Kreutzberg
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GBU-8 and TV weapons do not release after long mission
Kreutzberg replied to Kreutzberg's topic in Bugs & Problems
The track does show the weapons not releasing (and you can see me mashing the bomb release button). Interestingly, the bombs never release in the track, even though I eventually got them to do so in the actual mission as described. I don't know if that would make it more or less useful, but I'd be happy to provide it if helpful. Alternatively, you could probably reproduce it in-house by flying that mission. Quite a few seem to report the same thing. -
Thinking the issue may have been patched, I tried the full mission again and got the same bug. I saved the track, and posted it here for Heatblur: Anyone with additional data, please feel free to contribute!
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The last mission (#11) of the Red Flag 81-2 campaign uses the GBU-8 HOBOS. The mission is quite complex. When making the attack run, I have been unable to get the GBU-8 to release from the aircraft. It locks onto targets as expected, but does not release. Several other players have had the same issue as described here: I've attempted to reproduce the issue in a smaller scale environment. However, air starts, hot starts and cold starts in other situations do not reproduce it. Even starting Mission 11 of the campaign and immediately launching the bombs after takeoff (with the full startup procedure in the campaign) works normally. When I did those tests, I figured the issue might have been corrected in a recent patch. However, I recently re-attempted the mission in full and got the same issue. Therefore, it may be something with a longer mission or something later in the mission or targets that is causing the bug. Of note, I was eventually able to get the bombs to drop by targeting different object, and after being hit by ground fire. It's possible that something in the object recognition isn't quite working or something of that nature. Normally, the bomb will release with a contrast lock on just about anything (even another aircraft), even if it can't actually hit it. I have a track file, but it is too large to post in the forum (because of the same complexity that likely causes the issue). If there's another way to get that track file to you, please let me know! Thanks!
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I completely agree that a toggle would be useful. I don't see it specifically mentioned, but the AH-64 Apache already has precisely this capability with an "IHADSS monocle visible" toggle box--it could be just like that.
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Thanks--we know it's not on your end! For what it's worth, I couldn't reproduce the issue today even on the campaign. It's possible that something's been fixed, as I did notice a slight change to some other things in the Phantom after the small patch.
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Thanks. I went to try to reproduce the issue with a cold start on a different mission and couldn't do it. There must be something else that's more subtle that's breaking in that mission. Without a track, I'm not sure HB will be able to figure it out, though, and I vaguely recall that tracks may not even work when using the Jester UI (which is basically necessary to start the plane).
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This issue apparently still persists even after the most recent patch, which addressed some Phantom things. I just had it today, but foolishly didn't save the track. Does anyone have one to post in the HB forum with a bug report and link to this thread? When I flew it today, Jester did call out as if I hit and I got full destruction and TOT points. Is that an interim solution because it's broken? Thanks.
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I've done quite a bit of practice with Shrikes. Looking at the mission again, my feeling is that the attack profile itself isn't that likely to get hits. The Shrike really needs to come in at a steep angle to have the best chance of hitting. A popup attack like in this scenario really needs to get pretty high to get a reasonable angle. I also agree that the Shrike is a fairly limited weapon! And that one real benefit of this campaign is that we can take a training lesson and progress.
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Thank you!
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I've also struggled to hit with Shrikes on this mission. I have been able to take out the SA-2 with guns, but have gotten killed by AAA to get close enough. The briefing makes it sound like success is not assured, so perhaps it's programmed to make the missiles unlikely to hit.
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Are the details of tanker location for each mission somewhere I'm missing? The briefing for the missions gives a callsign, but does not specify a location or altitude. Page 13 of the inflight guide has the general tanker tracks with locations levels and even A/A TACAN, but I'm not seeing a direct connection between the two. In Mission 2, for example, Texaco 6-1 is definitely in AR-641A. I used the inflight guide to find it using TACAN, but only after seeing that the tanker was in that sector. It was also at FL 240, and the guide says that the maximum altitude is 230. It's easy enough to figure it out with the F10 map, but is there a more immersive way to figure out the refueling plan of the day? By the way, the overall level of immersion in this one is outstanding. When there was a minor glitch in the aerial refueling that caused Jester to switch to the wrong frequency, I was able to address it by checking the guide for the tanker frequency and then dialing that in and taking command. Love the attention to detail!
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Carrier landing - game crash after hook catching
Kreutzberg replied to paura19's topic in Bugs and Problems
I'm getting the same thing. Here's my track file. Interestingly, even loading the track causes the same crash. Carrier landing CTD.trk -
F4U .50 cal machine gun damage and the Zero model
Kreutzberg replied to Kreutzberg's topic in F4U-1D
Definitely! I'm not sure DCS can do anything other than meters, but it would definitely be better to use the correct units. -
F4U .50 cal machine gun damage and the Zero model
Kreutzberg replied to Kreutzberg's topic in F4U-1D
Building on the topics described here, I noticed that I felt much closer than 400 yards when the 50 mil circle covers the wingtips. I set up something in the mission editor, and at 200 yards, the FW190 wingspan (34.5 feet) doesn't even quite cover the whole 50 mil circle. Doing the math, 1 mil is 3.6 inches at 100 yards, so 50 mils at 200 yards should be right at 30 feet. The reticle probably isn't quite perfectly sized yet, but the 50 mil inner circle is more like 200 yards and the 100 mil outer circle is more like 100 yards. All that highlights the need for some shorter convergence settings. As it stands now, something like a 150-200 meter convergence would be ideal. 150 meters is right about 500 feet as well. If the reticle gets a bit more accurate, I imagine 200 meters would be best, as that's very close to 200 yards. -
Big +1 for this. The Corsair's guns are very dependent on convergence.
