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Dejjvid

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Everything posted by Dejjvid

  1. Ah, now I'm following you. I never use that switch, I can descend very fast just fine without it :)
  2. I get the warning all the time when i go below ~80% RPM
  3. FTP server is full. Try another one, or go HTTP.
  4. Working as intended, if you sideslip enough, the missile won't catch the laser beam. If it does not detect a beam, it will crash. Don't use autohover, trim in to the wind manually, should keep you fairly stable.
  5. I hosted a session with hardcore terrorists and we had lots of people joining and playing. Then I destroyed the last Buk site and after the tanker got active I noticed no one could join the game. This is also confirmed by ED, and I recommend all servers to remove the tankers if you want people to join.
  6. You can use differential braking on the P-51
  7. You should have a column under axis assign. You can probably scroll to the right to show more columns.
  8. Turbulence is a factor of wind speed. E.g. 5m/s*0,3 will give you turbulence. And with 0 windspeed it's 0m/s*0,3=0
  9. That's how we do it in Sweden too. We sold the m/45A k-pist (sub-machinegun) to Egypt during a conflict long time ago. But we sold them the A version, without the hook that holds the rear cap. So a few soldiers got really surprised when the 0.5kg bolt smashed them in the face ^^
  10. Sometimes I think it's nice to see a dynamic campaign in DCS. But I don't see it a killer feature at all. I'd rather see EDGE, new maps, playable infantry, playable naval units (subs and surface) and RTS style CA controls on the F-10 map. After all the above is implemented I'd say the DC can be interesting.
  11. Guys (and girls)! This is a preliminary change log. I can bet my old horse that this list doesn't cover all the changes in 1.2.3. So relax a bit until we see the final change log. On the other hand, some of the changes/features listed can be removed too.
  12. Preliminary DCS Change Log 1.2.3 SUBJECT TO CHANGE New Features: DCS World • Added new Su-27 model. • Added new Mission Editor trigger rule - Bomb in Zone. • New mission editor skin. Incomplete work in progress. • Helicopters will better maneuver against AAA maneuvering when in the threat area. • Added new Mission Editor trigger rule - Expression. • Scripting Engine: Fixed outText and outSound for Coalition and Group • Scripting Engine: Added "Mission" Task for ground groups • Mission Editor UI for group variation placement tool added, not functional yet. • New skins for F-15C and MiG-31. • Model LODs have been better optimized. Combined Arms • Combined Arms. Life-bar for ground units in the F10 Command Map view. This can be toggled on and off with button on Command Map. • Combined Arms. AI units will resupply ammunition from a warehouse or cargo truck at ranges less than 100 meters, periodicity - once a minute. Player's can do this with the LALT + ' key combination. • Command Map control of air units. You can now route them, set speed and altitude, and set targets. • Combined Arms. Ground units in group now stay in formation with user when in first person control mode. User can set formation and ROE when in 1st person mode. • Combined Arms. Updated, higher resolution ground unit HUDs. • Combined Arms. Added min and max range rings for all indirect fire systems. • Combined Arms. Added countdown timer for indirect fire missions. • Combined Arms. Mission designer can now determine which ground units can and cannot be controlled by players (1st person and Command Map). • Combined Arms. Platform Shake is better implemented and provides basic "weapon stabilization" option when the vehicle is on the move. • Combined Arms. Added hot keys for hull / turret alignments, turret lock, and gun lock on azimuth. • Combined Arms. Changing round type loading delay added. • Combined Arms. Added military icons for Command Map. • Combined Arms. Provided NVG gain. • Combined Arms. New compass orientation options. • Combined Arms. Signal flare options. • Combined Arms. Added tracer effect to armor piercing rounds. Flaming Cliffs 3 (FC3) • New Su-27 campaign. • Added new multiplayer missions. Bug Fixes and Adjustments: DCS World • Tuned aircraft gun smoke. • Fixed Set Path to Column formation. • Fixed Georgian soldier animation. • Fixed long range radar break-lock for Russian aircraft. • AIM-120 and R-77 maximum load factor increased to 40g. • R-77 data adjust. Thrust, lift and drag. • AIM-120 data adjusted. Lift and drag. • AIM-9M maximum load factor increased to 35g. • AIM-9M thrust changed 12000 N. • Adjusted AIM-9P drag. • AIM-7M thrust and drug adjustments were made. • Increased load factor to R-27 family to 24g. • Increased R-27ER initial delay to 1.5 sec. • AIM-54 data adjustment. Thrust, drug, lift, initial delay of guidance. • R-33 data adjusted. Thrust, drug and lift, initial delay of guidance. • R-60 data adjusted. • R-73 data adjusted. • Multi-channel missile guidance is fixed. • Decreased the damage value of modern AA missiles warheads from directional to enhanced. Earlier AIM-120 and R-77 had a warheads with large multiplier factor termed "directional". These missiles were very lethal, more so than even an S-300. It was not realistic and we decided replace "directional" warhead with the less power "enhanced" warhead. • Number of simultaneously guided AIM-120s is 4 for F-15, F-16 and F-18. • Number of simultaneously guided AIM-54 is 4 for F-14. • Fixed AI planes unable to engage SA-8 with Anti-Radiation Missiles. • Fixed situation where AI sometimes launch AGM-65 Mavericks from too far away; AGM-65 would self-destructs before reaching target. • Added S-8TsM and S-8OFP2 rockets to inventory of MiG-29A/G/S and Su-33. • Renamed S-8KOM to S-8TsM in the one AFAC Su-25 payloads. • The F-15C and Su-27 will now