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CapnCoke

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About CapnCoke

  • Birthday July 2

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  • Flight Simulators
    DCS, IL2 1942, IL2 BoS

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  1. No worries, I did a quick mission recently. Attached trackfile. You'll notice the flicker a minute in after I turn on my shkval and also during the attack runs. Seems to happen in certain weather conditions (Cloudy less sunlight?) and my aircraft direction. shkvalflicker.trk
  2. Hi Flappie, I decided to revisit the KA50 and played the Georgian oil war campaign and its pretty common since most of the missions are in cloudy low light conditions. If using BSIII, might need to download the ported BSII campaign here https://www.digitalcombatsimulator.com/en/files/3328052/
  3. Hi, it seems the last F-15E update broke the replays with the new auto bomb ASL bug. I'll upload new replays when I can.
  4. Attached track replays. Also attached fix for fuel leakage smoke and fire smoke. Increased them to 10,000 meters. (Please note that if you are not a dev and want to test the fix, place folder in mod manager or backup your files as this is not IC safe). This should fix the common engine fire smoke damage (1st example OP posted and my example) and fuel leakage damage(2nd example OP posted) since those two are very important for spotting and target prioritization for WW2/Cold war era combat. Before fix After fix Engine fire smoke bug.trk Smoke visibility bug fix.zip
  5. I am not sure whether this change was intentional or a bug. I recall being able to see aircraft with fuel leak or engine smoke from afar. Today I was doing a Ka-50 mission with an ai wingman and I saw my wingman behaving weirdly. I went to external view to spectate him and I zoomed in and I realized he was damaged. If I zoom out more than 500 meters then there's no fuel leak so I wasn't able to tell when I was in my cockpit. I tested with ST version to avoid any known bugs related to particle effects with MT. I've identified two files that controls this effect in Config/Effects/ParticleSystem2/speedfireandsmoke.lua and fuelleakage.lua. First file is speedfireandsmoke.lua and the weird part about it is that engine fire visibility is at 10,000 meters, while the smoke is at 500 meters. This produces a weird effect when spectating an aircraft with engine fire because zooming out more than 500 meters causes the smoke to disappear. The fuelleakege.lua also has its distance set at 500 meters. I feel like if engine fire visibility is set to 10,000 meters, then engine smoke should be set at 10,000 meters since those two effects work in tandem to produce an engine fire failure. The same should be for fuel leakage. Due to changes with IC, editing those will cause a pure client check fail.
  6. That is strange, it works fine for me. Are you getting the same error as above?
  7. Tested GBU-24 and GBU-10. No splash damage scripts, only visual mods/texture mods (Tested again with vanilla DCS and still same issue). Really large kill radius for live parked planes including planes in bunker. However, this doesn't happen when using parked planes as static objects, it is actually pretty weak against it (requires direct hit with gbu24 or gbu10 for both vanilla or splash damage script just to destroy one or two parked plane). Tested with F/A-18C to check if the bug is related to F-15E but same results. Have not tested single threaded version of the game. Attached two track files with gbu-24 test and gbu-10 test. GBU-24 GBU-10 same impact location, only 4 parked migs destroyed. gbu24bug.miz_26062023_20-14.trk gbu24buggbu10test.miz_26062023_20-14.trk
  8. Just happened to me today while doing reservoir fight mission. Had to switch to front seat and set acquisition to PHS to fix it.
  9. It seems the steam catapult vapor behavior in MT is broken. I uploaded comparison picture between ST and MT version of the game. Also, I included extra screenshots with steamcatapult.lua modified to exaggerate the vapor effects to better show the issue. Single Threaded Version: Before Launch - Catapult pressurizing showing little vapor seeping out from the beginning of the rail towards the end as intended. Difficult to distinguish in screenshot so check the modded screenshot. After Launch - More vapor density and expansion (Screenshot below). After a bit, it dissipates and clears as intended (Not included in screenshot). Modded steam catapult vapor - Exaggerated vapor shows behaviour working as intended Multithreaded Version Before Launch - Vapor seems to end halfway on the rail. Added blue marker line to show where it ends. Check the modded screenshot. After Launch - No change in vapor density. Still ends halfway. Also, smoke does not dissipate. Modded steam catapult vapor - Clearly can see where vapor ends. Also, no difference in density before launch and after launch. Third screenshot shows vapor still there couple mins after launch. Before Launch After Launch Vapor not dissipating and is permanent throughout the mission.
  10. I did the mission again to record a track (I think it's Saipan strike in Marianas) and didn't encounter the bug this time. It happened twice in a row from my last session which made me end up in this thread. I'll record a track next time if it happens.
  11. George Interface keys don't work except short left and short right. After switching to front seat and setting acq to PHS, George works normally.
  12. Doesn't seem to be fixed yet after updates.
  13. It's a hit and miss for VR users. It really depends on your situation, your hardware and your VR settings. Some VR users don't have issues with visibility and using the mod can make it worse and breaks immersion by making dots pretty big. Regarding your concern about element of surprise, it reduces visible dots to around 14 miles (but opaque) instead of the default 40 miles. If you seem to have trouble spotting incoming contacts around 3-5 miles then you can give it a try. If it doesn't look right, you can modify the mod as some users did.
  14. The commentator was wearing the headset and spotted the plane and said "I can already see the a10". If that and my experience on VR is not enough then honestly I don't know what to say.
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