

ScAvenger001
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Radar locks onto an already dead aircraft?
ScAvenger001 replied to ScAvenger001's topic in DCS: Flaming Cliffs
Yes, after the aircraft had impacted the ground. -
According to jones, who took the screenshot: RurouniJones: "DCS 1.5 BUG: Radar locking onto a dead plane. Plane was dead long before radar found it. Was able to stay locked on for a very long time." RurouniJones: It locked on as if it were a live plane RurouniJones: I moveda round, tried unlocking it, radar on/off RurouniJones: Still showed up RurouniJones: Just as if it were a live plane RurouniJones: I never saw that plane on the radar while it was flying
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DCS 1.5 Huey overhead windows too tinted
ScAvenger001 replied to StandingCow's topic in Bugs and Problems
They're way more tinted now than they used to be. They went from "strongly tinted" to "basically opaque." Here's a 1.2 pic and a 1.5 pic for comparison. No mods used for either cockpit. You can tell in the latter shot that the overhead window is almost flat black, you can barely see the rotor blade through it and around the edges it's entirely opaque. -
BUBByBe4kWY Some eye candy as the SAMs of DCS 1.5 (and their victims) show off some new smoke effects. Unit visibility has been set to max, so it's even possible to spot the missiles after their rockets have burned out. Give it a try!
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Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 2
ScAvenger001 replied to gregzagk's topic in Multiplayer
Sure thing :) -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 2
ScAvenger001 replied to gregzagk's topic in Multiplayer
I think we're saying the same thing, that my losing connection to the server is non-indicative. But I really don't think the server crashed ate the capture, because the "restart" message displayed for everyone and it happened 30 seconds after the capture. That said, my understanding is that the capture event would be recorded more or less immediately? Rewatching the video, the capture message appears at 04:27, the "mission restart" message appears at 04:53, the huey's clock stops ticking (presumably due to the mission being closed server-side and the simulation halting) at 04:59, and the recording ends (due to the game closing itself) at 05:21. Since the capture message is apparent to the other clients, the server must still be alive at that point, and I'm pretty sure the restart message is also triggered server-side so it's very probably still kicking at that point as well. Also, oddly, it gave me a "welcome back" message when I initially landed at the still-red FARP. In any case, there's more than 30 seconds between the capture and the mission end. Here's how it went, and then you'll know everything I do: -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 2
ScAvenger001 replied to gregzagk's topic in Multiplayer
When the mission changed, DCS crashed to the main menu for me. So, "kicked out" but that's just as likely to be a problem on my end. PAK6 intel report listed the FARP still as red after the restart. When we sent another strike package to the FARP the respawned ground units attacked our A10s. The FARP was definitely red after the restart. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 2
ScAvenger001 replied to gregzagk's topic in Multiplayer
This wasn't a crash, it gave a "mission restarting" message and everything, it was just ten minutes early and didn't record the FARP capture. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 2
ScAvenger001 replied to gregzagk's topic in Multiplayer
a) I wasn't looking at the web map, and as a huey pilot the FARP wasn't visible to me on the f10. I'm going entirely by the message that said "INTEL REPORT: (Our forces have captured Kutaisi_Tblisi-Lochini FARP!)" after I dropped troops. b) This capture was immediately before the too-soon mission restart, so I don't think it was something the admins interfered with manually. Also, it was when bluefor had been pushed back to the three airports around Tblisi and nothing else, if it had been related to a general reset of the war this FARP would have gone to blue regardless and so would a bunch of other things. Pretty sure the Kutaisi/Tblisi FARP is originally owned by blue. I have a shadowplay recording of the whole thing, so I can provide screenshots if you want them. I can do screenshots of the time bug too. -
Operation "Blue Flag" - 24/7 PvP Campaign - ROUND 2
ScAvenger001 replied to gregzagk's topic in Multiplayer
Some bugs encountered last night: 1st, it shorted us ten minutes on the mission restart. It said "15 minutes remaining" and then restarted the mission 4m30s later. 2nd. About a minute before the mission restart, I dropped troops at the Kutaisi/Tblisi FARP for blue and got the capture message, but when the server came back up the FARP was still red. Having spent an hour cruising from Vaz and waiting for the strikers to clear the area, this was most irritating. -
[UH-1H] Rescue Under The Bullets - Co8
ScAvenger001 replied to Eight Ball's topic in User Created Missions General
Non Start Holo = Cold Start Helo, maybe? -
[UH-1H] Rescue Under The Bullets - Co8
ScAvenger001 replied to Eight Ball's topic in User Created Missions General
I played around with this a bit and it seemed pretty fun. You might want to look into making your triggers a bit more robust. For example, it seems like sometimes the "explosion" action doesn't necessarily kill the speedboat that triggered it. This means that sometimes there are speedboats just idling next to the destroyer, chilling while they wait for the next bomb-boat to arrive. This is easy to fix, just have the explosion trigger also delete the boat that set it off. As another example, it seems like Rentz isn't meant to survive since the second half of the mission only starts after it dies, but the mission assumes that the AI will set off enough explosion triggers to kill it. Further, since each wave of kamikazes is spawned by the previous wave reaching the explosion trigger, if one of the boats misses its date with destiny (e.g. the AI gets confused, or is destroyed by something else like a suicidal huey) then the later waves don't appear and Rentz survives. Great for the sailors, less great for the mission logic. One solution to this might be to have the Rentz explode of its own accord on a timed trigger, which doesn't seem unreasonable with the number of fires onboard. Also, spawning the later kamikaze waves might work better if their trigger criteria includes a timer as well as an [OR] to the current trigger criteria. Looking forward to more Huey action! -
After some sleuthing, their IP turns out to be 208.94.240.34:10308. So far, knowing this hasn't done me any good. It seems like Joe's Datacenter might be rejecting the connection for some reason. If you're able to connect with that IP, please let me know.
