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Floyd1212

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  1. (I performed a Repair of DCS, and removed all aircraft and tech mods from my saved games folder before launching DCS and recording this track.) I created a simple mission with a few units in front of a hot-start aircraft. These issues were also observed in a cold-start scenario, and in both SP and MP. BUG: The movement of the TADS is now jerky and erratic depending on zoom level. OBSERVE: Throughout the 3 minute track you can see me telling George to find targets and then I cycle through them in the list. When using FLIR and at the Wide zoom level, his motion is extremely abrupt with a quick oscillation back and forth when he gets to the target. He used to be much smother with his panning and scanning, and would do a pretty good job hitting center of mass when left in FLIR Wide. When you zoom to other FOV levels, he seems to be more natural. After switching him to DTV, he scans fine in Wide, but when I set him to Medium he freaks out and jiggles around all over the target. Moving to Narrow and Zoom FOV and he seems back to normal. A few times I would zoom in to show where he has picked up the IAT on the vehicle out toward the bumper or some other extremity of the vehicle. This appears to be a new bug introduced in 2.9.14.8222 as this was all working much better prior to that. Jerky TADS.trk
  2. My previous posting of multiple bugs was moved and locked, so let's try this again, one at a time. (As suggested in the locked thread, I performed a Repair of DCS, and removed all aircraft and tech mods from my saved games folder before launching DCS and recording this track.) I created a simple mission with a few units in front of a hot-start aircraft. These issues were also observed in a cold-start scenario, and in both SP and MP. BUG: The Cued LOS Reticle does not track the Acquisition Source when FCR is the active Sight. OBSERVE: At 04:00:22 I set the FCR as the active sight. The CLOSR jumps to a position above the Head Tracker diamond. I then switch back to HMD and the CLOSR returns to normal. I again set my sight to FCR and the problem returns. At 04:00:56 I command George to find targets as I have HMD as my sight. He switches between targets as I select them form the list. Then I set my sight to FCR and the CLOSR no longer tracks the movement of the TADS. You do see it jiggle around a bit as he is switching between targets. This appears to be a new bug introduced in 2.9.14.8222 as this was working fine prior to that. FCR and Cued LOS Reticle.trk
  3. They were originally observed in MP (with George in the front seat), then the track was produced in SP. So, both.
  4. The update brought us some improved behavior for Position Hold; thank you for that. But unfortunately, there were many new bugs introduced. Attached is a short track file that demonstrates several of them in one flight. I honestly can't understand how some of these were not noticed during testing. It took us about 2 minutes of flying to come across the first bug described below. Or maybe these are known issues, and weren't mentioned in the patch notes as such? In the track I get things armed up and ready to go, and head out to the target range. (Apologies for the zoomed out POV for the flight out, the track didn't pick up my normal zoom level when I came out of the snap view.) 13:21:50 - On the way to the range I set the FCR as my active Sight. You will notice the Cued LOS Reticle jumps to a position above the Head Tracker diamond and stays there. My ACQ is TADS, and I bring up George and command him to slave to my LOS several times, but the Cued LOS Reticle jumps a bit, but essentially stays locked straight ahead. 13:22:46 - I change my Sight to HMD and the Cued LOS Reticle behaves normally again, following where George is looking with the TADS. However, George's movement with the TADS is extremely jerky. He slews it around while I select targets way too quickly now, and locks onto targets prematurely. I used to think he was too slow to establish a track, but this is not the solution either. 13:23:13 I change the TADS to DTV and zoom it in one step to Medium FOV, and George goes crazy with the TADS, twitching around wildly in the vicinity of the target. I step in and out through the zoom levels and repeat the behavior. It doesn't seem to happen when he is left on FLIR. 13:23:45 For the remainder of the flight I target a few different vehicles to demonstrate how George is very inconsistent with getting a good IAT lock on a static target. He was doing so much better prior to this patch. Now, sometimes he gets the center of mass, other times he barely catches a bumper or corner of the vehicle. While flying earlier tonight with my group, we were missing many targets with Kilos because he was not lasing the center of mass. We also experienced many instances tonight of George not firing the gun, or even not rifling missiles when we felt he should have been able to without issue. I don't have those saved in a track, but maybe someone else does and can contribute. Can we roll back the Apache to where we were prior to this patch? Honestly, the improvement in the Position Hold is nice, but not worth the new issues that my group was experiencing tonight, some of which are demonstrated above. It is very frustrating right now to fly with FCR going, and trying to use George. And one final thing we noticed, which did give us a bit of a chuckle... New Bugs.trk EDIT: Sorry, meant to post in the Bugs forum. Feel free to move it there.
