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jureidinim

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Everything posted by jureidinim

  1. It's not only you - I get it a lot as well. Both AWACS and Wingmen - continuously calling out contacts non stop.
  2. This thread title is close to what I need to ask about as well ... Will the STEAM 1.5 beta continue to get updates or will all updates now go to the Open alpha (DCS 2)? Will i be able to use my modules - Flaming cliffs 3, A-10, etc that i purchased already in the Open Alpha now - or will i have to wait until it becomes "stable"? Thanks
  3. I have a track file loaded here which shows some AI errors - one of which is a repeating RTB message while they are in the air - but it repeats continuously. http://forums.eagle.ru/showthread.php?t=149459
  4. Attached Track and Mission file Attached track file which shows a few issues and also attached the mission file itself: 1) At dead stop my speed shows 80? 2) Not allowed to start engines on ramp if an AI plane is taking off on runway (meaning the ATC tells me unable to comply) 3) Repeating sound bug (AI constantly repeating it's RTB to base in this example) 4) At end of taxiway i stop and ask for clearance to takeoff.. While waiting my wingmen pile up behind me. Wingman #4 rams wingman#3 and ejects. Same issues happen in another mission i created. ai_crash_taxi.trk PushBack_Day1_Start.miz
  5. Not sure if this is a bug or intended - but my at rest speed (parked/engine start) for the SU-27 now shows 80? Usually it was 0 and moved up as you taxied. Now it starts at 80. Is this intended?
  6. Thanks for the workaround. Hope its fixed soon - its VERY annoying
  7. Had two missions I created prior to beta. 4 SU27's for player group - ramp start. Every time I run these missions now, when I get on the runway, wingman #2 waits as he should, so does wingman#3.. then wingman#4 either: a) crashes into wingman #3 b) parks right on his tail. Then neither wingman #3, no wingman #4 takes off.. they are stuck there. Had another mission with three other AI planes lined up to take off after our flight. After wingman #3 stops, #4 and the other three AI planes all line up basically touching each other nose to tail. And none of them take off.
  8. This was what i was planning to do next. I made the ROE adjustment (to only engage if fired upon) and now the CAP seems very passive - but I guess thats because unless they are fired upon DIRECTLY, they won't engage even if the enemy flies close to them but are chasing someone else. I'll set up the zones for the CAP flight and use that instead. The ROE change to Passive (remove ABORT) for the SEAD flight was all I needed. Now they hit faster (usually in one pass). Just a quick question - I never really used the AI PUSH/SET tasks before... so let me know if this thinking would work.... 1) If on my CAP I have the ROE as "engage only if fired upon" (set from first waypoint) 2) In one of trigger events for that flight i add an ROE of "Weapons Free" 3) In my trigger list i set something like "Once (enemy flight in zone) > AI Push task (ROE=Weapons free) Would that have the effect of: - CAP flight engages no one unless fired upon - when enemy flight enters ZONE, the CAP goes full offense. thanks
  9. Thanks Belgeode. I think those options will work perfectly for my missions. And yes - a little radio silence is better than the constant reports.
  10. Hi all, I've been having fun designing and playing missions in the editor. I've learnt to deal with some AI quirks, but there are two that can really throw a mission off and I'm hoping someone can maybe tell me how best to curtail these. My latest mission has the player (leading a flight of SU-27's) escorting a flight of four SU-25's. Just past waypoint one, a friendly SEAD flight is triggered for takepff to go ahead of us and remove SAMs at the target area. Player group of SU-27's and the SU25's loiter at waypoint 2 until we get the all clear from the SEAD flight. Taking off just before the SEAD flight is a two-ship CAP flight of MIG 31's which should orbit near the base they departed from. ...and here is where it can go weird. The MIG31 CAP will decide that it wants to attack the enemy AWACS and its escort which is located well over 100 miles away. They will even overfly the target SAM sites in full burner, bravely dodging missiles in their focused attempt to down that AWACS (impressively, one MIG31 did get through on one occasion, killing the AWACS and its two FA-18C escorts).. Meanwhile, the flight which is tasked as SEAD could spend forever flying towards that same SAM site, turning around once locked up, and if i'm unlucky, may just drop payload... Eventually though, one of the group members may get his act together and attack the SAM... but still after a lot of jinking back and forth and repeated passes. So.. is there any way to RELIABLY: 1) keep CAP flights on a shorter leash? Escort flights have an option to set what range to engage, but CAP doesn't. 2) Have SEAD flight be bit more aggressive? I know you have to give them time to line up so i set the waypoints with a good distance from target, but even so, the constant back and forth can have you pulling your hair out... On a related note, has the devs ever mentioned that some of these "quirks" would be cleaned up? (others like AWACS spamming messages come to mind). Thanks
  11. jureidinim

    AI landing

    I've noticed AI craft seem to abort landing a lot. Is there something going on here? I create missions in the editor and I notice them circling and gear down, then on approach they bolter and retract gear - they do this a lot... Then i may see (see attached pic) white smoke flying UNDER the terrain which was one of the aircraft trying to land.
  12. hope they also fix the waypoints. MFD starts counting from 1... which is waypoint 0 in the editor (takeoff). So other waypoints are numbered wrong. Messes up commands to escort/follow to specific waypoint. Also seeing strange heights/speed in HUD for waypoints that dont seem to match what was set in the editor.
  13. Oh ok.. my post was moved here. Good to see its not me.. i was going nuts trying to get the right plane to load. Hope the fix comes out soon.
  14. SU-27 no longer works after A-10C? I owned DCS world and the FC3, KA-50 addons before it went to STEAM. They worked quite fine. Once on STEAM, I activated my FC3 and KA-50 keys on the DCS World from STEAM. During the last STEAM sale, i purchaed the A-10C (on STEAM). I have been playing it and learnng to fly that plane. Now I felt to fly the SU-27 again, but all my missions i created in the editor will NOT allow me to fly that plane. It is set to PLAYER in the editor, but when the game starts, I canot enter that plane. I deleted them and tried to recreate a mission. If the A-10C is placed in the same mission, the game puts me in that plane instead of the SU-27. Also, waypoint 1 in the edior is placed right on top of my plane icon once the mission starts (becoming what was defined as waypoint 0 - takeoff - in the editor). Anyone else got this or am i faced with a corrupt editor? Is this due to the fact that the FC3 was bought outside of STEAM and merged whereas the A-10C was DLC from STEAM?
  15. Hi... I have DCS and FC3 already. I am now tryign to buy Combined arms. I sign onto the digital combat simulator site, choose Combined arms.. but when the screen shows my Cart, there is no option to continue the purchase. All i have is the BACK button, and a message saying that to complete my purchase, I have to enter my id and password again (on the login - left side of screen).. which carries me back to the home page and starts the whole process over again. How do I complete my purchase??
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