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tae.

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Everything posted by tae.

  1. I was just able to reproduce this PURELY on the ground by doing the following: 1. Rearm with just three fuel tanks (wings+centerline) 2. Emergency Jettison 3. Repeat 4-5 times If you do it more than 5 times the flight model will break so badly that you will black out on the ground and the jet will explode and be catapulted many miles away. Will post track shortly.
  2. I tried several alternative methods to reproduce this bug, including: - Turning on Unlimited Weapons and repeatedly dropping or jettisoning stores - Rearming and emergency jettisoning immediately on the ground repeatedly before flying Unfortunately these "shortcuts" do not reproduce it, and it seems to only happen after you do things the "real" way as seen in the tracks above: Takeoff with a loadout, drop/jettison it, land and rearm, then repeat. Each flight will gradually break the flight model more, until it eventually becomes unstable enough to cause over-G / pilot blackout / departures from flight etc. With an average loadout it will not take more than 5 flights before it becomes very noticeable.
  3. Something is definitely causing more weight to be shaved off from the aircraft after weapons drops or something similar. Me and WSO did 3-4 sorties dropping GBU-24s, each one increased the airframe performance gradually and substantially. By the 5th takeoff, we could go 90 degrees nose up with 24,000 lbs of fuel and 3 GBU-24s onboard, and easily accelerate to Mach 1. In level flight we could get from 300 knots to 600 in just 2-3 seconds. Felt like we were in Ace Combat. We didn't last much longer because the flight model goes out the window, so we got into an uncontrollable pitch oscillation and I blacked out permanently, forcing the WSO to eject us. tl;dr, yes there is definitely something VERY messed up with the flight model right now. My initial thoughts are that dropping weapons is subtracting more weight than it should, but it needs more testing.
  4. Can confirm, only nozzle position and afterburner show on other F-15Es, the multiplayer sync on the engines seems to have stopped working.
  5. This happens to us whenever my WSO gets a lagspike and we are in any kind of maneuver. 2 G on my end will turn into 12 on his. We have "bent wings" on his end nearly every single flight, even when my maximum pulls are no more than 4 G for many of those sorties. WSO re-slotting back into the aircraft fixes it most of the time. The issue is when the WSOs "damage model" syncs back over to the pilots..then you're in trouble. That has also happened a few times.
  6. Would like to make a correction, it seems that it is not directly related to the copy/paste function, and that placing aircraft normally can also cause a crash to desktop.
  7. BUG Using the copy/paste function on aircraft units in the Mission Editor when around 100 to 110 aircraft are in the mission causes a crash to desktop. Placing aircraft normally does not cause a crash to desktop, only using the copy/paste function does. Upon further testing, I found that placing aircraft normally can also cause the crash. Tested across multiple mission files and even making brand new mission. Happens on both normal and multi-threading client. No apparent errors in dcs.log. HOW TO REPRODUCE Use the copy/paste function to create new aircraft in a mission with 100+ aircraft. EXAMPLES Existing mission: https://streamable.com/0ojgif Brand new mission: https://streamable.com/vd97oj Any more information or testing required please ask and I will be happy to assist.
  8. I am experiencing exactly what the OP is experiencing in my Black Shark, and it was previously a bug in some of the other helos too, but was fixed there. It is 100% still present, and very easy to test and reproduce. I'll even happily create tracks of it, if needed, but I think some have already been supplied.
  9. As far as I understand it, this has been raised as a bug a few times in the past, and has been confirmed as such, simply not fixed. In the older thread, we can even see BIGNEWY confirm it as a bug with no ETA for fix. So, from my understanding, unless someone can please correct me, this has been a bug for a while, is confirmed as such, and we are waiting on a fix for it. I would maybe have expected that to come with BS3, but for some reason that did not happen.
  10. Thank you so much for this, I had just bought the JF-17 and was stuck unable to fly it in MP, now I can. Gonna pay forward some more knowledge for working around this bug while it's still a thing: 1. As long as you rearm first, your first flight the DTC will work just fine. 2. For subsequent flights, the DTC won't work, but you can manually load weapons and tanks on pylons via the LOAD subpage on the SMS page. Hope this helps somebody that wants to play their module.
  11. Short update on this. I posted a duplicate report in the DCS Discord with hopes of it getting more visibility - and it did. It was supposed to be fixed in 2.8, but slipped out of the patch. However now it has been properly reported, and a fix should be coming in the near future.
  12. Is there any update on when we will get working multiplayer support for the Combined Arms module?
  13. +1. Ran through all of my usual tests, on units that definitely have FLIR textures. It was not fixed at all. Month #6 of unusable FLIR.
