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Everything posted by GeoS72
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South Atlantic Map early access release note
GeoS72 replied to myHelljumper's topic in South Atlantic
I believe this is the location of Cullen Airfield. The right side of the screen is from Google Maps. Left side is the F10 map in DCS. -
South Atlantic Map early access release note
GeoS72 replied to myHelljumper's topic in South Atlantic
@Minsky, Thank you! -
South Atlantic Map early access release note
GeoS72 replied to myHelljumper's topic in South Atlantic
Where is Cullen Airfield? It must be hiding with Waldo. -
Has there been any resolution with this problem? This happens frequently on all of my multiplayer maps that I manage. It is frustrating, to say the least, when one has to sift through 600+ aircraft per map. This applies to all of my client aircraft in any map. This example is a UH-1H in the South Atlantic map.
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What's the deal with Qusahwira airbase?
GeoS72 replied to Capn kamikaze's topic in DCS: Persian Gulf
Consider it a blank canvas for establishing a base of operations. You could add hidden FARPs, mobile TACAN, & supply units to resupply aircraft. It could also serve as an insurgent base to harass the surrounding airfields. The options are endless! -
Why is it necessary to move chaff/flare to the F8 menu? With a fundamental change to that workflow, wouldn't it be best to advertise that in the change log?
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reported Symbology Select Up/Dn not working correctly in multicrew
GeoS72 replied to Floyd1212's topic in Bugs and Problems
I found that rapidly selecting Sym Select Switch up twice will select the Transition mode. Use it like a double-click of a mouse button. It would be great to see this minor bug get squashed in the next update. -
reported Symbology Select Up/Dn not working correctly in multicrew
GeoS72 replied to Floyd1212's topic in Bugs and Problems
The same thing happened to me last night. I rarely play multi-crew so when I had a human CPG, I got the same indication as the OP. Human CPG caused the Symbology Select to "skip" over Transition mode and went into Navigation mode. Here is a link to my track file because it is VERY large. The unit to watch is the AH-64 with multi-crew DarkHelmet as Pilot and Usul as Co-pilot/Gunner. Sym Select error example - DarkHelmet (Pilot) Usul (CPG) -
@Raptor9, Yes, thank you for the abbreviated steps and explaining the arming process. My process was to show a complete work flow when setting up the cockpit.
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Well, I feel silly! Thank you, @razo+r for the sanity check. In all fairness, an explanation of setting up chaff would have been VERY helpful in the update! I hope this unusual configuration will be addressed in later updates. Here are the steps to ARM the chaff dispenser: Armament (Or select when airborne): A/S Switch = ARM GND ORIDE = ON CMWS Control Panel: Off/On/Test = On Arm/Safe = ARM CMWS/NAV = CMWS Bypass/Auto = User preference (Bypass for manual control) WPN (Weapon) Page: ASE submenu: Chaff Safe/Arm (OSB T1) = Arm Chaff Mode (OSB L1) = Program or Manual (user preference)
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Since the DCS 2.7.18.30348 Open Beta update, chaff no longer dispenses. I thought this problem would be addressed in today's patch but alas, the problem still persists. I have a lot of my squadron mates also complaining about the same problem. I can deploy flares without issue, however, chaff will not deploy when commanded. Anyone else have the same issue?
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Flappie, that's good to hear! I also made a simple mission to demonstrate the error. There are 2 vehicles - one at Kerman and the other at Jiroft. All waypoints are set to On Road. At mission start, both units remain in their starting positions as a result of the broken waypoints. I discovered additional road breaks along these 2 vehicle paths. Hope this helps out! PG Map Ground WPT Issues.miz
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Here is a proposed road that would fix a long standing issue. The 1st photo clearly shows a break in one road segment, I'll call the Northbound lane. The Southbound lane has 2 cross roads that extend to desert. When looking at the 2nd photo (satellite view), a road is imaged but not modeled. Would it be possible to model the road segment from the break to points A and B? This would help complete the circuit. I drew a green line that represents the proposed road.
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Flappie, Thanks again for the response. Here are some screen shots for the Abrams route southeast of Jiroft that caused problems. I was able to reproduce the Waypoint error on a clean PG map. The 1st and 2nd photo indicate a break in the intersection at Waypoint 6. As you can see in the 2nd photo, Waypoint 7 is set to "On Road" but the course line fails to follow the road. I also have a proposed road that would "fix" a long standing problem in the PG map around Jiroft. The proposed road will be in the following post.
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Here is another screen shot of the error. WPT 12, WPT 13, & WPT 14 are set to "On Road" type of path. However, these waypoints no longer follow the curvature of the off-ramp. In a previous update, these waypoints followed the curve. This is the same area, outside of Kerman in the Persian Gulf Map.
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Flappie, I use MOOSE scripts for slot blockers. However, all other scripts are native to the ME. This is my squadron's primary base capture map so there's a lot of action going on here. I may have found something that was common to all 3 units (the Abrams and 2 Bradley units) described above. There is an issue with road tearing - the road segment looks connected but there is something that is broken. Could this have happened between updates? Between updates, the Waypoints appeared to remain the same however, once the break in the road occurred, these 3 units did not start their path because it "knew" there was an error along each unit's intended path. When I added new waypoints, I found that some "On Road" waypoints would not contour the road shape. See the image from my ME screenshot. You could see WPT 7 has a little tick mark and the line to WPT 8 still goes straight. The Waypoint description on the right side of the screen clearly shows WPT 8 as "On Road". So it appears this road segment has a break before the bridge. Additionally, I could not add a waypoint that followed the clover leaf in the image. It said the waypoint was on the road but the line failed to conform to the clover leaf curve. Here are my screenshots from the ME. Does this help?
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Flappie, I don't know. I do not use the autosave function so I manually save my progress frequently.
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@Flappie, thank you for checking and providing feedback. I suppose deleting the waypoints and adding news ones are the least invasive procedure. I wish that step wasn't necessary though.
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@Flappie, Did you enjoy time away from the computer? This is a small reminder to consider my bug report.
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@Flappie, thanks for the additional feedback. And thank you for reminding me that you're still away from your computer. It slipped my mind. Nonetheless, I wanted to add the ME errors before it slipped my mind further. Enjoy the rest of your time away from the computer!
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@Exorcet, unfortunately, this bug is more than just a visual anomaly. In this circumstance, the aircraft were placed using the "Take Off from Ground Hot" option. This caused the aircraft to spread out and when a client spawns, the aircraft start location matches the scrambled location. If the aircraft were placed using the "Take Off from Parking Ramp" option then they should start from specific parking spots. I haven't seen a problem with the Parking Ramp option. Thanks for chiming in and providing some feedback!
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@Flappie, this link may be relevant to the problem with ground units not following waypoints. The bug was observed around the same time. I doubt one problem caused the other but they could be correlated. What are your thoughts? ME Scrambles Aircraft Locations (after editing waypoints)
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I suspect this problem occurred after shifting waypoints for each of these aircraft groups.
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I'd also like to add that this bug does not affect all ground units with waypoints. For example, 2 out of 3 Bradleys that I mentioned above will not follow their waypoints. The 3rd one does follow its waypoints. Each Bradley is in its own group. As an experiment, I spawned in a new tank platoon and gave it waypoints. They followed the waypoints as planned. So the big question is: why do some units not follow their waypoints, which had well established paths and worked perfectly?
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@Flappie, I appreciate the look. If there is any other info you need then please let me know!