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Shadow KT

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Everything posted by Shadow KT

  1. Yeah, seems like it won't engage when they are sea skimming, but when they have a bit of altitude to them.... I don't understand why that would be and why there would be a minimum height limit.... it is definitely not a missile limit/launcher limit, it must be radar then, but to me that seems unreasonable. There is also another weird thing.... It stops firing SM-2s below a certain range... even if the missile is flying a couple of thousand feet, it just stops firing below 10 to 5nm. On the Burke and Ticonderoga, they will use an SM-2, even if the target is in CIWS range (for example a helicopter flying parallel with it) OHP SM2 FAIL CLOSE2.trk
  2. Just to clear any confusion... by any of the missiles, you mean the Viggen missiles, both Player and AI ? OHP does engage currently the JF missiles (except the LD-10), but for whatever reason does not engage the Hapoon.
  3. I had a similar issues recently and it turned out that they start working after a couple of minutes.
  4. If you have tracks to add, from your tests, please do.
  5. Seems like Blue units on Fight Island (right now) have not spawned. Or Red wiped them out, but seeing how Red have not reached the airfield yet.... I am doubtful.
  6. I've always wondered why OHP CIWS can't kill Viggen missiles.... bullets just pass through it. For some other reason, OHP can't engage them with SM-2 either. Here is a track and a video. RB04 TANK.trk
  7. Okey, but I don't understand why even post that. No one here is saying that bombs shouldn't be interceptable. Only thing I said is that it is not DCS' "biggest" issues.... a lot bigger issues are present. Besides, this is off topic from the bug report.
  8. @NineLine I mean, if this isn't a perfect example of a track. Short track, to the point, clearly demonstrating the issues. Give initial path to vehicle, it starts moving. Give it a new path, it changes course and drives for a very short period, before it halts, without completing its route. You have to brings its speed down to 0 and then back to a positive number and it continues on its path. Path Stop 2.trk
  9. While this is still an issues, people can use this: This mod still works and fix the issue partly. It is IC compatible. It install in the installation folder, not Saved Games
  10. Path Stop.trk I was able to capture a short track of the issues. I've kinda gotten used to it, so I do the work around, before it fully develops, but you can still see it here. After shooting down the Gazelle, the next time I open the F10 map, you can see me click on one of the adjacent BMP-2s and you can see, that it has stopped before completing its route and I change its speed from 20 to 0 and back to 20 and it starts moving again. This happens constantly on MP servers, 90% of the time you set a new path for a unit, it will either move a bit and stop, or completely not budge, until you 0 the speed and set it back to a positive number. The T-55 in the start of the video also experiences this. The moment I give it a new path, it starts slowing down to 0, but I quickly reset its speed. The same can be seen to one of the BMPs, before I shot down the Gazelle. I will try to capture more tracks tonight.
  11. In its current state... the hanger doors a more of a gimmick, which has the ability to hinder gameplay. They don't block wind or rain, or fog, etc. For what it is now, might as well just keep make them all open and not have to worry about it. There aren't any actual, big cons about this. Sure, if in the future ED comes out with an aerodrome control system, which allows you open/close specific doors, go for it.... but for the time being, please, just let them sit open.... or remove the damage model for the door, so people can pass through them.
  12. That is not a completely wrong. Smaller RCS, does lead to a smaller distance at detection. As far as I've seen in the lua for the vehicles, they do have defined sizes for what they can track. I wouldn't call its biggest flaw. In general, 90% of the time it is not that big of problem. If you have someone on top of you dropping bombs, you have already screwed up. All the long range stuff is classified as missiles anyway
  13. This would prevent desync issues, where players spawn and the doors are not open and when you place "Takeoff from Ground" aircraft and the doors don't open for them.
  14. Random civil traffic trains are synced in Multiplayer... why can't we have player placed ones as well ?
  15. One can always buy a house too.... Thanks for the insight!
  16. Yes. Go to Options -> Misc -> Uncheck "F11 Free Camera". Now any mission you make or re-save, will enforce this option. Both SP and MP. Obviously this is s server level restriction. So, whoever is running the server, hast to have this disabled.
  17. You can do that, just disable it in our Options panel and when you save missions, it will be enforced off.
  18. I mean... you can fake it (use some tricks and work arounds), if that is what you are looking for. You can try spawning an AI plane with no fuel, so it doesn't go anywhere, drive to it, then take control over it If you use scripting, you can get a static plane to sit there and disappear, whenever you enter the aircraft slot.
  19. Ships are large, capable units, which if in a campaign environment, could have major roles over multiple missions. It would be nice, if we could have the ability to modify their warehouse, with the stores they have. It makes no sense, if a ship fires off all its cruise missiles and next mission it was magically all resupplied.
  20. It would be nice, if you didn't have to use scripting and triggering to make sure, that you can load units multiple times in vehicles. There are so many core dcs functions, which would be super nice to have as doable action, during a mission on a command key. It will increase CA value multiple times over. Imagine being able to tell AI to change routes, enter orbits, setup engagement zones, change radio frequencies, change weapon priorities, command them to land, be able to group units, or tell them to pick up troops/cargo or tell troops to load in a vehicle and then disembark.
  21. Although that would be ideal, same with F10 becoming an actual GCI screen with radar contact, no names and types, etc... It is a bit more complicated. For the time being a simple solution like disabling the AI from spotting on the map, would be great.
  22. Well... A basic radius detection, when submerged would be a nice start. Even if it isn't a sonar simulation. The Chinese sub can do that to an extent. It can attack at periscope depth.
  23. I did notice that it had the same external model, as the HOT3 missiles in the encyclopedia. Together with the miss spelled DCS WORLS as well. I don't know which effect are you referencing, but when I shoot TOWs or Russian ATGMs out of the MBTs... my FPS tanks for 1-2 seconds on launch. I did not see this happening, when I was firing from the Memphisto. Does the DCS Gazelle use the ED HOT3, or do they have their own monstrosity, which defies reality ? I am asking, because I've heard DCS Gazelle players mentioning the missile just exploding, when it reaches max range, where as, with the Memphisto, the missile will just falls out of the sky, when the motor is burned out and you can no longer control it.
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