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Skarp

ED Beta Testers
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Everything posted by Skarp

  1. Fixed thank you!
  2. Here at the DDCS Server Drex and the community have been working hard to bring players more fun, more accessibility, and better player coordination. New Features Convoy AI: Convoys will deploy based on player numbers and stacking. These units are not dumb and often have been reported by players of being flanked and killing them. Base Defense AI: Units will no longer sit idle as you pick them off from afar. They will come out to meet you and do battle. Expect a fight if you have not softened the base up. Tankers: Players can use RP points to spawn tankers now. Expect more things to spawn with your points soon. Online Map: DDCS online map is working again! Check it out here: Online Map Current Additional Feature List Integrated Air Defense System (IADS): Long range sams now rely on AWACS and EWRs to provide SA on sead strikes. Sams will have a chance to automatically turn off increasing their survivability. So long as the AWACS or EWR detects the strike the IADS system will work. Auto GCI: When numbers stack on one side the AUTO GCI will kick on for the team with low numbers. It will present BRA information to the pilot based on what EWRS and AWAC systems detect. JTAC: still work in progress but is active. Main Base Auto JTAC system: units close to an airfield will get marked with smoke. New App Guilded : Discord wasn’t cutting the mustard so we have moved to Guilded. DDCS being such a competitive server we needed more tools to allow players to coordinate and communicate. It is essentially a one stop shop for everything. It has forums, Team Speak like coms, leaderboards, post documents, and ability to lock info based on what team you are on. Now you can securely share the battle plan with your team! Guides: Over time we will be adding guides to help new players and veterans find everything they need quickly. Player Draft The intention of this is to help reduce side stacking by not only balancing the player numbers but each individual player's perceived impact on gameplay along with reducing the effectiveness of these entourages which have formed. Just to be clear all involved will play on the normal server, this is not! a suggestion for a secondary server. This will not involve new players or people who wish to maintain their freedom to choose a side on their own. It is entirely voluntary, with players signing up to be a DDCS Draft Player and being assigned a new discord role by one of the DDCS Draft Managers(@Marsh). This will give them access to the drafts channel where the actual draft will be organised. This is currently being trialed to see how it works out, it will likely be tweaked or removed entirely depending on how effective it is. Sign-Up Process React to the relevant sign-up post in the #ddcs-drafts-signup channel with the flag of the country you reside in or that of one that best matches that of the time zone you often play in. The DDCS Draft managers will then collect all the signed up names, assign you to one of the three-time zones and assign you the relevant draft player tag.(edited) The Drafting Process: Election of a new captain take place every few weeks, with prospective captains being able to put forward their names and voting for the new captain take place within the drafts discord channel. A simple thumbs-up thumbs reaction on the post with their name will be used to count votes. A day or two before the next campaign, a full list of signed up players will be posted, split by 3 time zones (European, Americas and AU/Asia). To make the teams fair we're going to use a good old high school style face pick. Each captain will take it in turns to pick one player for their team from a time zone until that pool is exhausted, at which point they will move onto the next time zone and continue to take turns selecting players until none are left. The full list for each team will be published for the next campaign ahead of time. Once that campaign starts the draft process will start again for the next one. Opting out of the draft: If you no longer wish to be part of the draft please remove your reaction to the sign-up post and let one of the draft managers know. They will remove you from the draft players list. Rules: No one is committing their time to play, it is more of an "if you are about you will play on X side". You will not be contacted to join ever! Players can be traded provided both captains and players agree. If players refuse to join the select side they can choose to then opt-out of the draft process and join the side they wish, however they will not be able to join the draft again for some time. No Multi-Rigging Captains can only be re-elected 3 times before someone else must be captain at least once. Captains hold as much power as a chocolate fire-guard More to come soon. Join DDCS Guilded here: https://www.guilded.gg/i/4k134RlE
  3. It's been 2 years abouts since the f14 came out and jester still doesn't have an option to restart alignment or update alignment. I've wasted so much time because of this. I have to live with the nav drift or respawn. This is a multiplayer problem since i can't jump in the back seat and fix it.
  4. yeah just CTD the bug is still there.
