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Highwayman-Ed

ED Closed Beta Testers Team
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Everything posted by Highwayman-Ed

  1. I could have sworn that I stepped through the stations as I programmed them, but maybe I didn’t. I’ll give it a shot, thanks for the tip.
  2. I saw the same issue last night that's only occurred since the latest OB (2.5.6.50979). I had 4 GBU-38's all set up in PP mode (see the screenshot). Took off, flew to the target area, dropped the 1st bomb, and the remaining 3 that were programmed all lost their programming and had a cross through them. Upon opening their PP presets, they had no information at all, and everything was zeroed out. after re-programming them, the remaining 3 bombs dropped perfectly.
  3. It's been the same for me in VR in each and every one of the Open Beta builds for weeks now. The same with the glowing red light on the Hornets left wing...
  4. Super impressed with your work. This is the best mods for DCS by far, and I'll be damned if it isn't better than the damned Hawk that I paid for by a mile. 1 request, even if it's just a model file with no additional working parts, please give us a TA-4J :)
  5. Thanks for the review, certainly looks like a great piece of kit.
  6. You're absolutely right, this has not been an issue until recently, and it started occurring around about the same time that the AI started using too much Fuel. See the track files that I attached to the linked thread in the post above to see what I mean.
  7. Love the V-22, any way to get it to fold up for storage on the deck of the Tarawa?
  8. In anything but flat seas, the Armed Speedboats disappear under the water which makes them really difficult to see.
  9. It's related to Wind. Set the wind to 0 and they'll stay with you without issues. I added it to a report about Fuel usage where I found that the Players reported ground speed in the F-10 differs from that of the AI. If you set them to follow another AI aircraft (set the whole flight to Ai), they will work perfectly, but as soon as you tell them to follow a human into a headwind for example, all bets are off...
  10. Here's a quick couple of track files. The mission has an AI hornet being followed by a second AI hornet, flying True north, and a Human hornet being followed by an AI hornet, again, flying True north. Here there is no wind, and note that if you check the F10 map, all of the aircraft are flying at the same Ground Speed. https://1drv.ms/u/s!AjB8XCqYiep2geoSN2wJNtBBh84mKA?e=gLnggh With this version, I added a 40kt wind and you'll note a few things. The AI flight of 2 and the human hornet are reporting roughly the same Ground speed (~350kts), yet the human hornet is pulling away from the AI group. Secondly, the AI wingman following the human hornet is reporting a much higher speed trying to catch the human hornet which is reportedly flying slower, but it never catches up... It actually seems that this AI hornet is reporting the correct ground speed, and the human-piloted aircraft is not, and this is what is leading to the AI never being able to form up as specified in its waypoint actions. https://1drv.ms/u/s!AjB8XCqYiep2geoSN2wJNtBBh84mKA?e=gLnggh
  11. Further to illustrate my point about the differences between AI and Human players and why there may be discrepancies in fuel burn rates and holding formations when mixing humans and AI... In these images, the Carrier is doing 10 Knots into a 16 Knot wind, for a combined 26 Knot wind over the deck. Also, note that these are separate flights and not part of a single group, so there will be no correlation of speed between the human and the AI aircraft. Player Aircraft on the deck = 26 kts IAS AI aircraft on the deck = 0 kts IAS Player Aircraft in F10 map = 10 kts GS AI Aircraft in F10 map = 0 kts GS The exact same result is generated in both the Stable and Open beta versions of 2.5.6.49798, and both are clean installs with no mods.
  12. Not sure if it’s related, but I’ve noticed in the F10 map that the speed that the players aircraft is shown seems to be in GroundSpeed, where the AI seems to be at a higher Airspeed at what seems like True Airspeed maybe? I was flying on an S-3 earlier, plugged into the basket at 240kts IAS, and the F10 map showed me at 291kts, and the S-3 at 329kts... If the AI fuel burn is being calculated using a combination of speed and altitude, then it's fairly clear from these numbers why it's burning fuel a lot quicker than it should be... I only noticed as when fling into a strong headwind, the AI wingman I had set to follow me couldn’t keep up, and lagged about a mile behind. When a trigger fired to get him to form up on the tanker in the observation position though, no problem, he stuck on its wing without an issue.
  13. Doesn't work, unfortunately :( 1. It must be a helicopter that it follows, and right now placing an uncontrolled helo on the deck blocks cats 1 & 2. 2. If the target helicopter is uncontrolled, the follower goes into an odd orbit. 3. If the target helicopter is flying, you are in no better position as it will drift also. 4. If the target helicopter tries to land, so does the follower. 5. Landing the target helicopter using the LandingReFuAr with a timeout and a further waypoint, results in the same outcome as item 4 6. Can't place a vehicle to 'Escort" on the deck of the carrier, but an SH-60 does not have the escort task anyway...
  14. So is there a way that we can make them ‘not used’? That’s what we’re looking for I believe... as it stands now, the AI will use cats in order... 1, if that’s busy, 2, and so on
  15. Further to this, it would be nice to 'disable' a cat in the ME on the carrier for Full deck simulation on take-offs, and allow for simultaneous take-off and recoveries on MP servers. If the scenario depicted below is intended behavior, maybe it should be logged as a feature request.
  16. For now, unlink the object you wish to copy, make the copy, then link it back. When you paste the new one, position it where you like, and link it, you can continue to move it freely without having to remove the link.
  17. Had the same here too a couple of times.
  18. Same issue for me. Copy and pasting any object that is linked to the carrier results in the ‘snap’ to the carrier icon position as soon as you move the pasted object.
  19. I actually don't think that the post answers the question. It says that it's License only, but it doesn't say that it's an ADDITIONAL license over and above pro... As a native English speaker, I infer from that post that it is, and I'll have to pay to get SC comms on top of the Pro license that I already own, but it doesn't explicitly state that. However, a 2-minute click through Hollywoods link to the Vaicom webpage shows this:
  20. Hey thanks Tiger-II I'll add it to the Bug Tracker for mission 11
  21. Clickable cockpits are great, but with VR, home cockpits and extensive use of HOTAS setups, the current cockpit arguments in the triggers of the Mission Editor do not recognize the input of these devices for virtual buttons. I'm currently helping out a campaign developer with training missions, and there are an awful lot of prompts for the player to toggle a certain switch, turn a certain dial, or press a certain button at various parts of the missions. We've found that when the cockpit argument that we are tracking is a dial or a toggle switch, such as the INS knob, or the radar altimeter switch in the Hornet, the cockpit argument trigger conditions are met because regardless as to how you turn that knob (mouse click or a joystick or keyboard mapping), the knob or switch in the virtual cockpit moves to represent its new position. If the object that you wish the player to interact with is a button, like the UFC, or the MFD OSBs, they DO NOT move when interacted with when using a joystick mapping or a keyboard press, and the cockpit argument triggers are not recognized by the Mission Editor. This only occurs if the player uses a mouse to 'press' those buttons. What I'd like to see added is the triggering of a cockpit animation (argument), when a binding is used to interact with the object, so that this ME feature is complete and can be used to track and or measure any interaction in the virtual cockpit.
  22. There are some excellent S-3 textures in the user files section https://www.digitalcombatsimulator.com/en/files/3307156/
  23. I raised the same thing about Mozdok earlier this year, but got the same response and no further action... https://forums.eagle.ru/showthread.php?t=262841
  24. Mission 20 - Countermeasures Current Status: Investigating issues
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