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Relent

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Everything posted by Relent

  1. This was most definitely a player bypassing the mission parameters, not a bug where the AI would down their own thing without player input. I have been tweaking this mission a lot lately, and playing it in multiplayer (just me hosting, no one joining) to test it out, re-tweak, re-host, over and over again. This sort of thing has never happened - only when I tried it without a password and people joined tonight did these events happen. It's called "Seige of Ochamchira" I've put the track and mission in the attached zip file. I'll send you a private message with the password for the zip file. Just that most of the RED units/columns were moving to areas they weren't supposed to go to, including columns that were meant to be static for the entire mission (i.e. no waypoints) and moving away from their initial locations. Thanks for looking into it. Relent CABugStuff.zip
  2. I started one of my multiplayer missions where humans can only control BLUE (i.e. US, allies) planes or units (via ground force commander), flying with a buddy from my squad. After a few minutes one person joined, followed by two others, then two out of the three left. I didn't think anything of it (maybe they didn't like the mission), until I noticed some strange behavior in the mission. In summary, somehow many of the RED (i.e. Russian) columns - all hidden, some of which had no waypoints, i.e. static - were sent to locations they would never have been in unless someone was acting as a RED ground force commander. However, in the mission editor, I only allowed 4 BLUE ground force commanders and no RED ground force commanders (i.e. next to GROUND FORCE CM there was a 4 to the right - i.e. BLUE - and a 0 to the left - i.e. RED). Thus, someone was able to join the mission as BLUE, then bypass the in-game settings and act as a RED ground force commander and move RED units around. IMO this is a pretty significant bug. In my case, it totally threw off the entire objective of the mission since the RED units had very specific locations/waypoints that when changed "illegally" (i.e. bypassing the mission settings) messed the mission up. I have saved the track file of the mission, plus the log files in the Saved Games\DCS\Logs directory in case anyone from ED/DCS wants to take a look to see if they can spot any tell tale events. Just let me know who I should email them too. Thanks.
  3. When you are in the mission editor, there is a check box at the upper right (after you select the mission commander/CA button on the toolbar at left) that says something like "aircraft/pilot can control ground forces". That needs to be checked. Furthermore, if a MP mission, you have to indicate on the right how many slots are available for ground commanders, etc. For blue and/or red. After saving and starting the mission, go to the map/F10 and select a unit, or hit F7 until you find a unit you want and hit Alt-j . You can't control (in 1st person) civi or radar SAMs or rocket artillery.
  4. So, the missile launch circle is positioned to the left or right depending on which rail holds the "next missile" to be fired? What about the missile that was just fired? Does this impact whether the outgoing missile will suddenly lose the laser, or is it that once you get the LA for a missile and fire that it should retain the laser lock as long as you keep the nose of the BS pointed relatively straight regardless of where the missile launch circle has moved too (i.e. left or right)? Just trying to get some clarity here...'thanks.
  5. Happened to me last night. I use a MSFF2 joystick and Saitek X52 throttle. The slew functions are assigned to the hat on the throttle, which has four positions (up/down/left/right). I tried to slew in a different direction and it didn't have an effect. I had to turn off the shkval and turn it on to reset it.
  6. I think the default is left-control-v to toggle the vihkr between launching 1 or 2 at a time.
  7. Glad to hear it Nate, thanks for the update.
  8. I've been able to do a hot Su25T refuel/rearm without turning off the engines... - Stop - Request external electric power - Request refuel - Request rearm - Taxi and take off Of course, if you need repair you'll have to turn off your engines.
  9. I hear you pitbull, but in the context of this sim, all that is provided is a down-the-barrel simple gun sight that is ONLY good for the situation you describe: close-in contact! :). While you are correct re: 18-20km, at 5-10km you would probably be able to see something, including the explosions/dirt cloud, if a sight that pointed to a reference point down on the horizon was available, for elevation correction -- instead of what is available.
