Jump to content

Shahdoh

Members
  • Posts

    1428
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Shahdoh

  1. It is a flight data recorder intended to be used by an instructor to evaluate a trainee's flight. It can be turned off in the games OPTIONS > SPECIAL > L-39 > SARPP Mode.
  2. The time occurance is pretty random, from near immediately to a good 5-10 minutes into the flight.
  3. I don't think so, that should be enabled by the --server which is still usable. You also can still use "options.graphics.render3D = false" in the autoexec.cfg (As well as all of the other optimized settings usually found there). We find that DCS still chews through ram like crazy, but our AI on Warbirds of Prey is functioning properly.
  4. Yes, you need to run the server the old way, off a full install, without the --norender option. The --server option is still usable so it goes straight in and runs the mission as setup.
  5. Early tests of the first Russian surface to air guided missile systems....
  6. • Mission creator's personal setting options being put into the mission's options and enforced to the whole mission (not all of the settings actually seem to get enforced, but certain ones do like aircraft special assist options like autorudder/rudder assist. If they do nothing, what are they even doing in the missions options file anyways?). I am referring to things that are NOT in the mission editors list of enforceable settings. If they are intended to be controlled in the mission, then they should be included in the mission editor to be set there just like the others. I see this as a bug in the sense that settings are getting enforced that probably should not be and many mission designers have no idea it is happening. • BOMB IN ZONE condition has an inaccurate or incomplete (maybe both) list of weapons to choose from. • When selecting a unit of a group, the mission editor displays the info for the LAST unit of the group instead of the one that is actually selected and highlighted. You need to click on it again for it to show properly. This is an annoying inconvenience. • Several trigger actions only functioning for the host machine in multiplayer, most notably - SCENERY REMOVE OBJECTS does not propagate to the client machines. • Inability to change coalitions post creation of a mission • No indication that AI waypoints are too short for a given task (example waypoint too close to bombing target makes AI loop around or abort bombing, but this can't be seen without testing mission) • Rivers and lakes are not considered water for appropriately sized ships • Unit Templates are also great, but are almost impossible to share as they are all stored within a single LUA file .. change this so that they may be saved as independent files, like its done with the Static Templates. • Absence of a neutral coalition
  7. Its an undocumented "feature". Comes down to a wish to have it included into the mission editor to enforce or not, just like all of the other settings you can enforce there. As it stands, it requires the mission editor to be aware of the options, and what can be done with them. For Client control for take off assist/auto rudder, they need to be manually edited out.
  8. Someone on the BS thread had mentioned so I took a look a couple days ago. At that time, the Anton was the only aircraft set to use take off assistance and posted what I had found. Whether they have changed it yet or not, I am not sure. The person who saves the mission is the one that sets those settings into the mission. If they have it on, it will be set that way for the mission. They either need to turn it off, or edit the OPTIONS file in the mission files directly to remove those parameters to allow the clients to decide whether they want it on or not.
  9. If you can run them the old fashion way off of a full install, they will work again, just can not use the --norender option. If not, yeah, it sucks.. Hopefully they get it fixed soon.
  10. That would mean downgrading to Win 10 from my beautifully running Win7 machine.. heheh I was rushing to make it and just set time of day to early.
  11. Tucson resident and used to work in landscaping. New guys in the spring would start to complain about it being "Hot" when it hit the 90's. Had to tell them "Nope, its not hot YET, not till it hits 100". When you work out in that heat, its the mental game, if you think its hot in the 90's, you will not be able to stand it when it is over 100...
  12. Setup your own custom Modifier (joystick button, available mouse button, other key) and you can have near countless more too.... Or just more convenient possibly.
  13. At least it is reported! Thank you!
  14. Yes, they can be destroyed (many of them at least, usually its some of the buildings that have no damage model). Static units can also be tracked any way you wish with scripting. Fake units hit, factory destroyed, etc...
  15. This morning, there was a Master server update. All servers usually need to be restarted to be seen again after that happens.
  16. I am working on producing a video of what I am getting to show the difference. I notice you are getting a glow where I am not, yet I see the flames and you do not. Specs: 4770k at 4.2Ghz, 32G ram, gtx980, Res 1080P, texture settings on high. Sorry it came out a bit dark, but can still see the flames, that they are back in the correct position. But as stated earlier, no glow, and definately reduced from how they used to be. https://www.twitch.tv/videos/445573826##
  17. You are indeed seeing things differently than I see them on my computer and apparently others I know who say they see the flames. I see you are getting the glow, but not the flame and I will assume you have ran a repair already. So it might come down to settings of graphics card maybe. My suggestion, as it was from the start, is to report this as a new bug. The original bug that the patch DID fix was that the flames were out of place. They are back (for many), but you are not seeing them when you should. Again, brand new issue. Good luck.
  18. Sorry you have experienced that, but have also been on the server with a half dozen folks and seen it play smooth (Yes, I know, that is not huge numbers, but we are growing). The team has been watching this closely and have hardware improvements planned to help with the issue some are experiencing. We also hope the upcoming Normandy Map upgrade will help out. Saying that though, even though it has happened, have had DOZENS of enjoyable hours on the server as well.
  19. They are there on my system and yes, a lot less then how they used to be, but I have seen them. Try it earlier in the day, like dawn time period. Its not a fix, but if you still do not see it then, then its an issue with your computer. Myself and others I know that fly the Spit a lot, can see the correct flame positions.
  20. The issue we found in Beta was the AI (either ground OR air) that rely on visual identification, NOT engaging the enemy IF the "--norender" option was used. The full blown dedicated server software uses this option by default since there are no graphics files included in it. You CAN use the full install of DCS and run the server the old fashion way with "options.graphics.render3D = false" in the autoexec.cfg file and the AI will work again.
  21. Nope, the tech is not where I would like it to be for my limited budget.
  22. You can always tie the flak script to a physical object on the ground There are a variety of units that you could be in as placeholders if you do not like how they actually function. Place them in and then disable their actions, then allow the script to be active IF that unit is alive. Edit: And yes, you would have multiple, compartmentalised scripts setup for each "group" of flak units on the ground.
  23. Come give the Warbirds of Prey server a try. WoP is a mission oriented WWII server using the Normandy map with WWII assets. We use a very subtle dot label that shows up at longer ranges than most others, and yet turn it off around the 1 mile mark so it can not be used in dogfight range. We use a longer range because we found out some monitor setups can actually see out to that range WITHOUT labels on, so we are doing this to equalize the playing field. What it will not do though is help with aircraft identification which I understand is a problem in VR. We have had several VR players on though and most seem to enjoy their experience from the feedback we have gotten. Hope you give us a try and look for me on the WoP discord if able, I would love to hear your feedback.
  24. VR users went that route for its own significant advantages over monitors, most even knowing about the tradeoff in visibility due to the resolution issues. Sounds like a case of "Eating your cake and having it too....." There is only so much that can be done with low resolution to provide details.
  25. There are many other places for those types of discussions. This is not one of them, simple as that. Not every forum has to discus every matter.
×
×
  • Create New...