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For some reason I can't see the 104th server in the server browser. It's bizarre, since I can see just about every other server I'd expect to see (hollopointe, hoggit, and so on are all visible). Could I have the 104th's IP to see if I can connect that way?
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I did a bunch of runs through Operation Bactria with some friends, and cut together some videos so everyone could share the fun. Enjoy!
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X-55 shiftstate button?
ScAvenger001 replied to ScAvenger001's topic in PC Hardware and Related Software
Thanks! -
I have a quick question. I recently changed from an X-52 to an X-55, and the former is set up so that you can use the pinky button to shift what the other button does. So, for example, I can have a button that deploys countermeasures when pressed, and then I can use the pinky-shift to quickly change it so that same button toggles the jammer. Can the X-55 also be set up to have a button that shifts what the other buttons do, and if so how? It doesn't seem to be set up that way by default, and google offers tantalizing hints but no clear answers. Help, please! -e- for that matter, is there a way to set up something like that within DCS, instead of using Saitek's program?
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Red forces are sending waves of ground units to attack Gudauta, A-10Cs from Sukhumi are tasked to support friendly ground forces on the defense. This is a mission I put together for a friend whose joystick broke but still wanted to be able to play along with CA. Since the other guys I usually fly with are still pretty new, the difficulty is mild with just enough air defense to keep things interesting. It's designed so that ground forces don't necessarily require a human commander, but they will definitely lose if the hawgs aren't on the ball. Enjoy, and please let me know if you encounter any bugs. Defend Gudauta.miz
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I noticed earlier today that it didn't work when I was driving in multiplayer, but it came back for SP. I was the host of the MP game so it I wouldn't have thought it would make a difference.
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I mean that if I'm against, say, an SA-10, the RWR will show a blinking circle around the 10 diamond to show that it's supporting a missile launch. Against the SA-15, the RWR knew that I was locked up by the 15 diamond and the MWS successfully detected the missile launch, but there was no further correlation between the two. I assume that's because it's being guided by the ground station, that is, it's looking backward for instructions from the launcher rather than looking forward for the launcher's radar reflection. Is that correct? If nothing else, it'll mean that I need to be careful selecting countermeasure programs. Just because a missile came from the direction of the SA-15 doesn't necessarily mean the actual missile didn't come from his pal with the Igla who doesn't care about chaff or ECM. One reason to consider going high over going low. That's something I hadn't considered. Googling drag-and-bag, it seems like the idea is that one aircraft plays bait while the other sets up the kill? Wouldn't the launchers immediately re-target themselves on the incoming mavericks, though? Or did you mean in terms of using ourselves as additional potential targets to overwhelm their missile defense? Or something else entirely? Thanks for your advice!
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Can the Mav-H force correlate in the dark? It's a night mission, you see.
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I liked this idea, so I set up the mission editor to do some SCIENCE! for me. I had an AI-controlled F-15 fly laps back and forth over an SA-15 site at ever decreasing altitudes. Setup: one Tor SA-15 at 13.4 feet ASL, on the coast due west of Senaki. F-15C with no armament fliest east-west-east laps at 400kts TAS. Results: Test 1: Tor fires while F-15 is at 24000 ASL. Lowest unengaged lap was 26k. Test 2: Tor fires while F-15 is at 25,500 ASL. This was the first lap, so that's the highest altitude recorded. Test 3: Tor fires while F-15 is at 25,600 ASL. Lowest unengaged lap was 25,700. Assuming the SAMs don't treat AI controlled aircraft differently than player aircraft, it looks like 25,700 is the safe altitude, or 26k with some safety margin. A little strenuous for a loaded A-10, but not impossible. It's worth noting that the missiles still had more than a thousand knots of energy left on impact, so it looks like the limiting factor here isn't the missile itself. Maybe it's the radar, or maybe the AI's ROE. Also note that I didn't test what happens if the launcher is substantially above sea level, though if it's all that high it's probably better to try and use the terrain for defense instead of climbing over it.