use their RWR systems when the Mission Editor RADAR USING option is not applied. • Adjustments to the air combat maneuvering of all aircraft. • "Transmit Message" command parameters indication is now in the action list • Fixed infantry not moving when route is changed. • Fixed client crash in MP. • Fixed pilot models with K36 ejection seat. • Debris of a killed soldier has been removed. • Adjusted AWACS action time. • Fixed switch waypoint triggered action. • Changed setting of mission start time (day, month). • Default damage parameters tuned for old aircraft models. • Fixed Mission Editor error when trying to change aircraft country. • Fixed Mission Editor that pressing File\Create in the drop menu did nothing. • Aircraft will reset landing airdrome each time landing procedures is initiated. • Changed color of missile flame and smoke from blue to yellow. • "REACTION ON THREAT" option will now affect active ECM systems. • Problem with random uncontrollable rotation of the tower in some circumstances has been resolved. • Night vision staying switch to on after exit from the previous server has been fixed. • Incoming missiles warning messages has been corrected. • Helicopters will better maneuver against anti AAA when in the threat area. DCS Modules • A-10C. A-10C TGP IR operation is fixed. • FC3. SPO not reacting to launch of an I-HAWK or S300 is partially resolved. • FC3. Fixed F-15C ADI operation reversed. • FC3. Fixed A-10A ADI operation reversed. • FC3. F-15C/A-10A. Fixed autopilot not allowing refueling during tanker orbit. • FC3. Corrected and adjusted Russian A-10 campaign by Dzen. • FC3. Fixed some errors in F-15C campaign. • FC3. The MiG-29 HUD diamond on the target will now only appear when it is locked by radar. • FC3. Updated SEAD payloads and air defense deployments in some missions. • FC3. Missiles DLZ has been partially corrected. • FC3. Stations display on Su-27 and MiG-29 HUDs was made more realistic - just an 'underscore' is displayed if a weapon present, and station number is additionally displayed if weapon is ready to launch. 1) Fixed stations display on Russian HUD - only stations for currently selected weapon are displayed. 2) Implemented MiG-29S style of stations display on HUD. • FC3. Fixed the IRRAD mark for the Russian aircraft. This would overlap with range tape. • Combined Arms. Instant fire on ammunition switching has been fixed. • Combined Arms. Switched the reverse gear after the vehicle has stopped. • Combined Arms: Transition to alarm state GREEN for ground units has been fixed • Combined Arms. Unarmed vehicles will use their sensors when acting as a JTAC. ------------------ Looks like it is gonna be a really nice patch! The FC3 users have gotten a lot of love with tuned missile AFM and CA looks very promising, especially the new fog of war!
  13. Hehe, that's for the Ka-50! :) I'm fairly sure you are experiencing crosswind. Make a simple mission with 0 wind and try again. I kinda enjoy flying in windy conditions and I've never seen any HUD errors.
  14. AFAIK you can't have markpoints in the FP, only waypoints.
  15. CA is gonna be pretty awesome in 1.2.3. But the biggest issue right now is the multiplayer instability. We really, really, really need a stable MP enviroment. If you gather 15-20 people and decide to play through a massive pvp mission with both air and ground, the last thing you want is a client disconnect, or server crash. But in DCSW's current state it happens in almost every game. I can't even remember the last time we had a gaming session without client or server crashes :cry:
  16. As a ground commander you can't see the enemy units on the F10 map even if you are standing next to them. Fog of war is enabled on the map, but it does not work. This is a major issue as a GC, you need to have fog of war enabled.
  17. If you buy a Vaz, it will never become a BMW M550d xDrive. Ever.
  18. This doesn't help. At all as far i can see. Was hosting a mission with 13-15 clients. I have a stable 60fps, and a stable 100/100mbit fibre connection. I ping 4-6ms to almost every place in Sweden (only Swedish clients). Output from the host was 400-750KB/s (and that is not just DCS, i might've had uTorrent running too.) Clients was seeing something around 5KB/sec. 5KB/sec equals ~0.05Mbit/sec so DCS should in theory be playable with a standard 1 channel ISDN connection. The client disconnect issue has nothing to do with choking the connection, even if i host with 100/100, and clients connect with 100/100 they still get the crash occasionally.
  19. He was just writing a concept. We have no clue if the devs have this feature or not.
  20. So, we're all gonna crash? :D
  21. Didn't want to sound rude or harsh, but other members have explained why you can't use it. :megalol:
  22. TCP is out of the question. But we seriously need the netcode to handle packet loss/latency better then it is now. We need some sort of control mechanism to detect warping. If one player warps now during startup, 5 other clients get their planes wrecked. I'm also fairly sure all these MP crashes is caused by the flawed netcode. It needs to be more rugged.
  23. Kuky, you didn't test MP before release? Sorry just had to. :megalol: So, people with NAT can not connect to a server with the latest update?
  24. Yea, i got them at home. After i've gotten permission from the mission designer, i can upload the mission and coordinates.
  25. I might be able to reproduce this issue. Tonight i was hosting and the server booted all clients when I flew over the exact same spot. There are no triggers, units or zones in that area. And time is not the factor. The only thing in common between the two issues is that I was on the exact same spot both times. We have the coordinates, and I think I still have the tracks. Will try to reproduce this weekend.
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