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NeMoGas

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Everything posted by NeMoGas

  1. They generally hit like 50m long if the target is moving toward you. You can tell the missile is trying but right at the end it just can't quite make it. These shots are within 8k and constraints with a large solid box indicating the missile sees the laser. If you are shooting a target traveling 90 degrees left or right of you then they tend to fall behind the target. I have seen this on the default code, other preset codes like bravo or november, and even custom entered frequencies.
  2. Yeah he has real issues. Even a human CPG has issues. George will be dead on when viewed through the TADS in the back seat but the missile will often land long. Same goes for a human CPG. Trying to nail this down with a human CPG and it is just super random. Sometimes you miss 4 or 5 missiles in a row when the TADS was dead on. Sometimes you shoot 4 or 5 in a row and they all hit. Generally in single player the hits seem pretty consistent. Once in multiplayer it becomes pretty unreliable. Even static targets fired at from a hover exhibit this behavior of missiles missing in multiplayer. Providing a track for this is also somewhat hard to do as by the time you start the aircraft, fly to the AO, and avoid being shot down long enough to shoot 5 or 6 Hellfires you have a track that is 200Mb and 45 minutes long.
  3. I noticed this the other day too. I Pressed the cyclic radio switch depress to select UHF radio and swap was still swapping the VHF radio frequencies. No matter what radio I selected using the cyclic switch, it would always swap the top VHF radio. However if I used the RTS rocker on the EUFD to select a radio and then pressed the swap button it would actually swap the selected radio. Not sure if this is a bug or correct behavior but I also noticed this. I haven't tested this extensively so it could also be an issue that is not consistent and comes and goes.
  4. Well it can be hit or miss but I have used him to shoot at those ranges before. Sometimes even well under 8k and with the target nice and centered in the TADs I see the Hellfire miss. I could be wrong but I think he continuously lases once he has found a target.
  5. If you can find a human CPG you should be able to out range them by about 1000 meters or so. I have been able to make hits on static targets with a human CPG at about 9600m and a few a little further. You can also WAS the Hellfires as the pilot and shoot them outside of George's range once he has found a target.
  6. Not sure why this has been marked with a solution. After more playing around it does appear to be an issue with dynamically spawned units. I even made a video showing every unit in DCS and how they all do have an IR texture. Also the units in the original post 100% have an IR texture that changes based on driving, shooting, or being engine off. A solid unchanging black texture is clearly a bug, there is no solution in this thread, yet.
  7. The AI already does this, so I imagine it wouldn't be that hard.
  8. Yeah many of the vehicles are missing their sound when in MP. I have a feeling the sound issue is because we can now ctrl+e and turn off the engines since the update before this hotfix. Also many of the vehicles last patch were able to accelerate from 0-43 mph from a 4th gear pull in under a second lol. They were also able to climb the steepest inclines at top speed and do donuts with ease (quite fun if not realistic). Now they have "Player controllable unit dynamics - adjusted" which seems to have set the units performance capabilities back to how they were before Apache. At least we can still do 300+ mph going downhill in neutral. I think something in-between what we had last patch and what we have now would be nice. It seems like vehicles that had an engine start sound still have sounds in MP while ones that didn't don't.
  9. With this new hotfix (DCS 2.7.11.22041 Open Beta hot fix patch) unarmed units being controlled by human players when killed will be able to drive around in a fireball for a minute or two before they finally explode, kicking the controlling player out of the unit. This is mostly normal except being able to drive around while on fire (a bug added a while back to some units). Sometimes the unit on fire will disappear and just be a ball of smoke and fire driving around and kicking up dust. There is also a desync in when the player inside the vehicle says it finally exploded and when another player sees it explode (video below). At the same time however there is a chance for some of if not every single player on the server being booted into God view and having AI take over their aircraft. We have seen this several times on our server now and have been able to replicate it in a small private server with just 2 players. Here are the mandatory track files and a video. (only one track, the other is 7Mb and can't be uploaded) Mptest-20220330-202811.trk Here is the video of what it's like when it happens. Thanks for your time.
  10. The only alerts I ever get as a CPG are for E2. I never hear missile warnings, or other radar systems. This is in a large multiplayer server running off the dedicated server. If I were to have a friend host a mission and join their aircraft perhaps I would hear more since he would be host. That would be similar to how you only see pilot and copilot head movements if you're in the hosts aircraft.
  11. Is track writing turned off via your autoexe? That's the message you will get when you have tracks disabled that way.
  12. I have had this now 2 times as a CPG in multiplayer where engines both die and MPD and TEDAC go blank. My pilot says everything is good on his end. Jumping out of the slot and then back in fixed the desync. I have had this very same thing 6 or 7 times as a CPG in the Hind also so it's not just localized to the Apache.
  13. This is what I have seen messing around in the ME and using the TEDAC/TADS to aim the gun with laser range and from a hover. When fired the gun will hit left when aiming right of the aircraft centerline, and right when aiming left of the aircraft centerline. There is a bit of downward vertical dispersion when aiming left or right also. If you aim dead ahead they tend to be almost spot on horizontally but with a bit of vertical dispersion. From what I can tell this is because the gun pushes the nose of the aircraft in the opposite direction due to recoil and the shots follow this arc. I don't know if the real one does this, but if it does that is a pretty cool bit of detail.
  14. +1 Yeah it would be great to allow servers to control this. If players can't run trees at a high enough level then they will just have to find another server to play in. Most servers that don't run a ground game could allow 0% trees and it wouldn't matter. Servers that do on the other hand really need a way to stop the "zoom out, see dots, drop bombs or shoot guns" meta that we have now. This is especially true when the ground game is run by the players and every unit is created by someone in a helicopter slinging crates using an in game currency like we do on DDCS.