  10. I had a nightmare experience with the BS2 upgrade but it was my own fault. I had downloaded the BS2 1.2 full version by mistake and after installing I got activation messages. I tried to activate but it got confused as I have BS2 1.1.1.1 upgrade installed. After that my BS2 activation was corrupted. In the end, after requesting help from DCS support with no response for a week, I saw the issue addressed in the troubleshooting wiki. I deleted the BS2 license key in the registry as recommended, downloaded the correct BS2 1.2 upgrade and installed, then it activated OK. Lesson learned - pay attention to what you download!
  11. Rgr, that's what I'm hoping. I'm just noting things that I'm seeing as they come up just to make sure they're documented.
  12. Has anyone in contact with the developers acknowledged this thread? I.e. that there is a mouse input problem with respect to assigning X and Y axis to the turret rotation/elevation and CA not recognizing the input properly? Thanks.
  13. Not sure if I'd call it a bug, or just an oversight. When controlling the Paladin, I noticed the gunsight is a simple circle with an X in the middle, which looks nothing like the artillery sight in the CA manual PDF. Also, being that artillery is designed to lob shells more than firing them in a straighter trajectory, it would be better if you could see the target through the site when the barrel is elevated rather than looking through a site that is parallel to the barrel.
  14. When driving wheeled vehicles like the Humvee or Stryker, there is a constant sound loop of wheels screeching as if in a hard turn.
  15. I was doing some testing with a multiplayer map where I enabled pilots to control ground units and allowed for a ground controller on the blue side. I noticed that after I destroyed a few ground units and also lost a few armored vehicles I was controlling that the kills/losses didn't show up when you hit the stats key (i.e. ' ). Is that something that will change in a future patch, or when controlling ground units will you never be able to see a tally of how you did (ground/air kills, losses)?
  16. Ditto. I had the same issue. It only went away when I shut down the engines, requested repairing, and waited the requisite ~3 minutes.
  17. Glad to see it's being looked at. In FC2's Su-25T I would usually only have one or two Vikhr's out of sixteen lose lock and drop right away, and get hits on the rest. With DCS' Su-25T, it seems 50% of the Vikhr's lose lock and drop right away, and of the remaining eight about two or three fall short and hit the dirt just before the target. I've found I have to come in at a much higher angle to avoid the Vikhr's hitting short, but the ~50% losing lock issue unfortunately seems to be there regardless of the approach angle/altitude.
  18. I've observed the same behavior with the Kh-25MPU on two occasions. Each time the first missile exploded and the second went on and hit the target. I was watching in both cases in external and did not notice the target mobile SAM (Tunguska) firing it's cannon at the incoming missile. Also, since both missiles were in the air in each case, if the first one self-detonated due to the target turning off it's radar, wouldn't the second missile self-detonate as well? No track here.. I guess I'll have to see what key that is mapped too :).
  19. I've been having issues with the mouse controlling turret movement as well. It has worked fine with A10C, Black Shark 2, and DCS' Su25T as far as moving it in the cockpit, or using it for externals (i.e. the camera) when they've been turned on. Only when I tried to use the mouse for controlling ground units in CA (i.e. via MOUSE_X and MOUSE_Y axis commands) have I had difficulties. At first I thought it wasn't picking up the X,Y axis commands, but when I clicked on the "AXIS TUNE" button I started experimenting. For the X axis, after I moved the SATURATION X slider all the way down to 1, plus clicked User Curve and moved all of the sliders to 100 I get some X axis movement. Similarly, for the Y axis, after I clicked User Curve and moved all of the sliders to 100 I get some Y axis movement as well. It's not close to ideal, as it takes a lot of movement of my mouse (Logitech Trackman Wheel) to get rotational or elevational movement of the turret, and it's often "jerky" movement - which doesn't help when trying to quickly aim a TOW or the Abrams' main gun (esp on a zoomed view) on a target before they fire on you! I've re-installed CA, installed the latest mouse drivers from Logitech, but neither has helped. It seems like mouse axis input is buggy with CA, IMO, and hopefully it can be addressed in a future patch.
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