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ia_pro1691

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Everything posted by ia_pro1691

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. 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.
  8. 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.
  9. Change log for today reports this is fixed, but it is not. La Combattante still destroys itself on missile launch.
  10. This was supposed to be fixed in today's update according to the patch notes, but at least for the La Combattante it hasn't been. They still destroy themselves upon launch of their missiles.
  11. 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
  12. 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.
  13. Still bugged, no change at all.
  14. 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.
  15. I have a AI UH-60A set to take off from the carrier at mission start and then follow the carrier of the starboard side. Has worked perfectly for months or even years until most recent update. Now it takes off and immediately dives down to 50 feet or less and then does random circles about 2 miles behind the ship until it runs out of gas.
  16. I’d just like to see the line up lights added to the Stennis. It’s the only carrier model that doesn’t have it.
  17. It’s minor, but In the Airboss view, the chair towards the bow is marked Mini and the chair aft is marked Boss, the opposite of how it appears in standard F9 view, and I think backwards from real life.
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  18. In the mission editor, I've tried four times in a row with two different .miz files to check the box "Show all Units" and it is immediately causing a DCS crash to desktop. Infuriating.
  19. Does anyone know why the ALQ-99 jammer pods would not be appearing in multiplayer servers? Our squadron's server has the latest version of the mod installed but the pods don't appear on the aircraft. I wrote the mission and they appear just fine in single player testing, but not when the mission is played on the server.
  20. I feel like this is new, or a bug, but every other helicopter (AI) can take off and land from ships, but whenever you place a UH-60A (default AI Blackhawk) and try to set it to land on or take off from a ship, it snaps to a land based airport. EDIT: I can get one to take off from a CVN or Tarawa, but can't direct it to land on one, or a Burke, Tico, etc.
  21. Wondering if the Stennis will ever get the long range line up lights like the other CVNs have. It got the deck crew some time ago and seems the only super carrier feature it's lacking to bring it up to the level of the others is the line up lights.
  22. Tried with both a Kilo class and the Type 093. Even at a depth of 115 feet, both subs still leaving large, distinct wake on the surface. Edit to add this is on the PG Map. Haven't experimented with other maps yet.
  23. Yeah when you click the download button and it goes to the German file host site it is saying it is disabled. No link for files to download?
  24. You'll need to re-download the EA-6B from VSN and just have it overwrite the original files in your save games folder. Link for latest download is in the 4th post up from the bottom here: VSN EA-6B
  25. I noticed in a mission I'm making I set a B-52 to taxi and takeoff out of Liwa airbase, however there are some ground objects (crates, boxes, etc) near the taxiway that are causing a collision with the aircraft during taxi and destroying the plane. Not sure what, if anything can be done regarding this. Only tested with B-52, but other similar large aircraft may have the same issue.
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