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Furia

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Everything posted by Furia

  1. We had experienced the exact same thing however we did not use Moose script on that mission. So yesterday some of my squadrom colleagues and I dedicated some time to explore this in a carrier with no statics and nothing that could interfere. What we have learned is this test is: When you select spawn in Ramp on the Stenis as spawn method in the editor, the parking possition at this moment is AUTO and you cannot select specific spots. The Carrier assigns those spots in some order but takes some time to „recognize“ the spot is already occupied. Same logic always used in the FARP. So happens constantly that the first aircraft spawns on the stardboard front elevator and when the second player spawns, it does on the same spot and both explode or get damaged. Sometimes if the time difference between the first aircraft spawn and the second is over one minute it works ok and second aircraft spawns on another spot. Sometimes. We have seen that if players connect in proper order and proper spacing in time, chances that things go Ok are higher. The solution we have found to allow our full squadron to operate at the same time in the carrier is that one guy spawns on the ramp and moves his aicraft away from the spot to some clear parking area, then the next guy spawns, moves away and so on until everybody is spawn. Not ideal but it works. In the other hand we have also discovered that usually there is no such problem when the aircraft is spawning on the Catapult (runway) You can nicely get 4 Jets on the catapults. The only thing to take into account is to make it disciplined. Pilot 1 selects slot 1 and so, if one guy on the lobby first clicks on slot 1 but inmediatel clicks on slot 2 before clicking in to FLY, Slot 1 is kind of „blocked“ until this person leaves the carrier. So bottom line, in our testing we saw that if using some logging discipline we can nicely spawn 4 guy in catapults plus 1 and sometimes 2 guy on ramp with no problems. And if you need more people, just move the jets from the spawn spot and wait 30 secs to allow a new guy spawn on that spot. We tested this only with Hornets and also mixing Hornets and Harriers It is not ideal and I hope this is properly fixed in the future, but at least is a workaround on the meantime. Note, I can confirm that if for some reason a guy is receiving the meesage „your flight ois delayed.......“ and tries to select a different spot, his game crashes.
  2. Would this mod reduce the excesive ammount of dust helicopters like the Huey make even when flying at 50 knots and 50 feet over grass areas?
  3. Thanks!
  4. I cannot see the. Aircraft weight numbers on the Checklist page properly. What was the weight? By the way, one question, DO you have configured pedal brakes axis? Have you inverted the axis? In some cases the axis needs to be inverted otherwise is like trying to take off with brakes on. It is just an idea to check. If you make another video of this, please make the axis control display visible and also verify the aircraft „real weigh“ calling the Ground crew Rearm menu. Besides the fact you use full flaps when you should use half,I see no real reason you end up on the drink. It appear to me than more than an induced pitching down what actually happens is like if your aircraft is stalling due to heavy weight or low speed conditions.
  5. Is there any way to cycle through all this different views using or since they are using the same lua file only one is available ingame?
  6. I can only say THANKS A LOT!!!!! to the VFA-113 Stingers. Thanks for sharing!
  7. What type of laser guided ammunition do you use on this mision?
  8. Check the aircraft take off weight on the mission editor. I am still investigating this issue before reporting it like a bug this but the other day on while I was doing some stuff on the mission editor the Hornets total weights were quite wrong after I was for some time playing with some different cargo configurations, the total weight of the aircraft was like almost 60000 lb even with half load and even if I removed bombs the weight was still very high. I cannot read clearly the caution messages in your Left DDI, there is something unusual there but apparently you are properly configured for take off, Trim was 12º althouth this is standard for runway operations, for a carrier NATOPS sates depending on Weight between 16º to 19º but I do not think this forced the ditching. Please check the aircraft weight before take off and let us know
  9. Furia

    ADF issues

    I have the same problem. I cannot make the ADF work properly in Hormuz. I have followed the steps in Wags video and I have read the manual but for instance I cannot not receive for instance stations in 233.0 or 250.0. I tried it with the UH-1 and the NDB works good with these stations so it is either the hornet or me. Anyone has managed to get yje ADF to work in Hormuz with the Hornet? Please explain how do you do so? Thanks!!
  10. The trick of making the deadzone 1 fixed the problem for me. Thanks!!!
  11. My F-18 Flight time and kilss are not logged either. I tried all the Instant Action Missions for the Hornet but my Flight time and kills for the aircraft are 0
  12. Oficial changelog HERE
  13. Furia

    Rain Effects

    Hi. Indeed the rain in the sim may need to be reviewed, However in some cases it appears to be heavy enough. In helicopters in order to keep VFR you have to really slow down because the water effect on the plexiglass makes you lose visual references. At slower speeds you recover a bit of those. Looking forward to have this implemented when possible :thumbup:
  14. Furia

    Rain Effects

    I would like this effect to be more realistic and make the heavy rain reduce visibility dramatically. Something like this
  15. I would love to have the OH-58D Kiowa Warrior. :pilotfly:
  16. I have seen some pics of the DCS F/A-18C with the ladder implemented although I am not sure if this can be activated by players or it is just shown in the parked static configuration.
  17. I had the same issue but it is easy to fix. Open the port for your server in your router and with your gamming PC connect to your server using LAN. The other clients/players can cooent to your server using the normal procedure but your gamming PC on the same network can connect easily and better using LAN. I had not used Steam so I am not sure if this would have any additional impact but on your same network, keep your Server PC conected normally and open the ports and with your gamming PC search for server on your LAN instead the internet. Hope this helps. :)
  18. Do you guys work for free? ED is a bussiness that has to pay salaries to the people that have to spend hours to create quality content. If you want new sweet candy I am afraid you would have to pay for the candy. Hey however the community would be happy if you create a free Mod for us.
  19. Furia

    Waypoint on HUD

    In the NATOPS manual this function is defined as HUD Steering. There is a descrition of it in chapter 23.19 but apparently only available with airplanes with software version H4.0 Not sure what software version has Razbam Harrier at this moment. This would indeed be a great feature to have.
  20. This pics are made in a actual MP mission flown by my virtual Squadron. The base is fully operational, we rearmed and refuelled there with no troubles. you can also repar, use ground power and ask for the NVG. but I agree that making this base operations was not easy, the critical thing is to find the proper terrain really flat around the road. But it is doable However I hope we can have a better Mod or easier solution to make it so.
  21. You can create a nice fully operative road FOB like this. For this you need the Roadside FARP created by Pikey Look on his signature, he has a created a Roadside Farp. basically an actual FARP Texture change the dificult part is to find a road with the lateral terran level enough so the FARP is not floating in the air. It is not working everywhere but it is working. The FARP is fully operational if you place the appropiate vehicles. You can also make it more realistic by using the VPC Airfield Equipment MOD to add "atrezzo" I have created this one for a MP mision with my Squadron "Escuadron Cruz de San Andres" and it worked real nice for AV-8B and UH-1H.
  22. This one I will surely pre-purchse the minute it is available. I love the ariplane and I see a lot of potential for creating missions for it!!!!
  23. Thanks, I have thought about that but I have no clue what routes the human commander would use and thus I would need to create an absurd number of fire missions and triggers to cover all possibilities. I was looking for something more "dynamic" like AI Observer detects enemy, Artillery mision is generated based on that observation. If that would be possible
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