in the mission. -
Submarines Leave Surface Wake Regardless of Depth
ia_pro1691 replied to ia_pro1691's topic in Object Bugs
Still bugged, no change at all. -
reported UH-60A Cannot Land or Take Off from Ships
ia_pro1691 replied to ia_pro1691's topic in General Bugs
This is still bugged. Helicopters can land and take off from the actual aircraft carrier, but can not be placed for take off or land on destroyers/cruiser. Always defaults to nearest land base, or the super carrier for landing, but you can not give a landing waypoint on the super carrier.