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Everything posted by okopanja
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reported SAMs get stuck in: Reloading, ready in 1s
okopanja replied to okopanja's topic in DCS: Combined Arms
Thanks, sorry if I sent the wrong track. -
SAMs get stuck in: Reloading, ready in 1s
okopanja replied to okopanja's topic in DCS: Combined Arms
Strange will re-check and update you. Maybe I submitted wrong trk. The idea was to fire one missile and then get to the track with intermediate sudden jump to another module (was trying trigger 1s). Meanwhile I think I kind of figured out why the 1M seconds. I scanned the lua environment and found out the following for the particular HQ-7 unit from the mission: null Also I noticed that virtually all ships have this reload time, which is approx 11.5 days. My suspicion is that the HQ-7 was created from one of the naval SAMs, which also had this value and someone simply forgot to update it to the more meaningful value. Still there maybe another place with this value, since we get "slightly" larger value than 1M. -
SAMs get stuck in: Reloading, ready in 1s
okopanja replied to okopanja's topic in DCS: Combined Arms
After this I triggered the reload by moving the HQ-7 to Ural, and they I got 1 milion seconds reload time. -
SAMs get stuck in: Reloading, ready in 1s
okopanja replied to okopanja's topic in DCS: Combined Arms
Here is the reproduction without (1second) I manage to get directly to million seconds problem server-20250612-190001.trk -
SAMs get stuck in: Reloading, ready in 1s
okopanja replied to okopanja's topic in DCS: Combined Arms
(I will provide the track in the afternoon). But steps to reproduce are roughly: 1. engage 4 targets to spend full missile load 2. go to reload point 3. you get million seconds reload time. -
SAMs get stuck in: Reloading, ready in 1s
okopanja replied to okopanja's topic in DCS: Combined Arms
I found out that HQ-7 suffers from this bug in slightly different way. The workaround from above can be applied to it and afterwards the units can be driven. However the unit starts the reload that takes over a million seconds? Essentially it becomes useless until the end of session. Can some developer please check if the reload time is messed up? Might be a low handing fruit to fix. -
Maybe this can help you: there are 2 parts.
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The soviet tradition is May 9th, since that passed, lets sit and relax. Better wait more for better result.
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Can you provide the source. If I recall correctly from reading it somewhere the R-40 blew up whole plane together with the pilot. If you have a better and more accurate source please link. Some stats from 1999 and Mig-29 hits, I excluded the flights where 29s were fired upon but not hit, and I do not account for multiple missiles fired: 7 flights being hit resulted in: 2 shot down aircraft with killed pilots: Zoran Radosavljevic and Milenko Pavlovic. The body of Radosaljevic was found outside and far from the aircraft, still strapped to ejection seat. Milinko Pavlovic stayed in the cockpit. 1 damaged airplane, with major Dragan Ilić landing the aircraft (possible is also a friendly fire by KUB, but we can not be sure so I will assume this to be amraam hit). 4 shot down aircraft with pilots which did eject without being wounded (Iljo Arizanov, Nebojša Nikolić, Predrag Milutinović, Pejić, with Milutinović also having suspected friendly fire). All 4 of them ejected only after determining that aircraft does not respond to the commands anymore. So in 2 out of 7 cases the pilots were killed with 5 surviving non wounded pilots. In 1 case even the aircraft survived. Also keep in mind that amraam warhead is way smaller then what soviets used. If the fuel and ordinance are set on fire, the pilot has a very slim chances of survival. Also more than once I did hit hornet with Igla/Mistral, while hornet pilot survived and was able to control the aircraft, so I am very surprised you see 100% kill of the pilots.
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Irrelevant we are talking about 29 here, and as we know firing 30mm is not an issue with 29.
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Did you find this in any manual?
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Let me check if I got it right: 96% are players, 4% are actual pilots. (sorry for digression)
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CPU runs +20° hotter in idle after update to 2.9.16.10523.
okopanja replied to Dmsea1's topic in Game Performance Bugs
Was this an issue before? I recall that in the past the F10 would max out FPS rate which would bring temps up. At some point in the past year or two this stopped, so switching to F10 would bring temps down. E.g. there is already another regression in score board where number of kills is not updated. Since issue with the scoreboard happened several times already, I assume the issue is recreated whenever ED merges long running branch into trunk(assumption: they still use svn), by overriding the fix. -
Not entirely unrealistic, but regular use case is to do this on ground and fill in the page with your flight plan. Than use the clock on take off to track your progress. I assume that the whole thing was meant to be kept together. Still I wondered about these things and how come none of the older modules implemented these flight computers before.
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To elaborate further it's a knee-board I spotted on the pilot's left leg in preorder video. At first I thought a tablet, I considered a notepad, then I realized it's a box (rounded edges). Here some better pictures: Pictures of device Still unsure if this was standard equipment of 29 pilots since this is much older device.
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Will the module bring the fully functional НПЛ-М?
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CPU runs +20° hotter in idle after update to 2.9.16.10523.
okopanja replied to Dmsea1's topic in Game Performance Bugs
Please ED fix this ASAP, my wife is angry as well, and I fear they are not the only ones. -
Had to look this up. So this is a Mig-23/27 thingy. But picture you posted appears to show it on Mig-29?
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What is MBD?
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F-35 will end up being most sold module but it will be used in PVE and PVP F-35 only servers. Have fun.
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Typo is corrected at least on my side, but it's either Mbyte or MB.
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Is it true that Mig-29 FF module is already 2.64 GB in size? For comparison FC3 29 uses only around 450MB. Are we ahead of imminent release? Source is Mig-29 FF module entry here: https://www.digitalcombatsimulator.com/de/shop/
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Completely delete and remove Mig-29 Flaming Cliffs license.
okopanja replied to Robi Hobby's topic in MiG-29 for DCS World
Also: - Gardenya ECM - TWS2 mode with capability to launch on 2 target simultaneously with R-77/R-27T/R-73 missiles. - Slightly more informative HUD -
Completely delete and remove Mig-29 Flaming Cliffs license.
okopanja replied to Robi Hobby's topic in MiG-29 for DCS World
Draconus already provided the solution. Its worth noting that having old module can be beneficial: back when BS3 got released I retained BS2 installed, and my favorite server had typically 2xBS3 and 2xBS2 seats. With BS3 frequently occupied I could always switch to BS2 as a backup. When FF gets released you will get some new features, but als may miss some from the old one.