  5. I've actually found that when left in FLIR he does a better job targeting the center of mass of the unit. I often switch him to DTV after he has the lock, just so I can get a better look for myself. Not sure why that would be, but just an observation.
  6. When doing mission editing and using the ALT map to see the terrain, the contour lines do not have enough contrast to be visible in some terrain types. Please consider using a different color with more contrast.
  7. This is what mine looks like for comparison. I was basically interested that you were also calling them LEFT_MFCD and RIGHT_MFCD like I am, and it looks like you are. This seems to work for me. The only other thing I noticed is mine are defined above the Viewports definition, and yours are defined within Viewports. Not sure if that makes a difference.
  8. Mine is located at: "C:\Users\username\Saved Games\DCS.openbeta\Config\MonitorSetup\CustomMonitor.lua" (I think the filename could be anything you defined it as, not necessarily as shown above, but should be at that path location, or similar.)
  9. What does your active monitor.lua look like?
  10. In your Monitor.lua file that defines the exports, you are using "LEFT_MFCD" and "RIGHT_MFCD"? Those are the generic names that will automatically switch with the seats. When the Apache was first released, there was a distinction between the PLT and CPG displays, but then they combined them so they would work properly. Maybe you are using an old profile? Edit: It looks like the profile you linked to is current, so it must be something else.
  11. You are saying that when you are in the back seat, you get the displays from the front seat, and if you move to the front seat, the displays automatically change to show the back-seater’s MPDs? I don’t use that profile you linked, but I am not seeing that issue here. The display exports follow based on the seat I am occupying.
  12. Well, I was wrong. After you select PNVS as your NVS mode, it does give the TADS back to George, but you still can't select it as your ACQ. Even after hopping in the front and changing the sight to HMD and back to TADS, it is still unavailable as ACQ in the back.
  13. I’ll download the track and take a look, but my guess is that once you “steal” the TADS from George, he doesn’t reselect it as his Sight when you give it up again. So with TADS not being active as a Sight, you can’t use it as an ACQ. If you jump in the front seat and select TADS for George again, I bet it will be back to normal.
  14. Please post a track file so we can take a look at what's going on. Like most people, PNVS on in the back seat with TADS as my ACQ is pretty much standard for any night flying I do.
  15. I think his question was answered above…
  16. I was able to get what I wanted with a DO SCRIPT and a little Mist, but I would still like to know if this is possible with triggers in the ME or if this is a bug.
  17. I'm trying to get a soldier to patrol an area, and when all hell breaks loose (a specific group takes damage), have him run to a specific point (his AAA gun). I have 4 waypoints setup for his walking route, with speed 4 kph, and a 5th waypoint set at his vehicle with speed of 14 kph. When he gets to WP4, I have an Advanced Waypoint Action for him to go to WP1. I also have a Triggered Action set for him to go to WP5. When I trigger the Triggered Action, he does start heading to his vehicle, but he maintains a walking pace, instead of the running pace specified for that waypoint. Am I doing something wrong, or is this just bugged? Is there an easier way to achieve what I am trying to do? I can't imagine I am the first person to want guys patrolling a compound to actually react to things blowing up around them in some meaningful fashion...
  18. LOC: 37 S BU 5989 5231 (Syria, approx. 40km NE of Rene Mouawad) HDG: 261 Great area for helo ops.
  19. The AT-11 Sniper normally generates a missile warning on the CMWS, but on occasion I have seen the CMWS fail to notify in some situations.
  20. Yeah, it's a little janky, but you can get your exported displays to dim down a bit for night missions that way. You don't need to bind anything, just use your mouse to adjust the knobs on each MPD in the cockpit and see the results.
  21. From what I gather from being shot at many times: Laser "tracking" is when an enemy unit is painting you with their laser prior to launching. You would take this as a warning to get the hell out of there, as an ATGM is likely to follow. Laser "beaming" is when the missile is in the air, and is riding the beam toward you. So it's the same vehicles that you are used to lasing you, they have just proceeded to launch on you.
  22. This post is talking about how to boost the brightness/gamma of the MFDs on a second monitor with exported displays. It doesn’t sound like you are using a second monitor. You can certainly use ReShade to enhance the visuals of your game, but you won’t be able to isolate the MFD screens with a UI Mask, unless they are exported to a static location, typically on another monitor.
  23. Thanks for the instructions; that helps a lot. I'll give it a go and see what I can do.
  24. Thanks for the reply. I see the option for UNCONTROLLED, but what trigger action is used to get it activated?
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