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Everything posted by NeMoGas
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need dcs log Crash when selecting ACQ source
NeMoGas replied to NeMoGas's topic in Bugs and Problems
Do you mean the dcs.log-long-number.zip? looks like I have 2 of those from around the time of the crash. -
Selecting a coord as ACQ source sometimes immediately crashes the game. I have had this happen several times over the last few days and twice tonight. The first time it happened tonight I had used the TADS to mark a point on the ground as T01 while in another players Apache. The intent was to shoot at a target marked by JTAC smoke and a laser so I dropped the target point on the smoke and set the Hellfire to Hi LOAL. Then the second I went to the coords page and selected T01 as my ACQ source the game locked up and eventually crashed. The second time I had this happen tonight was about 10 minutes ago. I was in a solo Apache landed on the ground. I got a friendly MGRS grid and entered it into the aircraft via the point page. I then setup the Hellfire for a Hi LOAL shot since my friend was going to lase the target for me. Again the very second I went to the coords page and selected the point as my ACQ source the game crashed. Unfortunately I don't have a track file for this as both times it was well past an hour into a multiplayer session and tracks never survive missions this long or full of units (I actually disable track writing when in MP to save HDD space).
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Yeah this option does not sync between the 2 cockpits which is very unfortunate since it also likes to turn itself on when in MC automatically. Trying to untick this option for your pilot as he attempts to regain control is useless and only causes a desync between the two cockpits.
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reported earlier CPG NVG's in MP not working
NeMoGas replied to ThatPieMan's topic in Bugs and Problems
This is the same bug I and everyone has in the Mi24. The way to work around this is to join your friends aircraft and spawn in. Then go back to spectators and rejoin your friends aircraft again. You will now have working NVGs. I do this every time I join someones Mi24 or Apache and it is 100% reproducible in MP. -
If you want you can turn LMC on and not slew it and it becomes ground stabilized. I usually let the reticle drift over the target and then enable it. Works well for static targets and allows the pilot to maneuver. I'm not sure if LMC is supposed to work this way in real life but in DCS it does.
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reported earlier no RLWR alerts for the human CPG
NeMoGas replied to Rongor's topic in Bugs and Problems
So the issue appears to be that the human CPG only sees AI radars. Playing on another server with AI other than E2 allowed me to get RWR warnings from AI fighters. Player flow aircraft however don't seem to trigger the RWR for the CPG though. -
This happens in MP with units that are dynamically spawned I can't provide a track. A track from the server I play in would be to big to upload to the forums and likely not work. The work around is to disconnect and then reconnect to the server and all the units that were bugged should be fixed. However any new units spawned while you are connected can become bugged.
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The AI can eject and it does what all DCS mods do, it spits out a generic pilot model. No new models required. It would be nice if every mod actually ejected their nice high detail pilot models, but DCS in general does not do that.
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[invalid, fixed by ED] Server setting to force customized tree setting.
NeMoGas replied to D4n's topic in DCS Core Wish List
We have had the 30% for a long time now. It does not really help with the issues I mentioned above. Even at 100% you can do the zoom meta thing, but it becomes harder. Honestly it would be better if unit rendering inside trees was culled until the trees render. In other words, if the unit is inside a forest you should not be able to see that unit when you zoom out and your trees disappear. Instead the unit inside the trees should also disappear until the trees load in. -
not planned IZLID (IR Zoom Laser Illuminator-Designator)
NeMoGas replied to Sinclair_76's topic in Wish List
CPG does have NVGs, you have to join the slot and then leave the slot, and then join again. It's the same dance you have to do in the Hind to fix that desync. -
not planned IZLID (IR Zoom Laser Illuminator-Designator)
NeMoGas replied to Sinclair_76's topic in Wish List
If this was on our version of the Apache it would be cool to have as an option in the mission editor. +1 -
Yeah I figured it would have to be manually turned on. I even check during startup to make sure it is off. Then at some point during the flight I will drop below 80 and the nose will pitch down. I then have to stabilize the helicopter and go into the UTIL page to turn it off. My CPG tells me he didn't touch it. I have also seen the same issue when I was CPG and I know I didn't turn it on.