  14. This is still a problem as of the latest patch. The issue was claimed to be fixed in the patch notes, but it was not fixed! PLEASE download the supplied .miz and track files, it makes both issues EXTREMELY obvious: 1. Ground units DO NOT have heat on Late Activation both by script and by ME Trigger. 2. Static vehicles (NOT spawned by mission author) have ridiculously high / MAX heat. FLIR is still completely unusable on units that do not move!
  15. One thing that was talked about earlier in the thread but I still didn't understand / got confused about - the STT breaking lock into an active 54C thing. You stated that was a limitation of the current API / way that missiles work in DCS. But then there were some comments in this thread about whether a real 54C would do this and the answer also seems to be..yes? Would a real Phoenix go active on a broken STT lock, do we know? Furthermore would it be just PSTT or PDSTT or both? And finally, if it really would go accurate on a broken lock, is the API limitation relevant for a more accurate simulation? Are there cases where it should not go active? For me personally this is quite an important point as essentially right now the 54C cannot be carried as a FOX 1 missile, and I would like to know if things will stay that way or if there is a chance they may change in the future as the missile API is improved and we might go back to how it was last update where we had a sort of "hybrid" FOX1/3 Phoenix.
  16. I am not aware of any Hind squadrons, but the Hind is my favourite module, so I would definitely be interested in one.
  17. I have not personally noticed this, but it may be due to limited testing on my part. There are two things I can suggest - firstly it might be that the units maybe didn't move around or fire enough - it does take a little bit of time for the heat to build up. I wasn't able to test heat build-up on firing much, but movement can take 1-2 minutes of constant movement for the engine to become noticeably hot. Firing weapons, I would imagine, *should* be much quicker, but that is just a guess on my part, so take it with a grain of salt. Secondly, it may be that the units in question do not have proper textures for the new FLIR system, as pointed out in other threads. I wish we had a list of what units do and don't have textures on the new system, but we do not. Some units apparently are still WIP on the new FLIR, and we just have to "accept" this for now. I can tell you a few units that most definitely have textures for it, such as the BTR-82A, but compiling a full list would take a monstrous amount of time on the user-end sadly. I will be happy to test, record trackfiles, create sample .miz for these issues until the developer addresses this topic / investigates the issue, which sadly doesn't seem to have happened yet (all of the files I uploaded are still 0 downloads). I think this issue is one of the biggest problems with modern aircraft performing an air to ground combat role right now, and I am still flying extensive air to ground sorties in my F-16C multiple times a week with my squadron, and it is a constant struggle for all of us to spot targets with a FLIR that is literally completely non-functioning, with no way to script or change the mission to "force" it to work. Search and destroy, CAS, night ops, and a few other things are just a complete no-go until this situation gets better sadly.
  18. Hi all, hope you are doing well. I have quietly been lurking in this subforum since it became a thing along with the new FLIR system and have read every thread, reason and solution for the FLIR being the way it is. There are definitely things being said that I disagree with, and a lot of issues that completely prevent FLIR from being used in what I would personally describe as "most normal situations", in particular related to the way the heat of ground units works. It's been a few months now since the new FLIR was implemented, and none of the issues I have observed have been addressed, so I would like to present some findings in this bug report that I hope will be addressed in the future. First let's get the basics out of the way: I am using the F-16C module to test. The unit I am using to test is the BTR-82A, which most definitely has textures compatible with the new FLIR system. I was able to confirm this by setting one to drive around, and was able to easily observe the BTRs engine in FLIR at the rear of the unit - alongside firing, this is the only instance in which the current FLIR implementation works for ground units. All of my tests are done in both day and night conditions, it makes no difference to the core problem, however cold units are slightly easier to spot at night (unsure if intended). Before I talk about the core issues let me be clear in saying that the FLIR itself seems to work fine, it is unit heat that is non-functional. Sure the FLIR picture could use some adjustments still, but this is not something I am concerned about as I'm sure it is being worked on. In summary, there are three core problems: Idle / non-moving units never heat up, nor is there any way to spawn them heated up. In other threads it is claimed that units will spawn at max heat if activated late with a trigger or script, this is false (see attached .miz and track files). Static vehicle objects (airfield equipment, cars, trucks that are part of the map) always start at maximum heat. There is no way to control this, and it makes using airfields as areas of interest in missions completely impossible, as all the actual targets are ice cold, while random equipment that cannot be removed or controlled or that has any consequence at all is hotter than the sun (see attached track files). The only caveat to this is that it seems there are some units that do not have FLIR textures, and these seem to be still cold (need more testing here). but anything with FLIR textures will use the maximum heat ones, or perhaps it is the other way around where things without textures are white hot and textured objects are cold, I just don't know and cannot test this myself - whichever one it is there is a clear problem here. The only way to add heat to a unit is for it to