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NineLine

ED Team
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Everything posted by NineLine

  1. MiG-15 is reported already, I tried the MiG-21 tonight vs a couple of different aircraft and saw no real issue but If you have examples I am happy to take a look (please make a separate report in the AI Aircraft section) for the other aircraft again we need reports with tracks, I will try to check soon, but if you see weird things please save a track and post it to the forums. I would love to have the GFM but it's nothing like anyone has done for AI aircraft to date, its proved very challenging and very work-intensive. Because of this, it's important to have any and all bug reports on current AI behaviour.
  2. The MiG-15 has already been reported. In the future, please include a track for an example of issues seen. Thanks!
  3. We have much of this already though, when you are pulling high Gs you will have changes in breathing, we did have structural stress noises, but they are hard to hear with loud engine noises.
  4. As with @rob10 above I did not see an issue when I tried it in a MP server. Sadly the track would not play back and just crashed. If you continue to have troubles maybe make a short video of what you are doing, or ask on the server if anyone else is having that same issue on that server or mission. I'll leave this open for more information. Thanks!
  5. Where are you being ignored? I believe the fix for this is coupled with the next update and additions to the SC, but I have asked the team.
  6. Hi, do you have a track of this? We do have some new updates for the SC coming soon, but not sure if this is known or being addressed. I will flag with the team, but remember tracks are important, even MP issues.
  7. Unless a JPF fuze, making fuze setting in the cockpit does not change any fuze setting on the actual bomb, It only lets the weapon computer set ballistics and indications to match the actual fuze settings on the bomb. As such, the player needs to make sure that the fuze settings from the ME or re-arm window match those on the SMS/Stores page.
  8. Well, I can create different scenarios that the AI shouldn't see and most times they do not see. I have reported a while back about trees not blocking AI well enough but buildings that I have seen block view and night is pretty decent at hiding from AI unless you are lit up, etc. If you can at least describe the scenario, map, units etc I can recreate and test myself. The reason a track works best is that the mission could have something affecting the AI as well, although I totally understand the track size issues. ANother option is reaching out to the Server owner and telling them what they saw and have them make sure there is nothing off in the mission and if not see if they will reach out to me as well.
  9. Thanks both, I will review over the weekend and report as required. And I apologize @Vortexstate, I did not connect the DIscord account with you. I had reported the other issues already that you sent. As I am aware they are already passed on to the 3D artist.
  10. When we ask people to report bugs we ask them to include info or evidence. I am pretty confident our 3D artists worked from many sources including photos, and they also told me that the SMEs were happy with the results, I am not saying you are wrong but if you feel strongly about these issues you are welcome to share info showing its wrong and I will be happy to report it. You also said you sent me images via DM but I see nothing from you. Thanks.
  11. If you can show me examples of AI seeing through buildings I will check. This was fixed long ago and in my tests buildings are blocking AI. Trees are an issue and reported, but also it really depends on what sensors the AI has, how much cover you are actually under, etc.
  12. DId you see this answer? Or was this what you were referencing that was over your head?
  13. Ok, I think you found a bug but not the one you think you found. So if you look at the Pagan Convoy unit is set to 'On Road' but the path is not snapping to that road. That seems like an issue. When I change all the waypoints for that unit to 'Off Road' it proceeds as expected ( I also removed the 'Group AI On' Trigger as I don't think that is needed. Will investigated the roads there and report as needed. Thanks!
  14. Can you show real world info or data to back up your claims, if I ask Mover how many ribs are on the hose I may be blocked. Thanks.
  15. Thanks! I will take a look soon.
  16. You dont need to keep updating us on this, we know that some are waiting for more info, and when we have it we will share it, thanks.
  17. It was reviewed by SME's and they were quite happy with it.
  18. Guys when you see things like this, save a track and submit it, the more user tracks I can throw at the team the better. It all helps. Thanks.
  19. Before, only Mav was bore sighted with airborne start. Now, both are bore sighed if started in air, runway, or hot on ramp.
  20. This was not related to the one being developed now, this thread is no longer valid. I will lock this now.
