Jump to content

GeoS72

Members
  • Posts

    374
  • Joined

  • Last visited

3 Followers

About GeoS72

  • Birthday 02/18/1972

Personal Information

  • Flight Simulators
    DCS World; Falcon BMS
  • Location
    Virginia Beach, VA
  • Interests
    Flight sims

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Are there plans to organize all of the untitled/un-named helicopter bases that are marked as "H"? It's very challenging to sort/list/find all of these H airbases, especially when applying dynamic warehouse features.
  2. @shadowborn, The problem is complicated to say the least. I've been reporting issues with GeorgeAI for a while. Despite my best efforts to provide the requisite information it never seems be be "enough". The problems with GeorgeAI really start to manifest after flying for a while. I'd say after 30min of flying. That defeats the purpose of providing a short track file for review. I'm not sure if this may help you but after all the recent updates to GeorgeAI, I follow these steps: 1. Maintain a loadout of 1-Kilo and 3-Lima Hellfire per rack. 2. Keep him de-WAS'ed until within range. 3. GeorgeAI can lase to obtain range data while de-WAS'ed (short right). 4. Once in-range, switch GeorgeAI to RF MSL or SAL MSL (short left, then long left to cycle between MSL types). 5. He should activate the laser for range data (so the data can be automatically transferred to the Hellfire) 6. If he has a hard time lasing the target, switch between RF MSL and SAL MSL. This is why I keep at least 1 Kilo Hellfire per rack. 7. You should be no closer than 1,100 meters to fire the MSL. Otherwise, GeorgeAI will not comply after consent is given. 8. Frequently have George AI de-WAS'ed when you are not actively shooting at a target. My rule of thumb is de WAS him after 1 minute from the last target hit. Note: I've had many times where I had to cycle GeorgeAI 3+ times to get compliance and fire a missile. I also had to slow down my button movements to be more deliberate. This can be very challenging especially when you get caught up in some intense battle sequences. GeorgeAI is still far from perfect. As you noted after crashing, I too get the repeating "Aircraft armed" callout. That is normally caused when the helo is wobbling/tilted/fallen on its side, or there is damage to the weight on wheel switch (however the game calculates that logic). Lately, I will see and hear GeorgeAI stuck in a target lasing loop. I'll hear him call out "lasing" to infinity and also see a notification window that says "lasing" scroll down the right side of my screen to infinity. I have to undesignate the target and reacquire it for the problem to go away. I know this may sound silly to ask: Have you verified there are no keybinding conflicts when you experience GeorgeAI safing the helo? @BIGNEWY, I ask for consideration to short track file requirement. Based on my experience in multiplayer environments, which is were many of us experience these bugs, it takes at least 30 minutes of flight time to encounter an issue with GeorgeAI. Furthermore, it is a huge PITA to stop my entertainment and exit the server just so I can immediately preserve my DCS log and multiplayer track file. Then get criticism for it being too long/large and not be reviewed; or suggest to provide more data. Trust me when I say that I have better things to do than to complain about a DCS module (or modules). If I'm complaining about a problem, then I'm pretty fed up about it. You are welcome to come into my server and experience the issues hurting my head. You may collect all the data you wish at that point.
  3. Here is a link to download the track file for this livery bug. I'd like to repeat this is more of a Mission Editor problem. The track file will only show the effect of the problem, where as ME screenshots point to the cause. PG Map Livery Issue Track File
  4. Here are 2 screenshots that has 1 minor livery discrepancy and 1 major discrepancy. The Apache rearm screen shows "Item 1" in the drop-down menu for liveries. It should read "Apache Desert". I also confirmed the livery ID from the MIZ file. The Tomcat livery should be the "default", 01 - VF-102 Diamondbacks 1996 livery. Instead, I get the VF-103 Jolly Rogers. Now, this is where the problem gets strange. In the MIZ file, the livery id shows up as VF-103 Last Ride. However, in the Mission Editor, the livery should be 01 - VF-102 Diamondbacks 1996. The livery IDs are messed up bigger than a soup sandwich. Here is the Item 1 choice on the rearm menu. Here is the VF-103 livery, when it should be VF-102 livery.
  5. Here is the DCS Log, the track file is too large to attach right now. There was a bug when I opened the rearm menu in the Apache. It showed the F/A-18 livery in the pull-down list. I wasn't able to recreate my initial discrepancy because the base from which this was observed was not captured yet. However, refer to the screenshots from the Mission Editor. That is more of the tell than any track file or log could show. dcs - PG Livery Issue.log
  6. These edited screenshots show the radio frequencies of my template aircraft depicted in the track file.
  7. Here is my track & log file to document the radio freq not matching the Dynamic Spawn template. DCS Log-Track Files.zip
  8. I have an issue concerning the Dynamic Spawn templates: Unique radio frequencies are saved for each aircraft in the Mission Editor. However, when a user spawns into a Dynamic slot, my list of unique frequencies are overwritten with the default radio frequencies. Therefore, a custom list of radio frequencies are not retained in the Dynamic Spawn system. Does anyone else experience this? A track file will soon follow. For example, F/A-18 Comm 1 channel 1 is set to 230 MHz. After spawn-in, channel 1 is set to 225 MHz.
  9. @Nealius, thank you for reminding us of your thread back in 2021! I was surprised to see one of my posts in this thread. Yes, it still happens. @BIGNEWY, should these 2 threads merge? Additionally, this link discusses the problem & fix for the ME Removing Sound Files from Action Trigger Section. Perhaps a similar method could be applied to the method of saving liveries?
  10. @BIGNEWY, I worked exclusively in the Mission Editor today for 6+hrs converting static slots into dynamic slots. Here are plenty of screenshots to review. The Red Boxes/Arrows show the wrong livery upon first access. The Green Boxes/Arrows show the proper livery after selecting it. There were more instances but I am exhausted from staring into the ME & using Paint.net to highlight. My DCS log is also attached. Not sure if that will confirm the problem. What do you see? dcs - 2025-10-04.log
  11. @BIGNEWY, this is an issue more associated with the Mission Editor. How would a track file & log help in this regard? I'll work on it but the results may appear disjointed.
  12. The only thing altered were both DCS updates (MiG-29 release & 1st week hotfix). As you may recall, there was a bug that effed up the re-arm menu. Loadouts for the wrong aircraft would be displayed. It was quietly fixed in the hotfix. There is still a glitch with the re-arm menu but appears to resolve on its own. I seriously doubt a mod or livery that has been installed for a long time will cause such havoc. Yes, I'm aware how easy it is to change a load out for the same type of aircraft. However, I did not play with any Apache settings. The the last big change I made to the affected MIZ file was the addition of the MiG-29A Fulcrum.
  13. The default load out changed in general. It was highly unlikely that 1 load out was copied to EVERY blue Apache. I also have a bug for the active livery showing "default" when there is obviously a different livery being displayed.
  14. I lost count of the hours spent changing the livery on several spawn points. This reminds me of the bug that kept resetting sound files. Can we please address spawn points resetting the livery from X to "DEFAULT"? As you can clearly see, this is not the default livery. Yet the ME seems to randomly (or universally) reset any livery for any aircraft to "default". Is it possible to use the same method of saving sound file in the trigger system to have the same effect on liveries?
  15. Has anyone else noticed their AH-64 default load outs changed? I don't know how this happened, but I'm effin pissed! Every AH-64 spawn point in my MIZ file for the PG map has a "default" load out of Rocket Pods x2 and Hellfire x8.
×
×
  • Create New...