  15. So I noticed when a tracked vehicle like a tank or a BMP-3 is heavily damaged one of the tracks sinks into the ground. When this happens if you drive onto some grass and try to turn it does this jerky motion like the track is getting hung up on the terrain mesh it is clipping through. This causes some rather hilarious things to happen. My favorite is trying to launch M1A2 Abrams into orbit. I should also mention I have had this happen to full health tanks in MP (the screenshot below) by bumping into map objects like light poles or fences. Perhaps the collision is forcing the tracks to clip a bit resulting in the same issue? I'm on the current open beta that released the Apache. Anyway here is a video, and the track file. FlyingTanks.trk It gets good at 10:45 mark. 446,525 mph is attained, or about Mach 580ish lol. The fact that you can travel so far in the map that the day/night cycle changes is pretty cool. I know this is a bug and I want it to be squashed, but before it is maybe we should have a competition to see who can get an Abrams to the highest terminal speed? There is still this one in geosynchronous orbit from the other day. Anyway thanks for your time.
  16. It seems like all the units have some sort of heat texture. Some are better than others, but none appear to be solid black like in my post above. Dimitriov might be correct about the dynamically spawned units. All 3 of the units in my post above were player created and dynamically spawned into the mission. Not all dynamically spawned units seem to have this issue though as I see many that look ok even of the same type, in the same mission, at the same time. Here is a video of every Armor, Artillery, Air Defense, and Unarmed unit in DCS. This seems to be a bug.
  17. So first off I want to say the new IR rendering is awesome. However I have seen an issue crop up several times now where units will sometimes appear solid black in IR and not have any kind of heat texture. I understand this is WIP but I figured I would report it anyway. It also seems not to be unit specific as I have seen units with the proper textures, and then have seen the same type bugged. I'm also not sure if this is just with IR sensors in general or if it happens only in CA. I also play mostly MP so not sure if it is just some type of desync. In this video you can see a Leclerc with no textures. I then engage an SA13 Strela that is also missing it's heat textures. When the Strela dies you can see the destroyed model has a heat texture. Here is a Hummer a friendly Hind deployed a few minutes after the video above was recorded. Being a multiplayer mission with hundreds of tanks and other vehicles, and about 45 player aircraft I don't have a track for this. I have also cleared my FXO files and meta shaders after this new patched dropped. Oh also ignore (not really plz fix :D) the constant IR seeker tone, that is another long standing CA bug in MP servers. Hope this gets fixed, the IR is awesome and really adds to immersion of the game. Thanks for your time.
  18. The engine sounds seem to mostly work when I tested them in the ME. But in MP the same vehicles have no engine sounds now. This seems connected to the fact that we now can shut engines off manually. The vehicles I notice with no engine noise in MP are the ones that didn't have a starter sound when you would initially jump into them as a player. Also you can get a Leo or Abrams (or any armor or vehicle it seems) from 0 to top speed from a top gear pull in like 1-2 seconds. They also can go top speed up mountain slopes at like 45 degrees lol My favorite is this old bug revisited. 317mph, not bad
  19. Yes I noticed this as well and if I had to take a guess as to why, it would be because they finally made ctrl+E actually work. This key command allows you to turn on and off the engines of units in CA. I presume this is to go along with the new IR system so running vehicles are hotter than vehicles that have been turned off. This is just my best guess though. It is nice to finally see the ctrl+E function work though. Some vehicles like the Tor still have engine sounds and even have a starter sound now. I have tried to get this function to work for years with no luck. Now it seems to work on everything I have tried it on. Update: Just tested and engine on at idle does increase the thermal signature of the vehicle around the engine bay.
  20. You can even flip the selector and pull the trigger.
  21. In the recent news report for the Gazelle on their discord they claim the magic poof of the Gazelle will be fixed in the next update. The rest of it, well that's probably another 2 weeks...
  22. Yeah it's pretty terrible. The number of hoops you must jump through just to use CA in MP is crazy. Then even when you do all the things, and check all the boxes, your units still like to depart the road 15 miles down the rout, cross 3 forests and ford 2 rivers before getting back to the road. Of course the whole time the unit is in motion even 15 miles away from described adventure above the server is melting down until someone finds the "bad" waypoint and corrects it. This basically makes having a combined arms simulation where aircraft support ground assets in a real time dynamically changing battle near impossible at times. This really should be at the top of EDs list of things to do as it is core to basically any realistic war scenario. This is the reason most servers don't allow the use of CA and instead have fields of static nicely arranged tanks for players to plink from 10 miles away. A pretty boring and frankly easy thing to do after a while.
  23. Our server has about 30-40 regulars and many more who split their time elsewhere. I can say that for the type of mission we run more control over the F10 map would be appreciated.
  24. It would be nice if the F10 map at least had more options for hiding things like missiles and bombs. Having the GCI able to see the exact moment a missile or bomb comes off the aircraft is a bit crazy. They can also see ATGMs shot by tanks or MLRS systems.
  25. Oh I should point out another and possibly related bug. Lately I have been losing engine 1 for no reason while flying as the pilot. An issue I still have not been able to nail down. Anyway, the strange part is this issue has never been seen by my friends who also fly the Hind. Now the last few days I have been a CPG in one of their Hinds and what do you know, engine 1 rolls back to zero and the generators kick off killing my ability to use the sight. However when I say, oh look we just lost engine 1 they respond saying everything is fine on their end. I then jump back to spectators, and rejoin their Hind. When I do the engine is running again and the sight works. Next time you're in your friends Hind and can't slew the sight see if both engines are still turning. Just to be sure I uninstalled the Hind and then ran an integrity check (Steam user) before I reinstalled it. That did not help and the engine issue still persists.
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