Jump to content

NeMoGas

Members
  • Posts

    331
  • Joined

  • Last visited

Everything posted by NeMoGas

  1. Yeah, and it's not just aircraft but ground units also. While in a KA50 I can now see a tank from 20+nm away. If they are on top of a hill, even if on the back side from my position I can still see them. They appear floating above the ridge at long range since the LOD of terrain is not very accurate. It seems pretty ridiculous that you can spot tanks and even infantry at these ranges now.
  2. If you don't remove wheel chocks it will force you into the drink. I have seen this many times in MP where the game spawns someone already on the CAT. It's pretty funny to watch, and I get a good laugh every time. :megalol: ​​
  3. I know this has been asked before over the years and I'm not exactly sure why it has not been added, but can we please get a team select splash screen before we can view the role select screen in multiplayer servers? This becomes a real issue since at any time even during flight you can pull up the role select screen and see where your enemy is flying out of, and what they are flying. I can see this not being a big issue for servers with a single spawn location for each team, but in servers where you are supposed to capture and hold different airbases and FARP's this can and does get exploited regularly. I would like to be welcomed by a splash screen with such things as an area for mission designers to display the server rules and Discord or SRS addresses (basically the briefing) with two or three buttons that would allow you to select red team, blue team, or spectators (if the server allows spectators) before you can view the available slots on said team. Now I understand that there might be some servers that like the current design so maybe add a checkbox in the ME to enable a feature like this? I really hope we can get something like this in play because even though I would like to believe all DCS players wouldn't want to use an exploit or cheat just to win, experience has shown me otherwise unfortunately. Thanks for your consideration.
  4. Already reported here https://forums.eagle.ru/forum/english/digital-combat-simulator/dcs-a-10c-ii-tank-killer/bugs/290922-reported-a10c-ii-losing-the-ccip-gun-reticle
  5. When you select the hidden on map option it does remove the threat rings so in that way the function works, just not explicitly for MFD's only.
  6. Not sure if this is reported yet, I looked around but didn't see anything. Also I am assuming this is not the correct behavior for this option but here goes. When you place a SAM unit such as an SA-19 Tunguska in the ME you have the option to hide it on the MFD, the mission planner, and the F10 map. When selecting to hide it on the MFD it seems the threat rings still appear on the DL page of aircraft such as the F18, and the option has no effect. Now If I select to instead hide it on the map then the unit will disappear not only on the map, but also the threat rings will be removed from the DL page in my airplane. Hidden on planner seems to work correctly so no problems there, but it seems as if hidden on MFD was merged into hidden on map and the option has no function. This results in being able to hide the unit on DL using the hidden on map option, but also makes it impossible for you to assign waypoints or directly control it with CA because you can't click the unit in the F10 map because it is invisible. I assume the hidden on MFD option is to allow units with threat rings to be hidden inside the airplane but still be visible on the mission planner or F10 map if so desired. If this is not a bug then disregard, but it seemed like one to me. Thanks for your attention.
  7. I would like to request gun smoke that stays in the air for a few seconds after a gun run. It could have a dispersion time similar to the smoke pods on other aircraft. A video for reference. Thanks for your consideration.
  8. So it seems like a repair will also fix the pod, but unloading and reloading a new one is still faster.
  9. From my experience you need to land and remove the bad pod, then reload a new pod. I haven't tested if an aircraft repair will fix it though, so maybe it will.
  10. I realized that I named the thread SJET Bug and in the track and video I use the emergency jettison button. However I have tried SJET and it does the same thing.
  11. While jettisoning some CBU105s I noticed that they seem to want to fly off the pylons and through my aircraft. I tested the CBU103s And they do the same thing. However the CBU87/97 series do not have this issue. Perhaps it's because they do not have any INS/GPS guidance? Here is a video of what I'm seeing. Also a track Thanks for your attention CBU103-105.trk
