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Skarp

ED Beta Testers
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Everything posted by Skarp

  1. here is a track with multiple types of sams not shooting at the ld10s LD10 Track Bug.trk
  2. ??
  3. Not sure if intentional or not but the Roland system seems to have issues engaging incoming sead missiles quick enough. A 25t firing at max range the Roland will engage but anything closer it feels like it takes ages for the Roland to fire on them and get hit as a result.
  4. LD-10s don’t seem to be engaged by any Sam missiles
  5. This bug is now fixed thank you ED!
  6. Do you need a track?
  7. Yes but I wasn’t aware it would hit that precise or if that’s how it behaved.
  8. LD-10 will hit the exact spot I set with the TGP if no radar signals in the area. So I can hit stationary ground targets with precision.
  9. In multiplayer when you tell jester to set multiple waypoints he will set one of them as your position breaking the alignment. workaround is issuing the command prior to him starting the alignment process. Also if you set sever waypoints quickly he will ignore some and fail to input a waypoint.
  10. Just a quick bit of news. We have added f16s as placeholders for the Jf17 to red team. A big PG map update coming soon with new bases. We will drop a change log when the JF17 is released.
  11. * I would like slot ID for the tactical commander slot so they get their own radio menus in multiplayer. * Allow ammo trucks to rearm refuel for road bases. * Allow me to assign spawn zones for helicopters. So I could assign these slots to multiple spawn zones allowing me to set conditions of where a player will spawn without having to clutter the map with helo pads. * Be able to assign as many aircraft I want at an airfield and use the delayed spawn function until a parking spot is open like on the carrier or helo pad.
  12. When someone is sling loading and they begin to rubber band. If that person is connected to a crate they will not freeze. most of the clients will freeze/lockup and not CTD. this is a very difficult bug to reproduce and I don't have a track file short enough to provide. Possibly you could reproduce by placing a bad waypoint for a CA unit while having another client sling and have another client sitting in an aircraft nearby.
  13. It’s a pretty fair assessment to compare DCS to other games and sims in several basic areas such as bug fixing, path the company takes ect. Paying customers want their bugs fixed. CA having so many bugs is unacceptable for a module as old as it is. Using revenue to work on other ventures than polishing your product is irresponsible. Forgot to ask....why is the arty bug not fixed yet? Or the white flag bug not fixed? Or the pathfinding causing the game to hang not fixed?
  14. When units are spawned in via script, not delayed activation, will show on planner in multiplayer. So f18s and KA 50s can tell where the Sam unite are.
  15. The Dynamic DCS Persian Gulf Server is now LIVE! Eagle Dynamics have done a fantastic job with the detail and quality of the PG map. Part of our goal here at DDCS is to utilize as much of the map as possible, have players experience a busy flight deck, Anti-ship missions, and bring out the true potential of the AV-8B N/A. Incase you never herd of the DDCS server. Here all of your work is saved and ground unit/locations. This is truly a war where everything you do matters. Players control the air and ground war bringing a unique experience to the DCS Multiplayer. To fly on this server look for |DDCS|Modern|PersianGulf|dynamicdcs.com in the server list and you will need to join our discord channel here. https://www.guilded.gg/i/4k134RlE Mission Updates/Fixes: • Added 4 x AV-8B Harriers for each team at Hajiabad_MOB, Sirjan_MOB, and the Neyriz_MOB. Each of these spawn on the flat area of the FARP for easy short take offs, watch out for the fuel and ammo trucks. These are intended to break up some of the distances to the northern airfields of Shiraz and Kerman and provide more action in the center of the map. • Assigned unique callsigns to every player slot in the mission for easier AWACS radio use. F-14's are all in Dodge 1 flight so Fighter to Fighter datalink will work. • Standardised radio frequencies have been assigned for all aircraft to match the intended SRS channels, check the briefing images. • Fuel amounts have been adjusted across the entire mission to match Caucasus, any aircraft that previously spawned empty will spawn with at least 2% fuel to allow startup while talking to ground crew • Player skins have been tweaked across the mission, notable changes are that the F/A-18C has the Israeli desert skin and the Red Su-25T now has a desert skin • Awacs Fixes: Awacs will now follow the carrier, will spawn in more appropriate locations, corrected some bad spawn triggers. • Carrier Added to Red side at the beachhead • Added Khonj_MOB • Added Fujairah Intl Airport as a new main base • Added DP10-Tayyibah_FOB • Moved aircraft into the rearm/refuel trigger zones on airfields. • Added TF51 to all the MOBs and island neutral airbases including Bandar Lengeh • Added C101CC/L39 to island neutral airbases including Bandar Lengeh • LP/points now apply when using the carrier • Added the Huey to the destroyers • Internal crates now work off the Carrier. Destroyers will not have this option available. • Fixed a neutral airbase not allowing you to spawn after capture. • Fixed the Tacan not working at the beachhead carrier • Added 1 x Blue F-15C to Lar airbase • F10 map will now be at a good zoom level to view the entire map upon mission launch • JSOW Cs are now removed from the map (Very long range TGP strike capability), the As are still in play, we will keep a close eye on this in the future • Chinese HQ-7_LN_SP are now added to the spawn roll, will be added to f10 menu shortly • All units are now set to "Hidden On Planner"
  16. Ships will not kill the RB15s in multiplayer. Not sure why either it's a desync so the sea wiz isn't hitting them or they are simply not getting damage from the impact of the bullets.
  17. I will test again again!
  18. Looks like someone lagged into you.
  19. The delayed spawn function does not work on the carrier correctly. After an aircraft leaves the parking spot it will not auto spawn you in. You have to attempt to respawn to spawn on the carrier after the parking spot opens. On a full server this is an important feature to be working on the carrier.
  20. so we tested the take off and landing events in multiplayer. We found the clients connected to the server are not firing take off and landing events on carriers. Server owner take off and landings will fire the event so it’s a multiplayer desync
  21. The awacs is pretty well simulated for the f14. Bandits can notch the awacs radar similar to yours and have a better chance of hiding in ground clutter.
  22. So if you are in the middle of placing the waypoints and you decide to not issue the waypoints and disable control of the unit it still issues the command.
  23. This is in multiplayer and I’m just the client not the server host. I can reconnect to clear the waypoints from the f10 map and it runs fine. But if those waypoint lines show up the f10 map lags.
  24. In multiplayer the tac commander. If you place down waypoints and you don’t set path but want to cancel setting the path, you are not able to. Even if you get the prompt disabled control of the unit it still applies the waypoints. This is a source of CTDs, lag hangs in multiplayer.
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