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REPTAR

ED Beta Testers
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About REPTAR

  • Birthday December 12

Personal Information

  • Flight Simulators
    DCS
  • Location
    Canada
  • Interests
    Electro Optical Systems & long walks along the beach

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  1. The original post here is about the laser energy specifically stopping at 9999 meters in DCS world. This isn't being simulated correctly, and that is the issue being brought up by the OP.
  2. Good find! Glad I'm not the only one who thought it was a little odd that the laser beam magically stopped at exactly 9999 meters
  3. Yea, we had similar results in SP, and even the same when I hosted the server directly from my client. Very accurate hellfires on targets moving at various speeds. Issue really only seems to come up when a dedicated server is involved for some reason. Thank you for taking the time to investigate this!
  4. server-20220402-180138.trk Server side track for those interested and subsequently where the CPG video clip above was captured from. We observed some interesting flight behavior from the missiles on their way to targets, as well the server seemed to display desync of where the missile impacted vs the hit/kill event on the target in some cases. Hopefully this will shed some light here. Oddly this only seems to be happening in a dedicated server environment, and is exacerbated on large multiplayer servers with a lot of clients such as Rotorheads, DDCS, etc.
  5. Clip from our MP test session. This was conducted on a dedicated server where @NeMoGashad about a 90ms ping as the pilot. We have high hit probability when not using a dedicated server setup and just playing from the host (as well, you can see the heads moving in the cockpit, not sure if that is related somehow? Seems to have a better sync state) https://streamable.com/d7jlrv
  6. My friends and I have also observed this during some preliminary testing, however it does seem to be isolated to dedicated MP servers. I'll see if we can provide some track file examples later today. It appears as though the Hellfires land either short or long of a moving target in dedicated servers regardless of human CPG or George AI.
  7. Can confirm, 10/10 would light on fire and drive around again.
  8. Big +1 for this. Especially if it could apply to dynamically spawned units.
  9. This would be a welcomed QOL feature for many competitive servers I'm sure!
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