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GeekyBoi

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Everything posted by GeekyBoi

  1. Behavior: Fuel level in external tanks remains at zero after rearming and refueling. Total fuel count is at 7200. Conditions: Both single-player and multiplayer user made mission. F-16 spawn cold on ramp (both client and player slot) Spawn with fuel tanks already on aircraft. Drop tanks remain on aircraft through entire flight. Bug appears on different computers in different parts of the world. Removing and replacing the tanks (Two rearming's) appears to fix the issue temporarily. Speculation: The code that checks if a pylon needs to be replaced during the rearming process is not recognizing empty tanks as needing replacement, or tanks are not being registered as being empty appropriately.
  2. Hello! I think the AI, particularly when using Russian aircraft, could be a lot more dangerous than they currently are with one simple option added to their behavior. This behavior I have in mind comes from my own tactics when using the newer Russian aircraft such as the Su-27 and Mig-29. I would like an option to modify the AI radar usage in a way similar to the existing option "Use for attack only", however, I think the AI should be able to avoid using the radar, unless it detects a track from an enemy aircraft, which would be a clear indication that their position is compromised. I find the existing option "Use for attack only" still doesn't allow the red aircraft to play to their strengths, being the IRST and ET, and "Never Use" means the aircraft may as well not have a radar at all. Red aircraft have a disadvantage in BVR against modern Blue fighters, surely the doctrine for these aircraft would take that into consideration, and call for tactics that allow red aircraft to play to their strengths. I would expect Russian aircraft to attempt to fly below the radar, to avoid the AWACS and Datalink capabilities of Blue, not to mention superior BVR missiles, and take part in pop up attacks from behind, using GCI's to vector them. So, I think a AI behavior option needs to be added, so that an AI will only use it's radar in response to a detectable track from a hostile aircraft (not TWS of course)
  3. I have this issue, so far only tried persian gulf. This appears to happen when switching to the radar "boresight" / "Dogfight" mode and may also happen when locking targets.
  4. This simply MUST exist if there is any hope of Dynamic campaigns worth doing. There is already enough in the game to justify being able to save a server state and reload it later. This is my #1 request. I could already build a dynamic campaign if I could save a mission state. If they opened up the existing logistics system to scripting. The mission can only run as long as the server can, and servers in just about any game struggle to run for long enough for you to play a session and then come back tomorrow.
  5. Agreed, DCS is really slipping behind more modern flight sim releases in this area. Might as well replace the ECS systems on all the aircraft with a "whoosh" button.
  6. There is not one good official description of how exactly SAM sites need to be set up, how they communicate with other groups (if they do at all) what types of groups they can communicate with. What do the skill levels in SAM systems actually do. I've been setting them up for a while now and understand how to make most systems work but there just isn't information on what the game is actually capable of doing with SAM sites. I don't know how much of the real world capabilities DCS actually models and based on my struggles trying to research this for the past years, I'm not so sure that anyone else really knows either. Most videos on explaining how the mission editor works give of the vibe of "Well I do it this way and it seems to work" This is also true with the logistics system, I would love to make use of this, but how the hell does it work? It's not in your manual which looks like it goes back like 10 years when the only aircraft was the Black Shark. There are also not any videos that describe the whole system. If you don't want to update the actual manual then maybe wags needs to do a series on like, actually using the editor, like a big series, that explains every part of what DCS is capable of from a mission editor point of view. I think a lack of good and accessible documentation on the game generally is a contributing factor to the game being hard for new players to get into.
  7. Obviously this is going to be low priority, and I'd consider it polish. I think the sound effects for countermeasures in the game are too loud and don't have enough snap to them. It's all low frequency. Because jet engines and helicopters are so damned loud they are pretty much never audible in videos from even a close distance. But when they can be heard they have a more fierce sound than what is in DCS. I think if they have more snap to them they could be more audible and thus it would be appropriate to reduce it's volume. Inside of the cockpit the dispensing of flares sounds like too blunt of a noise, like it goes on for too long. Flare cartridges are pretty much guns with a cold charge.
  8. Hello, I'm wondering if there is a way to export a Image from a MFD such as a AG Radar image or targeting pod image for use in future briefings. I know I could just screenshot it from a track or something but it's very clumsy. Can you take a kind of snapshot from the display and if so how would I do it. If this isn't the case can any mission makers give some advice on how they would do this. I think the addition of cameras for recon would open up new possibilities for missions, it seems kind of weird to me that you couldn't take a picture with a targeting pod. I'm interested in this for providing more realistic / immersive information for briefing in missions. Thanks!
  9. Thanks, I would really like the information to be able to put systems together myself. I can put small groups together that work, I get the basics of what units are required. I need to know this fairly specific information to make a large network. It's pretty hard to test and know for sure if stuff is working properly in game.
  10. Hello All, I'm looking for some information about setting up SAM sites, I've searched for the answers using google and the forum search and wasn't able to find it. I have watched several videos on setting up SAM sites and none of them answered my questions clearly. I need to know what are the limitations and requirements of these things in the game. For context, I would like to set up an extensive SAM network for a mission, made up of several launcher / track radar groups with maybe one or two search radar groups. I've been very happy with the performance of the SA-10 so this would be my preferred system. I'm going for something that is essentially a huge Iron Dome, similar to what a real powerful nation would have. My questions come down to: Can SAM systems split up into multiple groups work together? What vehicles are needed in separate groups of launchers in order to function? I know you can use a high command vehicle to do target management but what are the requirements for that? At what distance is a search radar information able to guide a track radar to establish a target lock? How far away can launchers be from radars and command vehicles? There isn't exactly a lot of clear explanations of how this whole thing works for a mission builder. Thank you in advance for any help.
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