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Everything posted by NineLine
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DCS: CH-47F Taxi and Takeoff (COMING SOON)
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I think it's simply because the team is focused on more important systems and features right now, having a deeper system experience would be fun for many, I think combat systems and such are leading in priority right now.
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I know we have talked about localized weather, how or what that would look like I am unsure right now.
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The pages are present. We may add further functionality, later after early access, but a very low priority and not in current planning. Thanks
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Ground AI Waypoint and Pathing issues
NineLine replied to WirtsLegs's topic in Ground AI Bugs (Non-Combined Arms)
2 & 4 are reported already, I will look at the rest soon. -
This already happens. On the other things, we are currently working on fog layers once that is complete we will see what the team has in store next for weather.
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Our test team are volunteers so they are customers the same as you. They deserve to be treated with respect as do you. If they ask for a track it's because they are required to. 90% of the time it's better to get a track from the person experiencing the issue. The other 10% of the time it's still better to get a track from the person with the issue. At the end of the day, our team is instructing and requiring them to get the track from you. I am aware there are issues with some training missions and we are looking into it, regardless, please give constructive and mature feedback, if you are feeling frustrated step back from the computer for a break, as well see my signature below for a link on how to properly report bugs. Thanks. Posts are hidden by ED Team, they are hidden based on the forum rules clearly shared at the top of the forums. If you have questions about how a post was removed, please send a DM to me or BIGNEWY. Last thing, this is not a bug thread, if you have a bug you need to create a thread in the appropriate section with the appropriate info. I am closing this thread now. If you have an issue please post a new thread.
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So I replied late last night I should expand. The mission is set up to have 4 groups form up from 2 different airfields. 1 Group has you as a pilot, so these groups are set up to follow one lead unit which is all AI. In that time, travel to waypoint 1 is 29nm away at 12000 feet. The distance to 20,000 feet can be done in 10 minutes roughly at normal power. But the mission is asking for a distance of 10 minutes, to nearly half that altitude, limited to a set speed which I feel is slower for the rate of climb they are expected, and again asking 3 AI groups and 1 Player group to form up before this. COnsider the AI in the formation, if the lead is set to a set speed, the other AI in that group may have to slow or speed up to maintain, if its very restrictive (and in this case slower than it needs to be) the AI will struggle to maintain. The AI is AI, an all-player-controlled group could think about this, form up and then climb, but the AI is being told to do it all at once. It would make more sense to set up a more up WP after take off, then allow a proper climb speed either for the requested altitude, I feel that 12000 feet, could be a little faster. In WWII missions I usually set up an orbit to allow some sort of time to allow all aircraft to get airborne and then form up somewhat. You can set an orbit until a set time or condition. Once this is met, then sending them on their way ends up working better.
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Is this your mission if I may ask? The reason why I ask is that from take-off to WP1 the speed is set to 157kn, this is much too slow so you have the AI trying to fly slower than expected, but also keep up with their own formation, and then follow others. The AI will 'cheat' a little to hold formation, but it looks and feels worse when they are flying outside normal limits. Try increasing the speed to WP1. I suggest increasing this to achieve the altitude you have set at WP.
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Just an update, I am waiting on an answer from the AI guys on this to see if it was intended or not. The current solution to this right now is to add another AI push to change RTB on Bingo fuel to 'AAR REFUEL or RTB' and I think keep the 'Refueling' AI push to make sure the AI doesn't RTB. Right now "No RTB on Bingo" is setting refuel from any source to 'off' so the AI will not attempt to refuel anywhere. This being 'off' you need to turn it on when you want the AI to refuel and at a time you want them to. "AAR REFUEL or RTB" turns the refuelling back 'on' and they will refuel from the closest source, having 'Refueling' there ensures they will head to the tanker.
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Just checked, already reported, thanks!
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Thanks I will pass along to the team soon.
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So I checked in our Dev build in the next release candidate and it worked fine, I did verify its not working in the release version so I am guessing its fixed internally. I will leave this open and you can report back after the next release either way. Thanks!
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I think its ok to post all your favorite personal creations within reason.
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I have restored the image, troll might have been a little harsh, but understand we a looking for the best screenshots, not so much comedic ones.
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I understand this is an old report, but are you still seeing issues, and can you give me an idea which controls you are seeing issues with if you still are? Thanks!
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Is there still an issue here? Looks like its resolved?
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Added a new section to the FAQ: What does Early Access, Features and such mean for Terrain and how does it compare to Aircraft modules? (ADDED) We have noticed some confusion on what Early Access means for a terrain, especially one being sold with the possibility of owning only 1 or 2 parts. Features on a Terrain can be described as things like Airfields, Cities, POI's and such. Saying the SW portion is mostly feature complete it's for these types of objects and areas. What it doesn't mean is that those areas are necessarily done in layout or textures, all these things can change during Early Access. This also goes for textures, for example, some have pointed out areas where highly detailed abruptly bump up against low detailed areas. Even in the SW regions, this is still very much WIP. The challenge of doing a huge map like this is maintaining a reasonable size and performance. The idea here is to get the most out of the high-detail areas for all 3 areas, then go back and see how much we can push those medium-detail areas you would see between High and Low areas. If we were to complete the SW area before the others and push it to max levels before the other 2 areas were in, we run the risk of having an unmanageable sized map, or one with poor performance, and would require us to go back and pull some detail out. This is a very new way of doing a map, along with one of the biggest and most detailed maps to date, there will be some growing pains and it will look rough in places at times. We appreciate all those who are willing to continue on this EA with us, and we look forward to all your feedback and reports on the map!
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And that is ok, we know Early Access isn't always for everyone. No one will be mad or disappointed if you want to wait longer. We appreciate all opinions on this.