  5. can confirm. did a cold start attempted to add a waypoint from a marker and hard CTD.
  6. Jf17 is probably the Best Buy and best module I spent on DCS. It turned a plane I scoffed at to one I’m now a huge fan of. An FC3 SU30 I think would fall flat though. We want A Deka Full Fidelity module. Even if it were a tank that would be awesome.
  7. They do except for fighters with the exception of the F16.
  8. Several weeks ago Drex released his DDCS 3.0. Surprisingly, the performance increase was far greater than we thought. Clients connected to the server saw a very noticeable increase in performance compared to the old 2.5 DDCS engine. The server has seen more stuff going on than we thought it could handle and it can handle more! There are well over 1,000 units on the server and hundreds on the move or fighting. With most of the bugs fixed and the polish to the mission completed, Drex now has time to work on new features. New Features: Integrated Air Defense System (IADS): Long range sams now rely on AWACS and EWRs to provide SA on sead strikes. Sams will have a chance to automatically turn off increasing their survivability. So long as the AWACS or EWR detects the strike the IADS system will work. Auto GCI: When numbers stack on one side the AUTO GCI will kick on for the team with low numbers. It will present BRA information to the pilot based on what EWRS and AWAC systems detect. JTAC: still work in progress but is active. Main Base Auto JTAC system: units close to an airfield will get marked with smoke. DDCS 3.0 Change Log Fixed shelters swapping sides Fixed Mark-points not spawning JTAC IR pointer removed (was causing giant laser beams JTAC list fixed. MOB JTAC feature. Will smoke enemy units within a 10km radius of the base. IFVs spawn in groups of 2 for 1 crate T55 and Leopard 1s removed IR sams back to normal quantities Leclerc & Abrams now 4 crates (likely to change to 5 crates) and spawn in groups of 3 Hawk and SA2 now have 2 radars JF17 LD10s unrestricted Jsow Cs upped to 4 max(edited) F10 Map Marker missing on initial sync after restart (Fixed) F10 Map Markers missing for Friendly Logistics Centers & Comms Towers (Fixed) Unpack unit spawn distance better optimized to reduce burn down again Heavy Crate Option removed from UH-1H ~ Troops menu may very rarely render after the crate options, spawn in another slow to resolve Light Crate Option removed form Mi-8MTV & Ka-50 ~ Troops menu may very rarely render after the crate options, spawn in another slow to resolve(edited) Drex has just added his first implementation of his integrated air defense system. It works through the AWACS and EWRs. Join our Guilded Server https://www.guilded.gg/i/4k134RlE Expect an announcement for DDCS WWII server soon!
  9. We currently do not record tacview on the server to maximize performance.
  10. DDCS Server 3.0 Hello everyone! After the long wait Drex is now launching Dynamic DCS 3.0. The new update to the DDCS server increases server performance and power. Clients have already been reporting a very noticeable increase in their FPS! From the start you will not see many new features at launch but, over time you will see the real power of the engine Drex has worked so hard on. Anyone new wondering what the DDCS server is or what it sets out to achieve read on. The DDCS server provides players one of the most sought-after multiplayer experiences in mil sims, a player driven war. All aspects of the war is player controlled. Tacom commanders have the power to issue waypoints to ground units, jump in them, control them, and direct the players. All of your work is saved including unit positions. So, if the server crashes or restarts your units will be right where you last left them. The Dynamic DCS engine is built on externally written software from the ground up to offload all the processes from the DCS server to allow for unique game play using nodeJS and mongoDB for asynchronous processing and decision making. The server then, syncs to it through lua sockets and it compiles commands to send back, essentially freeing up massive amounts of overhead for the server to do what it needs to do. The full system is compiled of DCS <-> dynamicdcs.com <-> discord <-> DCS, it requires all of these parts to accomplish its goal. The main goal of this server is to create a place to fly where it feels like a real war, things happen that you cannot predict like a real war. DDCS 3.0 Release Change Notes: Game play configuration identical to 2.5 - This means same units per crate, same f-10 view (nuffin but map), same weapon limits/bans, same LP Cost for the moment! New underlying framework providing much