

gmangnall
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Everything posted by gmangnall
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Im afraid this isn't working properly. If you fire one round then adjust fire, you are stuck firing one round at a time unless you end the mission and start over.
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Destroying bridges does not stop vehicles. Trains sail across and vehicles climb down the embankment and run across the water. Pretty sure no trains are ever effected. Some vehicles "might" get stopped...however in temp7 I manually drove the vehicle and it got stuck half way and died..but the AI managed ok. temp6.trk temp7.trk
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Still not fixed 5 years later
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GBU-16s are killing infantry over 800 metres away, trucks at 120 metres and a BTR-80 at 85 metres. LastMissionTrack.trk
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Track file of the AI dropping off an L118. I tried the default weight as well as minimum and very high temp4.trk
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Also the AI cannot drop it off - it just bounces and disappears
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As soon as you pick it up it jumps into the air and hits the helo LastMissionTrack.trk
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HAWK missile can't reach high altitude targets
gmangnall replied to gmangnall's topic in Weapon Bugs
Not sure that the speed wall issue is....but I am guessing that any given object in DCS has a maximum speed which is lower than it needs to be? -
When doing a pinpoint strike using LGBs the bombs don't hit the exact map location defined in the editor. I tested with the F117 and F18. As pinpoint strike is the only option for the F117 it renders the aircraft virtually useless. Pinpoint Strike.trk
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Thank you!!!!! Perfect timing indeed
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The Hawk is seemingly unable to shoot down a bomber flying at 35k ft flying straight and level. hawk.trk
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Hi. I am trying and failing to set up my stream deck such that I can press a stream deck button to arm a pylon and have the status light report back to show if that pylon is selected or not. Does anyone know what the correct Button ID, Device ID and DCS ID are?
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The SA15 has a ceiling of 20-26kft which if left to the AI is about correct, however if player controlled it can get a lock on and hit targets which don't even appear on radar at over 42,000ft!!! The same may well be true of other systems such as SA-8 but have not tested those. In this test the target is at 45,000 but firing from 1500ft. sa15.trk
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Why would you need a track file when you can just set up a Humvee with a 50 cal and shoot a BMP3 and getting damage vs shooting a 30mm warrior and getting no damage.
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The 25mm and 30mm guns on the Warrior Bradley and LAV-25 seem hugely underpowered. They cannot damage a BMP 3 (which also seem to be over armoured) even from the rear. Whilst a number of much smaller calibre weapons can.
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As you zoom out the M92 Camo nets all disappear....and at far to close a range whilst clearly visible.
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That's actually very useful....it doesn't work for statics which is the main issue.... but works a treat for aircraft and ground units. Thank you.
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That's in the list of already deployed units....not when initially selecting them....so you can check that you have already deployed a mod unit...but not that you are about to...nor do you have the ability to limit the selection to core units only. Most modders to name their units to make them obvious (like Massuns were all called M92 (and still are)..
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If you have mods installed it's a real pain to make mod free missions especially when you have lots of static items. It would be great if there were an option to remove the visibility of mods or a marker to show that a certain item is core.
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I have sent one to Big Newy via discord
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These are the most common glitch, the giant bomb crater is less of an issue however the lines on the ground are destroying game play. They seem to vary in altitude but are always low.... usually form 50 to 400 ft so you can fly through and under them to see the true ground underneath. They seem to appear after ground damage occurs. There are other glitches such as giant towers climbing a couple of thousand feet.
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Im not suggesting using tacview itself, I am suggesting that that the relevant data can already be produced as tacview manages it. With that you can ignore throttle and stick inputs but keep most of the button presses as you'd still need to know for example that when you press pickle, you are in AA mode and have Amraam selected, have a lock etc etc. so the flight/replay can be recreated.
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Im a content creator and it can be hugely frustrating. I know the track feature is more complex...it replays all inputs from joysticks etc and literally replays the mission just as you flew it based on your control inputs which are recorded...good for bugs and trouble shooting, but any randomisation throws it off. But surely you could take the position data that tacview has and apply the DCS models to that data. You would still need some of the data from track files for example to tell the model to put it's gear/flaps down but much of it could be discarded such as HUD brightness...and more importantly throttle stick and rudder positions....all that data replaced with the tacview style data to calculate where stuff is. Never gonna happen though is it.
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We all know trackfile replays are unreliable for replays and I think most of us understand why, however Tacview IS typically reliable in regards to aircraft, vehicle and weapons locations. Could DCS not scrap trackfiles for replays and instead just model replays on the same data that tacview uses? Obviously track files are still needed for bug and fault finding. Maybe an option in the menu to enable/disable both replays AND trackfiles for performance reasons so you could enable both or disable both if you wished.
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I know replays are not 100% reliable, however it would be really cool if you could fly a mission, save the track file and then fly the same mission in another aircraft with the track file replaying your original flight. Initially I though this would be a godsend for making videos, however it has the potential for incredible SP (and even MP) missions.
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