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de.Impact

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Everything posted by de.Impact

  1. Alright. Did an hour of testing since this bug is incredible annoying. In the last year, there was a change to the Stinger and Igla Seekerhead lua values. After that change, most AI or player launched Manpad missiles on Multiplayer servers had a huge missrate on the most simplest shots. I did testing with stingers against AI hornets flying at 6500 ft overhead. Ai is set to not react to any threat, so no flares. Singleplayer: 4 Shots, about 50% hitrate. The missing shots pass very close by the target, which is not maneuvering at all. Multiplayer: 4 Shots, about 25% hitrate. The missing shots pass very close by the target, which is not maneuvering at all. All the missing shots change course after passing trough the target. Tracks and videos attached. And yes, I waited for the tone. Singleplayer recording: https://streamable.com/qjjp5r Multiplayer recording against AI aircraft : https://streamable.com/6xwy0d This bug needs especially to be tested against other players on mp servers. There is a difference when testing this in singleplayer and multiplayer. *edit: Did AI vs AI tests at 2k, 5k, 7k, and 10k feet. with > 10 units https://imgur.com/a/7Fjspu0 Above 5000ft they dont seem to hit at all, even with 2 shots. SP 4 stingers 50 percent hitrate .trk MP 4 stinger 25 percent hitrate.trk
  2. Can confirm. They miss many many easy shots since months. A year ago all those shots hit their targets. Stingers are an essential part of many servers involving Combined Arms, having them finally fixed would certianly help alot with gameplay.
  3. Its very nice to see the neutral coalition back in DCS. I did some testing regarding AWACS and IFF in single and multiplayer and realized sadly, that in multitplayer, the AWACS declares any neutral aircraft as a hostile by default. They also show as hostile on the F10 map. In singleplayer, its declared unknown and stays that way. F18 and F16 showed the same behaviour. Multiplayer Track and mission is attached. ME setup: Hornet SA page contacts from awacs in Singleplayer (own radar silent): Neutral aircraft declared correctly F16 DL contacts from awacs in Singleplayer (own radar silent): Neutral aircraft declared correctly Hornet SA page contacts from awacs in Multiplayer (own radar silent): Neutral aircraft declared wrong --> The AWACS AI should not declare them hostile by default in multiplayer. Having this fixed would open up a whole new world of scenario possibilities. neutral test.miz tests-20200618-183235.trk
  4. Your mods are nice, but what we need are more ships in the game, available for everyone without installation. With the Marianas map coming, there is a whole near water only map and mission designers cant even place any modern tankers or shipping vessels. All we need is at least the current ships that are already modelled as statics on the PG map as basic AI units that can at least move. Take the 3D modell and add a basic ship logic already available from the other civil ships. Done.
  5. Will there be a winter version ?
  6. Getting the static supertanker models as AI Units would be a nice beginning...
  7. You can modify the HSI\SA Page Line Style and add a black outline. https://forums.eagle.ru/showpost.php?p=3555460&postcount=117 from (Standart): DMC_outline_thickness = stroke_thickness * 3 DMC_outline_fuzziness = stroke_fuzziness * 1.1 too: DMC_outline_thickness = stroke_thickness * 8 DMC_outline_fuzziness = stroke_fuzziness * 3 *Edit: it passes MP IC check
  8. League: Gold Squadron Name: TAW Wolfpack Teamspeak/Discord: tawdcs.org Contact person: Impact#0574 (Discord) Aircraft Selection: F16 / F18 / F14 / J11 / F15 / M2K / JF17 Pilot Roster: TAW_Mago TAW_PREACHr TAW_AirHog TAW_Badlego TAW_AgsOriginal TAW_Impact TAW_Noctrach TAW_Spectrumm TAW_Venom TAW_Insidior TAW_Tucano Timezones are EST+-
  9. Thanks for the clarification. Is it planned to make the repair time dependant on bomb size/Type? Maybe even as a server option, so popular servers can set it as they wish? I dont see any realism in this current behaviour, especially with the upcoming dynamic campaign.
  10. Crashlogs added. Most crashes after landing on the second/third sortie with the same airframe. One crash after rearming with a new airframe, but the second sortie on the server. dcs.log-20200417-215855.zip dcs.log-20200418-124756.zip dcs.log-20200418-171129.zip dcs.log-20200418-180330.zip
  11. Runway bomb craters vanish after 60mins. When bombing a runway with anti runway bombs or any other bombs the craters disappear after 60 mins. Happens in singleplayer and multiplayer. Im not sure if this is intended behaviour, since it makes any anti runway mission useless. Some months ago those craters stayed until e.g. the map was restarted. The best thing would probably to add a static 3D damage modell instead of the current bomb crater that persists until the mission is ended. Repair time should depend on bomb size and type and any additional bomb should reset the timer. One hour for some Mk82 craters, okay maybe. One hour for 4 GBU31 V3B deep penetration bombs? Nope, sorry. The main problem again is that this stuff changes without being in the patchnotes. Tracks and screenshots attached. New craters after bomb impact: Old Craters after ~59 min: Craters are gone after 60 min: runway damage gone after 1h.trk
  12. And CTD on the second time I rearm on the server with a new airframe aswell.
  13. Same here, on the second sortie. Two times today, one time yesterday while flying on blueflag.
  14. Is modelling the downdraft effect for helicopters still planned? Visually and for turbulences?
  15. Very cool to hear those news. A dream comes true. Are you planing to include the voice controlled cockpit commands/features and if yes how ? Any plans for the two seater/training version ?
  16. Has anyone tested if airframe RCS is a factor for notchability in DCS at all ? I could imagine it only affects long range detection for aircraft radars (in DCS) ?
  17. Great to hear the focus on multiplayer bug fixes. I think in terms of missile desync there is still a lot of work left to be done.
  18. From busy MP session. I was also able to lock the target immediately.
  19. Im still a bit blown away by the implementation (and visualization !). Never thought it would be possible to get it that dynamic. Congratulations on achieving that.
  20. Its a known and reported bug, reported first about 10 months ago (11-22-2018 ): https://forums.eagle.ru/showthread.php?t=225295 How to reproduce (or how to avoid) : https://forums.eagle.ru/showpost.php?p=3929954&postcount=16
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