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The main issue I have with NOE/A is that in multi crew it likes to randomly enable itself even when neither crew has selected it from the utility page. I have had this happen probably 15 to 20 times as a pilot with a human CPG and another 15 or 20 as a CPG for another pilot. It usually results in near death but most times we recover. Unless this mode is supposed to enable itself automatically as some kind of brake check style awareness test lol. If so then it seems to be working as intended. If not then we have another desync bug to report.
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reported earlier Killing unit turns players into AI
NeMoGas replied to diskball's topic in Bugs and Problems
Not that I have heard and it actually appears to not only be unarmed units as suspected before but any unit has a chance of causing this. This is a pretty big issue for any MP server running a ground game that allows players to take control of the vehicles directly. -
Fast workflow to store current (George CPG) target location as point
NeMoGas replied to Bearfoot's topic in DCS: AH-64D
Yeah he does not actually store anything yet. I assume that is WIP and he will eventually. -
Not a big issue, maybe even intended but in multiplayer when you look over the dash as the pilot the CPGs MPDs are blank, yet the EUFD is on. In single player the MPDs are on and even display the current page you have selected if you swap from the back seat to the front, and then back again (although they are static and don't display real time video or images). Maybe this is done for performance reasons or perhaps to make sync between clients easier? If not it would be cool to see them displayed the same way they are in SP. Some pictures from SP. Again not a big issues and maybe not even a bug but I figured I would mention it. Thanks for your time.
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You mean the compute firing solution? If so you have to disable it in special options. If you create a mission and save said mission with that setting on you will have to resave the mission after you turn it off to take effect. It's unfortunate that ED has some of the user settings like this override even the options changed in the options LUA in the saved mission but they do.
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https://forum.dcs.world/topic/296266-acft-roll-characteristics/
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From my testing what I have noticed is the laser designator and range stop immediately at 10k. Storing a target at say 12k will result in accurate azimuth but the range will be maxed out at 10k. Also if you try to designate from an Apache at beyond 10k for another Apache at let's say 8k from the target the designating aircraft needs to fly within that 10k range before the shooter at 8k will get their Hellfire to see the lase and lock. I imagine the laser energy wouldn't just abruptly stop right at 10k but then again that's exactly how all the other pods in DCS work except they generally can lase out to 15k and not 10k. As far as what a realistic range should be, I don't know. I know there are hand held laser rangefinders that can range further than 10k though under the right conditions.
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Pretty sure this was reported with one of the SMEs here saying it was incorrect.
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investigating George cannot hit moving targets with the hellfire.
NeMoGas replied to Ghostlydoggo's topic in Bugs and Problems
It's not going to turn like an AIM-9X but there are videos of them hitting fast moving vehicles and even aircraft. Probably wouldn't have to many issues pulling lead to hit a fast moving vehicle going in a straight line. -
I noticed this also. By the end of the night my helicopter had been repaired 3 times and both tires were flat so it no longer was leaning lol.
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Tried to jettison with a human CPG last night and it wouldn't work. Then they jumped out and it immediately allowed me to jettison. They jumped back in and then I couldn't deselect the pylons (the buttons were backlit green) but my CPG could. He turned them on and that turned them off for me lol. It just seems like another desync thing to work around.
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investigating George cannot hit moving targets with the hellfire.
NeMoGas replied to Ghostlydoggo's topic in Bugs and Problems
Yeah he will miss stationary targets even when you are in a very stable hover and the target is nicely lined up in the TADS. -
investigating George cannot hit moving targets with the hellfire.
NeMoGas replied to Ghostlydoggo's topic in Bugs and Problems
We have tracks from this also but several of them show the helicopter crashing into the ground. Then even though the hulk is facing about 180 degrees away from the convoy broken into pieces you still see it shooting and somehow magically killing the BTRs lol. It's pretty hilarious actually. Total time of the 2 tracks is probably sub 20 minutes each. Not sure how to get a track that actually works? Only thing in this mission is 1 Apache and 10 BTR80's. We have a server side track that seems to work but you can't get a cockpit view.