move or fire. A unit sitting idle will not heat up drastically over any length of time, and no external factors other than movement will create a noticeable thermal difference. It is not my place to say whether this is accurate or not, but for the sake of the FLIR being usable in any way, I feel it is necessary that there is *some* method provided to us by which units can heat up, without having to have them move around, which creates a big performance impact and can complicate many missions. In closing, I would personally like to see more control over how units heat up or at least a "fix" for late activated units spawning completely cold, as the large majority of DCS missions have ground units plopped down not moving at all with no way to get them to move unless you hop in a Game Master slot with Combined Arms and have a little drive around. In all of the missions I have played as of late, it seems to be impossible to use the FLIR reliably at all, as most missions are designed with performance in mind or have a dynamic nature that prevents hand-crafted waypoints, routes and movement from being an option. If there are any questions or problems with the miz, tracks or any of the information I have presented, please let me know. Attached Files Summary FLIR_Testing.miz - A simple mission with an air-spawned F-16C just outside of a trigger zone "iZ1" which late-activates a single BTR-82A at Vaziani. The F-16C already has a steerpoint on the position of the BTR, so FLIR can be quickly tested. static_unit_full_heat.trk - A track file demonstrating several units that are just part of Caucasus giving off super hot thermals on the F-16C's targeting pod. I looked around Sochi-Adler for this example, but many other airfields have the same problem. actual_unit_no_heat.trk - A track file demonstrating the late-activated BTR-82A sitting idle at Vaziani. It is completely cold, despite being late activated. Also look at some super hot airfield equipment afterwards. actual_unit_movement_heat.trk - A track file demonstrating the late-activated BTR-82A driving in circles, causing the engine to properly heat up. This can be easily replicated by adding a bunch of waypoints to the BTR in the attached miz. Note that it takes a minute or two into the track for the engine to heat up from the movement, but it does work properly. FLIR_Testing.miz actual_unit_movement_heat.trk actual_unit_no_heat.trk static_unit_full_heat.trk
  19. I have seen AI Hind engage fixed wing aircraft on their own with the ATGMs, but haven't tried with R-60 yet.
  20. I've been playing the Viper since close to its EA release and I must say this is perhaps one of the best, if not THE best change that the Viper has received so far. No longer does pulling on the stick feel like a "suggestion" you are making to the aircraft that it thinks about doing, and then shrugs its shoulders and sluggishly does. It FEELS like I am piloting a small twitchy fighter jet. It FEELS like a Viper. Out of all the FM updates, I seriously think this was the best one. The low speed nose authority is drastically improved, which has direct tactical/combat implications - now we can push to higher altitudes and lower airspeeds and still have strong maneuverability, which can make the difference between life or death in many situations. The pitch and roll gains are seriously improved and allow for almost unbelievable instantaneous snaps, pulling G got a lot easier to do, and the roll rate is just astonishing and has boosted the maneuverability of the jet to the moon. After the thousands of hours I flew on the old FM, this new one makes me feel invincible, and like I can pull anything off in the jet. Fantastic work ED!
  21. I was going to make a separate thread for this, but this seems a suitable place to add my findings since we are talking about vehicle heat a lot in this thread. I would like to add that the static "vehicles" at airfields (at least on Caucasus, haven't yet tested other terrains) seem to have permanent 100% heat, which is adding some very big problems. These are all vehicles and airfield equipment that are either mostly or ALL "turned off" and are just sitting/stored there, yet they are 100% maximum heat?? Then I place actual units there and they are completely cold, because they haven't moved. This makes the players of my mission hit and attack all of the static airfield vehicles and equipment, and completely ignore the actual targets, because they can't actually see the "cold" vehicles and only the "hot" static airfield equipment! Can we please make static, unremovable vehicles at airfields that are literally sitting off/parked please not be glowing hot? It makes absolutely no sense and is completely ruining having airfields as objective / area of interest / target locations.
  22. Since nobody mentioned it yet, another extremely quick workaround is to hit GND JETT ENABLE then EMER STORES JETTISON while on the ground. The tanks will thunk off allowing you to rearm with fresh ones immediately.
  23. You must press and hold the SYNCH button to the left of the collective, while the "GYRO" switch is in the "MAG" position: However I found that I kept having to do it during flight every 10-20 minutes or so - not sure if this is intended yet or a bug. I think the switch needs to be set back to the middle GYRO position after alignment but I didn't fly this patch enough to test yet. Anyone with more knowledge that can give some input would be appreciated.
  24. I would like to add that I experienced this exact problem yesterday. My Mi-24 was in the same state as rogo's, and yet I could not repair, getting "no can do" for 5+ minutes before I gave up. This is the first time I am encountering it, after flying the Mi-24 2-3 times a week since its EA release.
  25. Perhaps, but when the Hind was first released in to EA, this was not happening, and there were no patch notes or comments made about this, furthermore we've yet to hear anything about it - it's also happening with S-13 pods, just doesn't seem right at all. Willing to accept any information showing the contrary but until then I will just continue to bump the thread.
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