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Octuplefire

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  • Flight Simulators
    A-10C, FC3, Viggen, M-2000, Sabre, Mig-21, Hawk, KA-50, Huey, Gazelle, P51, Spitfire, CA
  • Location
    UK

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  1. I understand this is still WIP, but some feedback/wishlist from a mission editors perspective from current build. Option to limit what can be transported, for example anyone can currently resupply nukes to an airfield, which can be an issue in era specific missons. Option to limit how many items per crate, currently 100 per crate. 100 bombs in a single crate is obviously unrealistic. Weight doesn't correspond to equipment carried, it uses the default weight the type of crate used. Having X100 1000lbs bombs can weigh only 3700lbs. Option to disable sling loading, only having internal cargo. (due to bugs in multiplayer) way to clear up abandoned crates option to lift appropriate units (similar tickbox option to "can be cargo" on live units) option to have crates hidden on F10 From above a single chinook resupplied a airfields with 700 RN-24s bombs in a single flight.
  2. Any use for the tranportable vehicles currently, a way to deploy them for example? Assume this is for a future feature. (C-130)
  3. Hi, Having repeated issue when selecting the BTR-82 in editor and viewing the unit. The bug: After viewing the unit using the unit loadout tab in the editor, I can no longer return to the map when selecting the waypoint tab. This works correctly on other units. (not tested all) The unit view is then stuck on my screen even after returning to main menu, it is possible to close with the x in the top right, but then my DCS fails to get past the next loading screen either returing to the editor or multiplayer. I then have to force close DCS with the task manager. Images attached to show what I'm seeing. edit: spelling errors nullnull
  4. With F10 Veiw option set as Allies only and selecting the tick box "Hidden" on FARPS doesn't hide them on F10 view like other Static units or objects. Mission attached Mission Setup: What I see in mission: Hidden FARP Test.miz Hidden FARP Test.trk
  5. This bug has reappeared in the open beta version:2.7.11.22211 Same conditions as original post to reproduce.
  6. Any way of having these linked to triggers to show/hide or is that something for the wish list thread?
  7. I found trying to access the rearm menu before you are in a airfields rearm radius causes a bugs with rearm dropdown menu and stays bugged for the rest of the session. This happens with Gazelle, Huey and Harrier from quick tests (I assume all modules are affected) Recreate: In mission editor place a client aircraft with the option "Take off from ground hot" outside a FARP/Airfield rearm radius. Fly the mission and when in the pit try to individually select weapons on each station, each weapon category is empty. (the bug) If you then fly to and land on the FARP/airfield each weapon category is still empty. You can still rearm from pre-set loadouts. Track is provided but not sure if you will see the effects on the rearm menu. If you repeat this process but only open the rearm menu after you land in a rearm radius it works as intended and the bug can no longer be reproduced. server-20211010-144758.trk
  8. Octuplefire - Blue F-15 / MiG-29S
  9. No didn't have any mods installed other than some liveries.
  10. Removing and reinstalling the module fixed it for me. In the editor it was showing the old F-14A external model. dcs.log-20201118-172014.zip
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