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ZuluThreeZero

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About ZuluThreeZero

  • Birthday November 5

Personal Information

  • Flight Simulators
    MSFS, DCS, War Thunder, Enemy Engaged.
  • Location
    United Kingdom
  • Interests
    Planes and games.
  • Occupation
    FO
  • Website
    https://nats-uk.ead-it.com/cms-nats/opencms/en/Publications/AIP/

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  1. Just dipping in to say thanks to whoever got around to adding the functionality!
  2. 14 month bump, with a video to illustrate the tedium: https://streamable.com/a5llwz
  3. @NineLine Can confirm what @Tarres has found, full launch they freeze up, but as long as one missile is left, they'll move on. Problem is, it's then 8 minutes of the one that didn't launch re-stowing the missile before everyone can make a move. Not exactly "scoot!" Tracks attached. null Scud 3 of 4 Launch.trk Scud Full Launch.trk
  4. Hope the answer to this is "yes, obviously" but has it been checked on other maps too? Currently on Sinai and getting the same issue, haven't cast around to see which beacon is to blame.
  5. I think the engine shuts off but doesn't break. Try and hit the engine toggle key, think it's Ctrl+E by default.
  6. Seeing as the last post someone made on this was 4 years ago and received little feedback beyond being "sweary," figured I'd try a fresh one. Player-driven vehicles get stuck on small scenery objects such as bushes and are basically impossible to free, unless you can get in the Tactical Commander / Game Master slot and order the AI to drive away from the point for you. To recreate: Have Combined Arms Get into a vehicle Drive over basically any small scenery object, e.g. bushes on Marianas, ornamental railings on Syria Congratulations, you are now stuck! Please see attached track and video, and happy new year. Challenge: a fix within 2025? Exhibit null Stuck LAV.trk
  7. Can confirm this is still present, and in a new twist the repair and rearm trick doesn't appear to work any more either. Rear gunner is visible, but only functional if he was there at spawn. So dynamic spawns are OK, but static spawns are buggered. Happy to be corrected on that though.
  8. Not all multiplayer, some servers don't have the hard IC checks - works fine on GrayFlag on account of needing the Blackhawk and Hercules. Just don't be tempted to go using unauthorised mods like sticking weapons on the Blackhawk or missiles on planes that don't have them by default, else you'll very quickly lose access to one of the few MP servers you can use view exports on.
  9. Hi BN, any word on progress on this? Very frustrating when you're enjoying a server, decide to switch to the Mirage or Gazelle for a different task, and are suddenly booted because one of the display scripts has been adjusted (VCM/RWR and Viviane respectively). Interestingly the adjustment to the AWACS script to make it more concise passes IC with no issue.
  10. So did 2.9.58056 break them again? Because they're consistently falling short for me. Having to either go over at treetop height or maybe 4000' max in a steep dive to get CCIP to hit. Thought maybe the steepness was the critical component, but tried from 10,000' and 50 degrees nose down, still opened almost immediately and fell short. Track attached. EDIT: CBU-99 with the FMU-140 in PR-- opens at its designated altitude, but the drop calculation is still off. Close, but definitely short, enough to miss and not kill a row of BTRs. LastMissionTrack.trk
  11. At present, when one creates a mission, every airfield is set to unlimited planes, fuel and munitions. It would be great if some or all of the following, or variations on them, were possible: A "copy to all" button in addition to the "copy to <airfield>" interface we currently have, or "ALL" being an option in that list Ships and FARPs / helipads appearing in said list The ability to set a default setting for warehouse bits in the editor, e.g.: unlimited supplies on / off, starting quantities, so when you first create a mission all the warehouses have those options and numbers preset Slightly wider scope, unifying the naming conventions for munitions for scripting would be great. Some weapons have one name in the editor, another name in the resources panel in-mission, and a tangentially related _unique_resource_name in scripts. For example, the GAR-8 in-game is referred to as the AIM-9B in the mission editor, and from what I've found has no URN, just a wsType of {4,4,7,265}. Thanks!
  12. Hokay, confirmed it works fine when no mods are active. Also seems Hercules (6.8.2) and Blackhawk are fine. That means the culprit is one of the following: A-4E-C F-22A VSN F14A / F14B / F15E / F35 Herc and Hawk are the only ones I use in my campaign so that was the priority for me to give the all-clear to - maybe someone else can clarify which of the others might be doing it? EDIT: Or Ripcord can see which of those he also had active maybe? Regardless, the Hornet itself seems to be A-OK BigNewy, thanks for checking.
  13. These are all from the server machine - not tried a clean run yet, hunting for volunteers. First two are full Retribution missions, the last three are from our testing today. The server itself has just the Hercules installed, but the client that caused the crash had multiple others, so will see what we can find out with a clean test and incrementally adding the mods back. Hampered by the fact that I don't own the Hornet myself dcs.log-20240108-214403.zip dcs.log-20240109-133345.zip dcs.log-20240109-134203.zip dcs.log-20240109-134852.zip dcs.log-20240101-214015.zip
  14. Thanks BN, just added videos too.
  15. Seems confirmed, just ran a test on a blank mission, both A2G and Air To Air causing it. I was in the spectator slot so could see when the server crashed. Seems to be as Ripcord says, you get sound on the initial burst, no sound on the second and the game crashes. Tracks and videos attached. strafe-20240109-133202.trk strafe-20240109-133834.trk strafe-20240109-134713.trk
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