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Skarp

ED Beta Testers
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Everything posted by Skarp

  1. Okay here is the track. shows me sling and spawn a unit then try to set target as well as set target of a unit that was already in the game when I joined the multiplayer server. the one I spawned does not let me set target. DDCS-1972BushWar-CA-0.04_Run-20190115-213544.zip
  2. ZU23 closed also will shoot other friendly units in its line of fire. can see it at the end of the track with the f5 buzzing the airfield. Track file: https://www.dropbox.com/s/owawrct1iupulmm/DDCS-1972BushWar-CA-0.04_Run-20190115-190711.trk?dl=0
  3. I'll get you a track sir
  4. the zsu non radar units are more accurate and engage earlier than the zsu23-4. From what it's looking like the zsu's are not engaging fast enough and also they will not lead a target that is going faster than 500knots. The Tunguska missile tracking was also effected in 2.5. less accurate so maybe a correlation somewhere in the code.
  5. 1. Pull info and adjust base resources such as fuel and weapons. 2. Set fuel amount on player aircraft. So I could create an event if such building is destroyed. When an aircraft is spawned in, it will start with half fuel and the player will have to request to fuel the rest by the ground crew.
  6. The entire ai need an overhaul. Tac commanders need to be able to set waypoints on the fly and give altitudes speed settings for that waypoint. Also need to be able to send the aircraft back to rearm, refuel so you can use them again. I should be able to select CAS and pick an area roe unit to loiter over. If that unit spots a target the AI plane should engage it automatically.
  7. Shilkas will miss 99 percent of time on targets faster than 475Knots
  8. I noticed after 2.5 was released the ZSU Sheilka is far less accurate than it used to be. It was similar to the performance of the gepard. Now it seems to be too slow to engage when a target is within optimal range. Is this on purpose or bug?
  9. When I try to move a KUB or a BUK sam group in multiplayer often they will not move. Even after the radars are retracted and units set to green. Sometimes the group will move but most often there is 1 or 2 units that will not.
  10. None of what you said other than the server being impressive is true. This individual was most likely banned and is upset. Server is very welcoming and it's allot of fun yet complex. Get on and ask questions.
  11. Skarp

    Red Flag

    Any word on if someone is working on a Red Flag campaign for the Mig21?
  12. Okay so the crates do despawn like they are supposed unless you have slung the crate. If you try to sling the crate with a cable it will not despawn.
  13. CC and Farp pads will not render until you are within 10 or 15km.
  14. As you zoom out the nav lights turn white and at a distance they seem almost invisible.
  15. The patch that was to fix the bug seemed to not work. No change observed.
  16. Why can't I tell what waypoint I'm heading to? Just toss a number on the hud and give me a list of what airfields go to what number on the kneeboard. Priority change needed!
  17. artillery that has spawned after the client has joined the server will not allow you to set a target. The client has to reconnect in order to be able to set a target for artillery units. Steps to reproduce: client joins a server, spawn in an arty unit, client attempts to set a target.
  18. Firing the Smerch or MLRS on multiplayer will apply no damage to target area. Cluster munitions seem to apply no damage. Steps to reproduce.: Join a multiplayer server, Tactical command slot, select Smerch and set target, start fire.
  19. So I ran some more tests and what happens is while the client is connected to the server the client will not see the crates despawn but the server host will. If the client reconnects the crates will appear despawned. So the issue is despawning the crates client side while connected.
  20. The bug is still here. Client side crates will not despawn. ```if request.action == "REMOVEOBJECT" then --env.info('REMOVE OBJECT') local removeObj = Unit.getByName(request.removeObject) local removeObjStat = StaticObject.getByName(request.removeObject) if removeObj ~= nil then --env.info('Destroying '..request.removeObject) removeObj:destroy() elseif removeObjStat ~= nil then --env.info('Destroying Static '..request.removeObject) removeObjStat:destroy() end end``` I send in the unit name into that. thats run on the lua side. one of the few lua commands called remotely. it tries to grab unit name first. if no unit, must be a static. then runs the static destroy command
  21. There is no 2g limit if that were the case a Cessna 150 would have better performance
  22. I’ve noticed on multiplayer if I select an aircraft other than a viggen and spawn and then swap to the viggen I often get a bugged kneeboard that is locked to the first page.
  23. Right now I could be on someone’s 6 looking at them not deviating my eyes and still they disappear right in front of me soon as they push terrain into my field of view. An A10 for example is harder to spot than an f15 in game.
  24. I don’t seem to encounter this problem you describe.
  25. The Mig21 flight dynamics are modeled very well. This isn’t a Hershey bar winged aircraft , it’s stall , roll, turn characteristics ect will be different in many ways. One example is because the wing is so small you’re not going to have one wing stall before the other except in extreme yaw angles and cause you to roll over into a spin. The Mig 21 is so good take some aerodynamic courses and you’ll see it’s spot on.
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