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Everything posted by Shahdoh
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Talking about damage closer to reality compared to what we have now.
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Maybe when they get the new damage model in for ALL aircraft, they can model what would happen to the F15's/F16's etc, if they were to use those tailhooks in a carrier landing.
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Have seen this as well on the Warbirds of Prey server and have 3 posts out there talking about it. So far, it seems linked to the dedicated server setting of --norender (on by default with the pure dedicated server software). If you use the full install, you should be able to use --server but not the --norender and the AI should function properly, it does for WoP missions at least. Links where this is discussed: https://forums.eagle.ru/showthread.php?t=242981 https://forums.eagle.ru/showthread.php?t=233486&page=56 https://forums.eagle.ru/showthread.php?t=242546
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What about a script that respawns the static object (warehouse) under a certain condition? Or will that not relink into the warehouse system?
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And here my experiences differ, against a blind AI, or just getting in a good shot at convergence distance with my mustang, I have been able to shred ANY of the Axis aircraft with a 1 to 2 second burst, in either single or multiplayer. Again, though, until the new damage model is fully in, will any discussion matter. They know it is off, the changes are coming, we just need to be patient. When they are in, then we can start with the bug killing discussions again.
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[REPORTED]IA not firing in MP -norender servers
Shahdoh replied to BaD CrC's topic in Multiplayer Bugs
Thank you for taking a look, PM with dropbox link sent. -
If you keep the Mustang over 200 mph, the automatic setting works quite well. Its if you have prolonged periods of time below that speed that auto fails to keep up. Particularly at lower altitudes, running around with a full radiator is slowing down your top speed with the drag the COOLANT radiator produces. The Oil radiator door does not suffer the same issue though. And you are right, it DOES take a long time for the COOLANT radiator door to open/close, a full 20 seconds in fact. The Oil radiator door only takes 5-6 seconds though.
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[REPORTED]IA not firing in MP -norender servers
Shahdoh replied to BaD CrC's topic in Multiplayer Bugs
Interesting info, thanks for that. Explains why our pure WWII asset mission is having such issues. Now the real question is, WHY????? ED? -
In 2.5.5 multi-player, I have seen the A8 go down pretty easy and other times soak up tons of rounds. I have started to get the idea that at least part of it might be network related, that not all parties are registering the hits. Chatting with someone who said they fired on my mustang, they said the same thing, that they had poured a lot of rounds into me, where from my perspective, I saw some tracers, heard the ping from a hit and I rolled out of it with minimal damage. In any light, until they have actually fully implemented the new damage model, there is not much to be said, they are working on it. We just have to wait and see.
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From what I have seen, this affects more than late activation units. All of our AA units are in from the start, and they all go cold with "--norender".
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Mentioned in 2 other threads already, both identified as fixed internally.
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[REPORTED]IA not firing in MP -norender servers
Shahdoh replied to BaD CrC's topic in Multiplayer Bugs
Have experienced a similar issue with a WWII mission ran on the Normandy map with WWII assets, no mods. What we found is that if we use the dedicated server option of "--norender", the AI will not respond properly/fully. They will attack targets specific to advanced waypoint directions, but not attack targets of opportunity. This goes for ground and air units. If we use the full DCS install, we can use the --server option without --norender, and the AI react as expected. So we are having to run a DCS server the old way (autoexec.cfg options work ok still) in order for everything to work properly. -
This was mentioned here and supposedly fixed internally: https://forums.eagle.ru/showthread.php?t=242647
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If the real aircraft had a guarded switch the inhibited the activation of the trigger, then this should be simulated as well since ED can not control the types of joysticks people have. This is not much different then the way WEP works on the real mustang and how ED controls it in the simulation. ED can not put a safety wire on every joystick out there, so you need to press E with the throttle full forward to simulate breaking the safety wire. Well, here, the Safety switch is that activation. When the safety is set, the switch is guarded so it is INTENDED to not allow the trigger to fire, even though someone determined might be able to hit the switch anyways. The deal is, it should be simulated in the way of intent to make up for the hardware differences.
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Has anyone else had their AI become unresponsive when using the --norender option in 2.5.5? Mission I have, the AI will do what they are directed to do via waypoint advanced actions, but they will not attack targets of opportunity. If I do NOT use the --norender, everything works normally.
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Also, they copied the controls from the D-9 over. Would not be surprised if other elements were copied over as well, to include the MW-50 switch, yet had no intention of actually including it, just forgot or missed removing it, just like many factors not removed from the control files. There is seemingly miscommunication in ED where in the description it said it would be available and YoYo saying it will not. LOTS of loose ends to clean up with this one...
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Is this in single player, a custom mission, Multiplayer?? Still a lot of details missing.
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Are they going to be in the same aircraft? If not, how will you balance the points system for weapons with different firing and damage rates?
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FM changes - awesome sideslips now possible
Shahdoh replied to Alex Voicu's topic in Western Europe 1944-1945
Awesome side slips have been available with the Mustang for quite a while now: -
Tried some different things and have had some success on narrowing down at least WHERE the issue is. We ran the same mission in MP from the OB Full install the old fashion way. Go in to MP, create server, setup the mission, etc. Doing it this way and the mission worked. All of the AI engaged as intended/normally. From the same install, I then ran it with the --server --norender options (same mission) and the AI would not engage again. Sure that it was the --server option, but trying to be thorough, I then ran it with ONLY the --server option and low and behold, the AI were engaging targets (ground and air). So, SOMETHING is happening that is affecting the AI when utilizing the --norender option. Mission utilizes the Normandy map and WWII assets. No mods are being used. With this info, I ask the other server operators if they are seeing the same things we are. Is the AI not engaging if utilizing the dedicated server in norender mode. Clarification, if the AI was tasked to specifically attack something, they would do that, they would just not freely engage any targets of opportunity.
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Yep, its working, and also, at least on my system, pretty CPU intensive. My FPS dropped significantly when in the effect.
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Seems to be all wrapped up in one package "Wake Turbulence". This seems to also include prop wash from the WWII planes (haven't tried them all yet).
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Have seen a fair amount of gun cam footage. Yes, some sparks and debris. The new effect in DCS looks like a Chineses fireworks show, over done and a bit to static (Gamey) IMHO.
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Yes, WoP is on the Normandy map. Will have to try other maps that have AI and see what is going on.
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Have seen this on the Warbirds of Prey server as well. In MP, the AI are not engaging at all, airborne or AA ground units. In SP, all units work as expected and everything was fine in MP prior to 2.5.5.