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Eagle7907

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Everything posted by Eagle7907

  1. [bUG/ DCS ISSUE] Gear indication Welp, I decided to see what would happen anyways, and sure enough I got it to replicate. Did the exact same thing. Got a wave off, pressed G, during gear in-transit I quit the mission. Started the dogfight instant action, and voila my indications are still showing in-transit. Track will be linked and picture as well if track is bad just for a sanity check. Screenshot was taken just before track ends. https://www.dropbox.com/s/7f2oftke0igathk/gearhash.trk?dl=0 https://www.dropbox.com/s/g0izv1jtchevump/gearhashpic.png?dl=0
  2. I will next time I see it. I just happened to notice right before I hit escape. Instead of saving the track, out of habit I just closed the debrief. Maybe since there isn’t any responses maybe it’s a very minor instance that this happens. Maybe someone else will know how to replicate. I’ll try to retrace what happened and see if I can get it to rep. Sent from my iPhone using Tapatalk Pro
  3. That’s weird, I get the bingo calls from all AI wingman on my end. But I feel ya, it is extremely tiresome and blatantly incorrect behavior. What I don’t understand is we have commands for AI to do so many different things, but we have nothing about “say fuel state”. WTH. Again, just like the lack of spawn point selection for the carriers, ED continues to drive around with one foot on the wheel. Sent from my iPhone using Tapatalk Pro
  4. Thanks IronMike. We appreciate the communication. Keep up the great work! Sent from my iPhone using Tapatalk Pro
  5. Does that include all weapons? I haven’t tried it using Mavericks. LGBs it works great. Sent from my iPhone using Tapatalk Pro
  6. So I just did an instant action for a dogfight. I should have taken a screenshot, but after the dogfight ended with a successful splash, I noticed that the left and right gear were showing the hash in-transit call backs and the up call back for the nose. I never pressed the G key nor anything else related to the gear. Has anyone else experienced this? I'm wondering if this may be related somehow to the zero altitude bug, because before I started this mission I ended the previous mission after a bolter on the case III mission and I quit that one while gear was retracting. Almost like the previous state somehow migrated to the next mission started. Very strange.
  7. Are you still having the Uncontrolled AI problem still? I noticed it worked only if you didn't enter the mission planner before spawning. The notes says its fixed. I haven't tested myself yet.
  8. Even the pointer in the HSI doesn’t point to the waypoints. Broken, broken, broken.... Sent from my iPhone using Tapatalk Pro
  9. F-16 Bugs in today's patch Oops. Just saw someone made a thread about missing tadpole. Sent from my iPhone using Tapatalk Pro
  10. I’m sorry, but I don’t see your point. I understand if you place groups in a certain order, you can estimate where you spawn. Again, that’s not giving the user full control of where a unit will spawn at what spawn point without the need for static objects to manipulate logic. Even if the argument is, “well it will create problems anyways” is severely lacking because, guess what.... it already has problems as it is with AI taxiing and collisions that can be avoided simply by allowing us to choose where to spawn to avoid the AI troubles in the first place and still have a carrier that is very much alive. MP and SP are not the same circumstances. I can see the issue of picking a spawn point that is currently occupied or not knowing if or where an AI group would be on the deck. But, with understanding the logic we currently have of not blocking elevators, perhaps allowing the server to direct clients where to park or when cleared to what catapult. Anyways, I really hope this won’t remain the status quo. It’s EA. Who knows what may come. Sent from my iPhone using Tapatalk Pro
  11. Micro Development Update Thank you for the news and insight. Welcome back, btw. One thing that wasn’t mentioned was medium bugs like Jester PSTT. Any insight if those will be addressed soon or is that beyond this summer? Sent from my iPhone using Tapatalk Pro
  12. I’m sorry, I have no idea. Sometimes it seems incredibly low (ex. “2 bingo fuel.....2 ejecting!”), other times they have about 5-7 minutes worth. Sent from my iPhone using Tapatalk Pro
  13. F-14 AI does not engage Targets Did your wingman say “Bingo fuel”? If so the AI is currently coded when they say these two words together become drones for missiles because they will refuse to do anything except turn tail and run home like a victim of school yard bullies regardless of being topped off. It’s been complained about for years. It’s a problem of ED. Sent from my iPhone using Tapatalk Pro
  14. Precisely. Sent from my iPhone using Tapatalk Pro
