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Oznerol256

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  • Flight Simulators
    DCS: World with A-10C
    Lock On: Modern Air Combat v1.02
    A-10 Cuba!
  • Location
    Germany
  1. I think you are forgetting markpoints. They are specifically there to be able to memorize target locations and the only way to slave to them is to make them a steerpoint first.
  2. When MAVF is selected in the STORES page, the FOV button on the HOTAS toggles the Maverick's FOV, even if the TGP is SOI. Shouldn't the SOI determine which FOV gets changed? fovbtn.trk
  3. Same problem here. Happens every time i start up from the supercarrier on multiplayer through the inferno with the syria map. I have had the TGP and waypoints can be off by 60 miles. Makes the TGP completely unusable for weapons employment
  4. Yeah so from TGP as SOI i have to: TMS aft long China hat fwd long or aft long Coolie left long (if left mfcd) As opposed to the old: China hat aft long
  5. TGP to STEER function (china hat aft long) seems to have been replaced with TGP to SPI. This breaks the previous markpoint workflow where one could explore and fire weapons with the TGP as SOI and go back to the current markpoint with a single hotas button. Also it is redundant, as china hat fwd long slews all sensors, including the TGP, to the SPI. Is this change correct? Does the real jet not have TGP to STEER?
  6. I assume you were on battery power and not on ground power? The IFEI never shows fuel when on battery only. So that indication by itself is not a bug. This is why i use ground power in my track to show that my fuel tanks have indeed been refueled.
  7. DCS 2.5.2.18736 After completely running out of fuel, i cannot restart the APU or the engines, even after refueling. Steps to reproduce: 1. spawn on the ground, hot, with very little fuel 2. apply wheel chocks 3. use afterburner until all fuel is depleted. 4. both throttles to OFF 5. refuel using ground crew 6. apu switch to ON 7. observe apu failure to start. apu sw turns itself back off after a few seconds. bonus round: 8. bleed air to OFF 9. request ground crew to connect ground air 10. request ground crew to apply ground air 11. engine crank sw to right 12. observe right engine rpm increasing 13. at 20%, move right throttle to IDLE 14. observe no increase in temperature and rpm. engine does not start. in my track i also request ground power to visualize the fuel quantity on the DDI and IFEI. They show plenty of fuel in all fuel tanks. fa18nofuel.trk
  8. DCS version: 2.5.2.18307 Bug exists in SP and MP. I have encountered the bug on PG and caucasus maps, but it probably works everywhere. I can get the hornet to drop bombs on the ground, with master arm safe and without pressing the weapon release button. When on the carrier, the dropped bomb even explodes! Steps to reproduce: 1. Load up hornet with some bombs (i used mk84) 2. Set up QTY so that it tries to drop more than you have (i had 5 bombs, set QTY to 3 and pressed weapon release twice. it drops 3 and then 2 bombs.) 3. land and rearm with the same loadout 4. set master arm safe 5. select the bomb type on the STORES page. 6. observe one bomb dropping immediately Tracks attached. One landing on airfield, showing the problem without explosions. The second lands (horribly) on the carrier and shows the damage potential of this bug in multiplayer. fa18bombsonselectsafe.trk fa18bombsonselectsafeexplosion2.trk
  9. The last two days, i tried to capture FARPs by transporting troops with a huey. Two times, one on ONI and one on UCKULAN, i successfully reached the farp and deployed the troops. However, the FARP was not captured. Both times F10 PAK report showed the farps as CLOSED and DEFENDERS ALIVE. The frustrating thing is, that no defenders were visible. My AI gunners, the deployed troops and friendly A10s overhead didnt see a single hostile unit. One time (ONI) it turned out that a group of hostile infantry was camping in the mountains several hundred meters away. No idea what the reason was the other time. Is this intended behaviour?
  10. Do you have a joystick or something else bound to the throttle axis, or are you running keyboard only? Did you check the throttle is at 0 using RALT+ENTER before trying to start the engine?
  11. 38T MM 581 995. Gotta get the grid zone designator right. A basic understanding of MGRS is important if you want to play Operation Case Blue and Blue Flag. Read about it and you will understand it, it's not that complicated. https://en.wikipedia.org/wiki/Military_grid_reference_system
  12. I hope we are over this. Please don't. Just use normal slots like everyone else. There are too many slots left empty by squads that are never online. If squads come online the balancing is suddenly completely off. Lets just have normal slots. There was a longer discussion about this on the round 5 thread somewhere, but i am too lazy to dig that up now.
  13. Adding a lot of AI should be possible but i fail to see the purpose of it. Blue Flag is designed for up to 60 players at once, fighting over the whole caucasus map. The capturing system has been deliberately designed to require many players coordinating. The whole point of the campaign is to bring many players together and provide a persistent dynamic battleground. Alone you wouldnt be able to to much. It would just be coming down to a battle between AI. Story-driven campaings specifically made for singleplayer are readily available and offer much better single player experiences than a SP-adapted Blue Flag ever could.
  14. Round 1 thread: http://forums.eagle.ru/showthread.php?t=146480 Round 2 thread: http://forums.eagle.ru/showthread.php?t=146970 Round 3 thread: http://forums.eagle.ru/showthread.php?t=148932 Round 4 thread: http://forums.eagle.ru/showthread.php?t=150855 Round 5 thread: http://forums.eagle.ru/showthread.php?t=160525 This is the overall thread for all rounds.
  15. Video recording on the end users is usually done with Shadowplay or FRAPS. Shadowplay has virtually no performance hit at all since it uses the hardware encoder of the GPU. FRAPS does have a performance hit, but it shouldnt affect network speed much. A slow internet connection over a long distance has much bigger impact than 10fps less framerate on a users machine since ping (round trip time) and packet loss are directly affected. Streaming does have a significant effect on network perfomance since it uses a large chunk of the available upload bandwith for most users. In fact, the required bandwith is so big that only people with decent internet connections can afford to stream at all. I think most streamers are aware of the issue since slow connection speeds cause frame drops in the stream. Every useful streaming software alerts the streamer if frame drops occur.
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