better FPS in missions and vastly reduced stutters More responsive server calls (spawn crate, time to restart ect...") Introduction of clever AI GCI for the losing side, you will receive these updates regularly via message if you are outnumbered. This is not an all-seeing eye. Eventually a menu option will be added so you can disable this for yourself if you prefer to live in the dark like me. ~ Stack logic will be revisited Restarts now moved to every 10 hours to stagger mission times and add a little variety, dynamic weather conditions will follow with the release of DCS 2.7 (Dynamic Cloud Simulator) SoonTM Co-pilot's, gunners, RIO's and crew chiefs will no longer be costed LP when the aircraft takes off, only the pilot will be deducted LP Menu option to recall JTAC info on demand for yourself, the usual 5 minute updates do also still occur New AWACS logic JTAC scripting updated to provide better information to the players and stops the old gamey way it used to lase/track units after it has lost line of sight. Ships are now tracked by the server. If the ship dies it will stay dead. Hello anti-ship ops! Join our Guilded Server https://www.guilded.gg/i/4k134RlE
  11. The CMS load out does not sync to the rio after the pilot selects a new countermeasure load out. Does not display the correct chaff / flare store to what the pilot sees. So the rio has to ask the pilot after load out what stores to select flares and chaff. steps to reproduce: 1pilot selects new chaff flare selection and rearms. 2 rio checks kneeboard CMS load out 3 compare to pilot CMS load out on kneeboard. note: this is done on a multiplayer dedicated server.
  12. SP PD should guide only off the SP PD radar mode and therefore not give a launch warning. Not sure if it’s better than pulse for guidance or chaff resistance. Set the aspect switch to nose if he try’s to beam. Will help the chaff resistance.
  13. Could be too easy to beat the As radar than the Cs is the likely difference. The reason the C doesn't go active on its own is probably a good thing given how the TWS might not or does not correlate a lost track with a new track. So it will go pitbull miles away and probably kill some guy in a cessna.
  14. The GBU24 will because of how this bomb works. Have a JTAC lase for you and you’ll see it glide to target.
  15. Yeah seems to be reproducible fairly easily. Just hop on a server with 2 clients. Have the pilot pull some violent turns and you’ll get a desync between the pilot and rio.
  16. I’ve had issues hitting moving targets as well.
  17. yeah can confirm it always blinks at 16 seconds. also the missile seems to miss allloooot more as well.
  18. Thank you for clearing that up for me.
  19. Its based on antenna elevation not horizon. Why if you are low and you tilt radar up 3deg to scan for targets . “The usage of the Mainlobe Clutter Filter can be altered by the RIO by means of the relative switch placed on the left of the DDD. The MLC switch has three settings: In, Auto and Out, default setting is Auto. The MLC is automatically disabled if the antenna elevation angle is greater than 3°“ https://flyandwire.com/2019/10/25/awg-9-wcs-advanced-part-ii/
  20. Tilted IE it says +4 deg on the radar degree elevation. so yes relative to the horizon. so say you are co alt with the bandit you PD lock him and he start to turn. push your nose down so the radar elevation reads +3deg or more and it auto turns off the MLC. from the manual In the image below it shows +15 degrees in radar elevation. It only needs to be above 3 degree to disable the MLC.
  21. After testing it more. PD STT will not drop lock if the MLC filter switch is set to off. If the MLC filter switch is on and the radar is tilted +4 deg or more the MLC is not auto disengaging. Track attached showing this. F14 PDSTT drop lock.trk
  22. Put an aircraft in an orbit at 30k feet. Put your f14 similar altitude. PD STT lock the target and push the nose down so the radar angle is +3deg. You will see the target drop lock even though it is not in a 0 notch filter.
  23. It’s a camera yes , but I assume those pictures get analyzed by specialists. I’m sure you get circles , what it is, and grids on the photo. Multiplayer this is a big deal. If I was able to fly over an enemy base and take photos. Land and pull out my screenshot folder and see ground units circled and grids displayed. Big big win
  24. Is the Aim54 getting overheated modeled in DCS? Also what happens if it’s overheated.
  25. If I fire an aim54 via pulse STT at a target beyond 10nm. Will it act as a Fox 1 or is it still pitbull off the rail?
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