  15. DCS Carrier Discussion No it’s not. Templates are for static objects. The spawns signifies how many spawned vehicles that will be used in mission. Hence with 4, that gives more room for objects on the deck versus 16 not so much space available for static objects. That still does not allow a mission designer to choose what vehicles spawn at what spawn point on the deck. (Come to think of it, it half way does. Using static objects does close spawn points. But it still doesn’t give the mission designer complete control in spawn point selection. Again, if we had this ability, we would not need to use static objects to control this logic which is like driving with one foot on the wheel.) Sent from my iPhone using Tapatalk Pro
  16. Actually, it’s not. That is just applying statics to the deck for looks. We are asking for the ability to choose what AI planes spawn where in missions which would reduce the need for such sorcery. Sent from my iPhone using Tapatalk Pro
  17. Ah okay, that sounds like TWS Auto. The problem is the auto function takes a while to distinguish what is friend and foe through IFF. Even though datalink contact will show up as foe, the radar in auto will still need to determine if indeed the reply is foe. The best course would be to manually use TWS or STT the target. Otherwise a human RIO to designate friendly as “do not attack” on the TID will fix that problem. The problems of single player. Sent from my iPhone using Tapatalk Pro
  18. Jester no longer warming radar when datalink is on Hmm, that’s weird. Everything regarding datalink and the radar works great on my end. Jester locks targets the radar can see though. Not datalink targets. Also make sure you’re in A/A mode selected on the right front console, the master arm cover and switch is selected up, and the missiles desired to be fired are selected using the switch on the stick. You didn’t mention that so just making sure those steps were not missed. Regarding missiles, they work on my end as well. The datalink used to show missiles in flight but that was deemed an unintended feature and it was removed. Sent from my iPhone using Tapatalk Pro
  19. Yeah I do that when it’s danger close right before merge. But nevertheless it’s still a bug and not correct behavior. Sent from my iPhone using Tapatalk Pro
  20. Another immersion item to help would be to implement simple tie down modeling for any STATIC aircraft placed on a carrier. Just a generic modeling of chains strapped around the landing gear would do. Nothing very accurate or fancy. Sent from my iPhone using Tapatalk Pro
  21. SELECT PARKING SPOT FOR COLD START Oh God yes!!! This is the most illogical thing of DCS. Why on earth is this NOT present?! Having this would eliminate our use of statics to close spawn points, which is like using a cloth wrap to fix a water leak. ED goes as far as giving us ground crew that is animated, tells us what to do, but choose where we can start? “Oh no, that’s going too far!” Sent from my iPhone using Tapatalk Pro
  22. Been wanting this feature ever since Hornet released. Sent from my iPhone using Tapatalk Pro
  23. Experienced this last night. I thought this was fixed. Sent from my iPhone using Tapatalk Pro
  24. I’ve mentioned this to IronMike a few months ago (maybe longer), but it hasn’t been fixed and no response from any developers. When a player has Jester lock a target, he uses STT. Next, you tell him to use PSTT. I’ve noticed the first time since start of mission he will indeed switch to PSTT. However, after breaking lock from either being commanded or a kill, when Jester is commanded again to lock a target, then commanded to switch to PSTT, he will NOT switch to PSTT. Each time this has happened, I have switched to RIO seat to find the STT mode still on pulse doppler. There seems to be a disconnect with Jester and Pulse STT. Is this still be worked on? Or has this been fixed and somehow I’m screwing something up? This bug is really annoying. Sent from my iPhone using Tapatalk Pro
  25. DCS Carrier Discussion And I will keep asking it, because you didn’t answer the question. I get what ED is asking me to do, but that still doesn’t work as effectively as a user being able to individually pick where whose vehicle spawns at a specific spawn point unless they intend to improve the AI taxi behavior. If the option was given, it would eliminate the need for us to use static objects to force spawn points closed. It isn’t logical to have this be the status quo in the current state unless they eliminate crash detection with statics. I don’t understand why everyone is okay with this. We have numerous airfields with numerous spawn points that includes hangars, pads, and yes I know “a different animal”. But a carrier we have no spawn point selection. Again, makes no sense as to the reason. Sent from my iPhone using Tapatalk Pro
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