  12. There is a point where enough G will snap the wings like toothpicks. I forget the exact amount required in DCS but it is possible if you pull a few breakers. Behold Don't mind the part where I landed and took back off without wings :D It appears that I recorded a max G of 12.1 in that video. Perhaps this has been upped or changed since I recorded that? Edit: So I just messed with it in the ME and I can get them to snap with a max recorded G of around 11.1 with breakers off. It seems to depend on aircraft weight (which makes sense) as with a full tank and no stores 11.1G and the wings come off. With a near empty tank I was able to pull a max recorded G of 16.7 and the wings stayed on. Also it seems to matter how long you pull those Gs because I got 17.8 for about 1 second before it dropped down to around 13.5 and after about 3 seconds the right wing came off with around 200lbs of fuel onboard.
  13. That must have been a long mission. If I recall correctly DTSAS had a radius of 243nm (450km) in DCS. I also think the game tries to load the DTSAS data based off the position of your waypoints at mission start. So if you only have 1 waypoint and it is 600nm away you will start off map. If you have no waypoints then you start at the center of the radius. There was also a mod at one point that increased the radius of DTSAS but I am not sure if it passes IC for multiplayer but might be helpful for SP missions. I'll try to find it, and post it for you. Here is the mod, but it seems to only increase it by 100km. https://www.digitalcombatsimulator.com/en/files/3301834/
  14. It appears that the GBU38, GBU31(V)3/B, and GBU31(V)1/B also cause this to happen.
  15. So I noticed that the left wing no longer dispenses counter measures. It also seems like where as before the 2 inner CM dispensers would drop flares and the 2 outer would drop chaff, we now have a mix depending on CM loadout coming from all 3. As I recall there was a video where an A10 pilot talked about chaff usually being loaded in the wing tips because the vortices would help disperse it, and the flares would come from the inner dispensers to be inline with the engines. Thanks for your time NoCMLeftWing.trk
  16. When hooking something with the HMCS we do not get any HUD hookship or steering cues. The only way we see hookship symbols on the HUD is when we hook with the TAD. According to the -1 this is incorrect. Thanks for your consideration HUDHookshipHMCS.trk
  17. Ok, thanks for clearing that up. So it seems that we might still have a bug with the HUD hookship and steering cues when using the HMCS.
  18. Are you talking about DCS or real life? If your talking about real life then the -1 has a typo and the mods can disregard.
  19. Can we get the HUD hookship and steering cues only showing for TAD hooks and not HMCS hooks reported here or should I make another thread? They are somewhat related to the original post so let me know, thanks.
  20. This appears to happen when you select a GBU54 and then use the master mode button to go back to guns. You still have the fixed gunsights and the CCIP gun cross but the gun donut disappears until you deselect the GBU54. CCIPGunRetBug.trk
  21. Yes it has been in since as far back as I can remember, just quantifying it for people who didn't know.
  22. Just not lasing, but I'll try that next time. Edit: So I just tried turning the laser to safe during the cool down period (10 minutes) and the results were the same.
  23. Holding a button down for 20 minutes is pretty difficult to do accidentally lol. But if you do you are limited to roughly the same 20ish minute maximum laser lifespan. Even if you stop lasing between targets.
  24. When you mask the laser and then press the pinky switch to turn it off, it actually stays on and will continue to fire once it is un-masked again. Perhaps this is how people are overheating/burning out the laser, because they think they turned it off? You need to make sure you turn the laser off before it becomes masked, or just be aware that it will continue to lase even after you press the pinky switch while masked once you un-mask. Not sure if this is intended behavior but this is how it seems to work in DCS. Also @BigNewy, the 1190 seconds was determined by starting a mission in the ME and then using RCTRL+Scroll Lock to being up mission time. After the first 60 seconds I started the laser and waited for it to burn out. Then I took the total time of the mission and subtracted 60 seconds. 1190 seconds is rough but pretty close over a few deferent tests. I have also tested this in years past and it was also around 20 minutes for burnout during continuous use. Edit: So I went and retested just to make sure and got a continuous time until burnout of 1196 seconds. I also tested to see if it was cumulative or if a cool down would allow it to lase indefinitely before burnout. I allowed a cool down of 5 minutes in the first test and a cool down of 10 minutes in the second. The laser burnt out in both of those tests with a combined laser on time of about 1185 seconds. It appears that the total time the laser can be on is cumulative and cooling down has little effect, actually seeing slightly less combined time than the continuous laser on test.
×
×
  • Create New...