  21. I appreciate your enthusiasm for seeing DCS do better and have more, but I am not sure you totally understand everything that goes into DCS. While I get better-supported modding would be wonderful, people already create incredible mods based on what they have, to suggest that we give away all our information and everything that makes DCS unique and popular would do more harm than good. These mod creators are more than welcome to approach us and look at ways they can grow or expand their mods but agreements must be signed for anything beyond that. At the end of the day, DCS is a product and a very niche one at that. Making it so everything can be done freely with no form of QA would not make things better, at least not long term. DCS is not a template program, you don't just have a template and plug in the numbers, it's well beyond this. So while I want to see modding support grow, it has to be balanced with what best supports DCS overall and continues to fund its development. Maps are a whole other beast, and suggesting that Vietnam or Korea would be done now if we just released the tools, sure might be true, but most certainly these maps would be unplayable as we have stated there are technical hurdles to jump to get to the point of maps with so much vegetation and different geographical features. It's just not so simple. Nobody wants development to proceed faster than we do at ED, but it's not always as simple as throwing more people at it. Thanks
  22. This is reported, so closed. Thanks.
  23. I am sure RAZBAM will work to find someone else once everything is sorted, it sounds like he was planning on leaving for a little while so they may already have a plan in place. I know this doesn't answer much here but this is the best I have for now. Sorry. Once things get back to normal and if there is an issue we can revisit, you can ping me or DM me as we can address then. Thanks.
  24. COMING SOON In this DCS video, I’ll be discussing new fuzing options coming to several DCS aircraft like the Viper, F/A-18C, and the A-10C II. The new fuzing options allow you select specific nose and tail fuzes for general purpose bombs, laser-guided bombs, INS/GPS-guided bombs, and canister munitions. The new feature also allows you to set the fuze parameters. This can be done from either the Mission Editor, Re-Arm/Refuel Window, and later the DTC payload editor in the Mission Planner for single- and multi-player. In this example, we’ll look at the new fuze option regarding the Viper. From the mission editor, we’ll select the Payload window. Let’s first look at general purpose and GPS-guided bombs and load some Mk-82s. In the top left corner of the station, click on the little triangle to edit the fuze settings. For the nose fuze, we have options for a mechanical M904 crush fuze, DSU-33 airburst fuze, or a plug with options. The arming delay determines how long it will take the bomb to arm in seconds once released from the jet and the function delay determines the delay in seconds or hours that the bomb will detonate after fuze initiation. When selecting the DSU-33, the mean airburst height in feet can be set. Tail fuze options include the FMU-152 Joint Programable Fuze (JPF) that can be programmed from the cockpit, the FMU-139 electro-mechanical fuze, the M904, and plugs. Some bombs will also have an FMU-143 tail fuze option. The 143 is designed for delayed weapon penetration tasks. It’s important to note that except for the FMU-152 JPF, all other fuzes must be set while on the ground, they cannot be altered once airborne. All you can do airborne is make sure the fuze settings in the Stores pages for the F/A-18C and A-10C II and the SMS page for the F-16C match the actual bomb fuze settings. From the window, you can also select the external appearance of the bomb to match USAF or USN standards. We’ll now select Precision Attack payloads and select a GBU-24 laser-guided bomb. Note that because the nose is occupied by the laser-guidance seeker, there is no nose fuze option. You just set the bomb fuze settings based on the tail fuze, in this case, the JPF, 139, and the 143. This window also allows you to program the laser-PRF code that the bomb will be looking for. Again, you cannot program this from the cockpit, only the laser-PRF that the targeting pod will be looking for. In addition to setting fuze options from the Mission Editor, we can also do in-mission from the Arming and Refueling window. Press Left Alt and ‘ to bring up the window. Just like in the Mission Editor, click on the small, yellow triangle on store window. This time, we’ll look at canister munitions like the CBU-105 WCMD, but this also applies to other weapons like the Rockeye and CBU series. There is no nose and tail fuze choices, but you can select the airburst delay time in seconds and the altitude in feet that the canister will open. Further, the revolutions per minute that the canister will spin can be set. The greater the airburst altitude and spin rate, the greater the coverage area the submunitions will spread. However, note that the coverage will be less dense resulting in a lower percentage of hits. This is the first big step in the improved fuze system. Next steps are revisiting the explosion visual effects, particularly for airburst explosions, the damage effect for airburst detonations, and the new fragmentation model.
  25. NineLine

    DCS: Mig-23

    Early Access is purely by choice, you have your choice, and others have theirs. You don't haver to buy... you can wait... it's so simple.
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