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lester

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  • Flight Simulators
    DCS
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    NJ, USA
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    Flight sims
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    Doing only pointless things

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  1. This particular MP server dynamically "activates"/"deactivates" SA-11 sites when you are at the specific range so that they suddenly pop-up out of nowhere: maybe that affected it somehow, not sure. I honestly doubt it was desync because I immediately got RWR warning from Patriot launching at me before being splashed by SA-11.
  2. Also tried 3 times offline and wasn't able to reproduce. Might as well be a server-specific thing ofc.
  3. Is optical guidance mode for SA-11 simulated in DCS? I'm pretty sure I was rather far looking at the TacView: ~25nm launch, ~19nm hit in one case, 23 nm launch, 18 nm hit in another. Thank you for checking, I was also going to test offline. Unfortunately it doesn't seem to be easily reproducible: even in the same very MP mission I had no issues with RWR warnings for SA-11 tracking and launching at me earlier.
  4. Hornet has really nice SP mode. It also has SLAM(-ER)s, JSOW AGM-154C, Harpoons, better radar, more information in JHMCS, one more MFD (DDI) and AoA limit is two times of the Viper. I like both. Both are great planes.
  5. Hey, I don't know how to reproduce it and also can't provide track file as it was on MP server, so I'm not going to post it in the Bugs section and I only flew Viper recently, that's why I'm posting it here. 3 times over last several days I got nothing on my RWR when SA-11 launched at me. But most of the times I did. In the last case today I got RWR notification about Patriot that was launching at me immediately, but nothing for SA-11 that launched and was tracking earlier(see screenshot from the TacView). I specifically checked in advance that my RWR is turned on and I'm pretty sure it's not RWR blind spot at this angle. It doesn't happen all the times though as I had no issues with RWR warnings for SA-11 locking and launching at me earlier during the same session on the same server. I remember there was an issue with SA-11 not giving RWR warnings recently, but it was fixed (in June). So, my question is: did anyone observed this too? Thanks null
  6. @BIGNEWY I know that SLAM-ER thread was locked and the issue has been taken into work, just wanted to link the message above ^ with track recorded in SP reproducing it (still present on 2.9.11.4686 MT) in case it's needed for testing.
  7. Более детальное объяснение изменений от тестера поступило (англ):
  8. Now that's an explanation! Thank you very much for your time writing this, now it's clear as day. Well, a bit different perspective, don't you think?
  9. Thank you for reply. I watched the video before, but I did miss this part: Which I believe confirms what you wrote above: Axis Tuning dead zone setting is only effective when Pitch/Roll Axis Force Stick Gradient is set to OFF. Also I didn't touch Special Options after the update at all and I had Pitch/Roll Axis Force Stick Gradient set to ON which is NOT recommended setting for traditional self-centering stick that I have. So based on recommendations I in fact should have touched Special Options and set Pitch/Roll Axis Force Stick Gradient to OFF. Now I wrote already that I got used to previous behavior (which was optimized for force sensing sticks) so much that I feel uncomfortable with Pitch/Roll Axis Force Stick Gradient set to OFF (linear gradient) specifically during AAR so I prefer to have it set to ON even with my traditional self-centering stick. Another thing in my post relates to this comment from ED Closed Beta tester: Behavior with these specific settings doesn't exactly match the one I experienced before this change (again during AAR), might be subjective ofc.
  10. Yeah, I'd also be interested to know. I had deadzone set to 4 in the traditional Axis Tune settings for both Pitch and Roll. Now with the Gradients on (tried to turn them off and quickly realized it's not for me despite I have traditional self-centering, spring-loaded stick - due to years of practice with the old scheme I think) and Deadzone values maxed out in the Special settings (which and according to the post above should give me the previous behavior) I feel it's still different from what I used to feel before (need more input in the Pitch axis during AAR for example), with Deadzone values set to 0 it's also different (too sensitive for me). I found it when I have Deadzones set to ~ middle values (2.25 pitch and 3 roll) to be closer to what I got used to. If "The higher value counts" were true that might have explained it (as both values are less than my old deadzone setting of 4 in the Axis Tune panel), but on the other hand there shouldn't have been any difference when both Deadzones set to 0 I definitely feel it's much more sensitive though.
  11. Hey. I don't have any anti-virus software (besides default Windows Defender) if that's what you meant by AV. I did upload the log, it's attached to the post I linked (I can't upload it 2 times).
  12. Got game crash associated with WeaponBlocks.dll flying Viper on Sinai map. zip file with crash log (but with track excluded, it's too heavy as it's from MP mission, I sent it to ED right after crash though) is linked in this post (moderators feel free to delete it as it's in a wrong thread it seems):
  13. Also got game crash associated with WeaponBlocks.dll flying Viper. Added zip file with crash log (but with track excluded, it's too heavy as it's from MP mission, I sent it to ED right after crash though) dcs.log-20241229-034804.zip
  14. I second that. SLAM-ER just go straight when intermediate steerpoints (as waypoints) are present (also was on MP server). As if they are unable to turn. It's unfortunate that such a powerful weapon in the Hornet inventory is broken for such a long time.
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