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Arbitrary

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  1. When you say from the beginning, it sounds like you are excluding FARP generated via script later in the mission which was what I was asking about. Is this for FARPS generated via script at the time of mission loading, or while the mission is running?
  2. nullC-130 shows as yellow in the mission editor, indicating that it is a player aircraft that I have. When I select the client slot in the mission, it takes me to a camera view above the aircraft. Game was updated. Launched. ME to add aircraft. Fly Now button in ME. Select C-130 from the list of available clients. Camera over plane, cannot go to cockpit. Aircraft files were NOT downloaded prior to this. This is a niche bug, might be present for other airframes. The installed aircraft check and the account purchased aircraft check might be completely separate and allow this. Track file will likely NOT reproduce this for whoever tests it, as your installed modules and account purchased modules may be different.null c130 doesnt load cockpit.trk
  3. I got some file space again. Here are three tracks with different wind conditions to test different runways. Runway 36 seems OK, but 15L/R area has some small fires spawn (planes still make it to take off), 33L/R have collisions with the parking for 88~91. Tel Nof parking 112 135 133 wind from 210 at 8kts (to 30 at 4meters per sec) B-52 collide with static object.trk Tel Nof parking 112 135 133 wind from 300 at 8kts (to 120 at 4meters per sec) B-52 collide with static object.trk Tel Nof parking 112 135 133 wind from 120 at 8kts (to 300 at 4meters per sec) B-52 collide with something but can make it to runway 15L.trk
  4. Now that I have some storage space... Palmachim Parking 134 and 135 wind from 210 degrees at 8kts blowing to 30 at 4meters per sec.trkPalmachim Parking 134 and 135 wind from 30 degrees at 8kts blowing to 210 at 4meters per sec.trk
  5. Thank you. Here is a track file with eight or nine Dynamic Spawn events at eight or nine stock map static H helipad locations. Yes, the first location chosen at random appears to be a zone with a different reported issue; it is a different issue than what I am reporting, please sit back and watch the other normal zones that also exhibit the issue I am reporting in this thread. The last spawn just so happens to be near a zone with a graphical glitch on the H pad slightly south of there. Harrier Test.trk
  6. I was considering uploading a track or photos but the forums says I don't have enough available storage.
  7. Wind from 210 at 8kts (blowing to 30 degrees at 4m/s), parking 135 B-52 collides with structure around parking 48. Parking 134 B-52 is able to taxi around and take off. With the player C-130 coming, it certainly would be nice to give players the freedom to dynamically spawn at 134 and 135 and smartly make it to take off. Not sure if you can adjust the taxi pathing to make it also work for AI, or if you can restrict the AI while leaving the player aircraft unrestricted. E: Wind from 30 at 8kts (210 degrees at 4m/s) appears to be the same as the original post. The wings go over the small building, but then collide with an antenna or small tower structure just south of that.
  8. B-52 appear to collide with the hangar around parking 88 through 91, when the wind is blowing to 30 degrees at 4m/s (210 degrees at 8kts) while taxiing over to the runways 33 (unclear which of the two they intend to use because they never make it). Unable to upload track or images due to ED Forums restrictions (i.e. I have reported a bug elsewhere and used all my data).
  9. Orange and purple show taxi routing. Red shows the object the B-52 collides with. Edit: nullAh, nevermind about the image; ED Forums appears to be restricting my upload (294.53kB remain of whatever we are normally allowed), so you will just have to used your imagination... They taxi inward and then south along the taxiway terminating at parking 20, but collide with the structure west of the taxiway just south of the very wide section that parking 134 and 135 are on top of.
  10. Inventory of fuel and ordnance starts at 0. You must add these. If the pad is present in the mission editor you can update the quantities in the warehouse there. If the pad is a totally new thing spawned after mission start then no warehouse entry exists prior to spawning. You must either deliver the warehouse items there (any human or AI aircraft that despawns in range should add their items to the warehouse) or you must use the add or set commands for inventory. Some more information can be found here: https://forum.dcs.world/topic/332300-warehouse-control-functions/
  11. I couldn't seem to find other discussion on this topic and it does relate to warehouses as the dynamicSpawn and allowHotStart (etc.) are stored in the warehouse file... Would someone from ED please pass on the notes as to what these above patch notes were meant to fix and how the feature was/is implemented? I see we can add/remove/set resources that get passed to the warehouse, but it doesn't look like any methods were disclosed to set the dynamicSpawn and allowHotStart values in objects that are spawned later in the mission via script. Was the meaning in the patch notes meant only to cover teleportation of FARPs that exist at mission start from the Mission Editor (and thus have entries populated into the warehouse file with entries and states set for dynamicSpawn and so on)?
  12. Your access violation appears to be completely different than the one that this thread is about. I recommend making a new thread for your issue.
  13. After pushing this change to a live server and running with many players and for several days the issue has not reappeared. @BIGNEWY EVASION_OF_ARM setting for ground units appears to be a critical point for this bug, as do red ground units (did not test with new ED released CurrentHill units of either faction). Bug did not seem to appear when all units were replaced with traditionally blue units. The post above this has some suspected units, though testing is difficult (might be only one or three of them, might be others, might be none).
  14. DCS should allow flexibility. Whether the munitions were ever mounted to pylons for combat missions should be secondary. Allow mounting if mounting was possible.
  15. Many spawns place you below the ground and you explode on spawn. Other zone appear to be below the spawn altitude, which causes the dynamic spawn to be an air-start despite doing a cold start. To reproduce the bug, click any heliport and spawn as an AV-8B. You will either explode or be in-flight. If necessary, open the mission editor, click on a heliport, allow dynamic spawn, set ownership to blue/red, host the mission in multiplayer.
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