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anirothan

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Everything posted by anirothan

  1. I think I tried changing the magnetic declination manually before and after alignment and it could not be done. The magnetic declination seems to be preset even before alignment starts. You can see it any time by setting PCN to DEC. For the part of the campaign that takes place in January, you can still set the HSI to Cv NAV and use true headings/bearings. You can get a magnetic heading/bearing by adding 6 degrees, since the correct magnetic declination is 6.0 degrees to the east.
  2. Probably related to: https://forums.eagle.ru/showthread.php?t=183066
  3. This is weird one to report. I the month of January, the magnetic declination in the INS has a value of 102.8 :helpsmilie: In months other than January, the INS reads a magnetic declination of 6.0 (or very close to that). I have tested this by hot-starting in Vaziani, at parking position 73, at various dates. For comparison, I have used an A10C at the same position and dates. Specifically, in December, February, March and June the M2000C's INS always has a magnetic declination of around 6.0 which is consistent with the A10C's value. However, in January the M2000C reads 102.8 whereas the A10C reads E6.0 (MV entry in POSINFO in the CDU). I have tested this in both Open Beta ( 1.5.6.1938 ) and stable releases and observed the same behavior. In all cases true heading seem's to be accurate. I can provide mission/track files or screenshots upon request, but this should be fairly easy to reproduce. This bug report seems to be related to the following reports: https://forums.eagle.ru/showthread.php?t=183063 https://forums.eagle.ru/showpost.php?p=3051186&postcount=4
  4. In 1.5.4 the flood lights, both normal and emergency, seem not be giving any light.
  5. OK. Good to know baltic_dragon is already aware of this. Did not see it on the bug tracker so assumed it was not. Thnx
  6. S04 Hammerfall p1 1.5 BROKEN I've recently started replaying this campaign, in the openbeta version. S04 I get to waypoint 2 and I hear the radio communications with Overlord about the Alpha team moving in. I've played this before twice already, once in the initial free release and once again when I bought this campaign. So, I know what is supposed to happen after that point. It never happens. The Alpha team just never moves, no ground vehicle ever moves. I can keep circling the area till the end of times but they never move. I've tried the mission twice in openbeta couple of weeks ago. I've just tried it on stable 1.5.3.53279. The behaviour is the same. I guess this is a bug from ED's side of things, but can't investigate further due to copy protection :( I have a track file from stable, but it's too big to upload here. PM-ing a download link.
  7. Flying smoothly once AI wingmen are in formation - without any violent (high G) directional changes - helps a lot with AI fuel consumption in my experience. However, I believe there is an additional factor that must be taken into consideration in mission design, as well as future AI programming. It is the time required to get into formation. This becomes a factor in two ways: a). Getting into formation after takeoff. b). Getting into formation after breaking-off/ending an engagement. Consider case a: If after takeoff the player immediately follows the flight-plan and accelerates and/or gains altitude in doing so, wingman no.1 will have to spend a lot more fuel to reach the player. Wingman no.2 will have to spend even more fuel and so forth. In this scenario the third wingman goes bingo first, followed by the second and so forth. This is especially evident in this campaign where you frequently fly four-ship. In other campaigns, what I always do (even in a 2-ship flight) is establish a smooth and slow pattern around the airfield and wait for all wingmen to take-off, get in formation and only then I proceed to the flight plan. This helped me a lot in the Eye for An Eye F15 campaign in terms of AI fuel preservation. In this RF campaign there are specific push time targets I have to meet where you really do not have any time to hang around the airfield waiting for AI to get in line. Case b: This can be a problem if the wingmen stray too far from the player. Personally, I have found that establishing a slow orbit and waiting for everyone to get back to formation first, and only then re-establishing CAP or flight plan helps AI conserve fuel. Basically it's all about helping AI travel less distance for less fuel to get back to you. Suggestions: I don't think there is much that mission designers and AI programmers can do for case b. Except perhaps allowing AB only in engagement scenarios. I think case a is more amenable to improvements: 1). Design missions so that the player's flight has time to establish formation first, and then go meet its other time sensitive objectives. For example, incorporate that in the flight plan: SP1 being something like "Orbit waiting for flight to get into formation". I believe this can be done easily without any AI engine modifications. 2). Implement formation takeoffs when starting from ramp. This will require modifying AI taxi/takeoff behavior in the game engine. However, formation takeoff is implemented when starting on runway, so it is possible.
  8. Difficult (but doable), thrilling, full of adrenaline, perfect ending.
  9. Thank you for an amazing campaign. I had played the old free version some time ago and as soon as I saw it released as a DLC went ahead and bought it. Really, the best quality campaigns in DCS. ED should pay you to write all their campaigns from now on. I just finished the mission S05 Hammerfall patrol 1.5. There is one thing that I did not like at all and hope it will be changed in future updates.
  10. Yes, I did not notice anything special or suspicious used for radio in the mission file. It might be a backwards compatibility issue, a bug introduced by the new mission editor when the mission was re-saved, or just some bug in the new DCS engine. To clarify the crash occurs once the Su-25Ts destroy the SAM targets at waypoint 2, and start moving to attack the AAA targets at the next waypoint. Sometimes I get the message that all SAMs are destroyed ("SAMs killed message" trigger) before the crash, and sometimes I don't. I am attaching one of the collected tracks and tacview files for reference. E4E6CrashOnSA9Destroy3IA.trk E4E6CrashOnSA9Destroy3IA.txt.acmi.zip
  11. DCS 1.5 issues with mission 6 - A Kick in the Teeth I've been playing mission 6 in DCS 1.5, and have encountered the following issues: 1). The GA SEAD Escort group of MiG-21s gets stuck while trying to taxi for takeoff. Basically, their hangars are too close and they both seem to be giving the right of way to each other. This is probably a bug in DCS 1.5 so I reported it here: http://forums.eagle.ru/showthread.php?t=148936. Placing one of the 2 MiGs in a different hangar seem's to be the solution for now. 2). The game consistently crashes once the GA SEAD group destroys all the SAM objectives. I've basically played the mission 4 times (plus the instant action versions twice), collecting tracks, logs and TacView recordings. On all occasions the crash occurs at the point the SEAD flight destroys its last SA target. I have also made a couple of runs with different graphics settings but the issue remained. This could be a bug in the tasking logic of DCS 1.5. I am going to try and recreate this issue in a minimum mission before submitting a bug report. It would be great if someone else can verify this is happening. For now at least, this mission cannot be completed :cry:
  12. DCS 1.5 issues with mission 5 - An Eye in the Storm Glad to help! I have played through up to mission 5 so far. I've experience a few additional issues with mission 5. First, 1.5 appears to be adding fog, which as far as I can remember was not present in 1.2. I've checked the mission in the editor but the fog option is turned off! Enabling and disabling the fog, and then resaving makes the fog go away. However personally, I did like playing the mission with the fog enabled more. It looks amazing and makes the low level flying more exhilarating. Second, the communications menu is getting stuck. I could not order my wingman to go trail formation for the low-level flying in the valleys because of that. When I tried to, the comms just got stuck. I have also noticed this when requesting permission to startup from ATC. The weird thing is, that even though you cannot ask ATC for permission to start-up, if you do it without asking permission, and then if you do not ask for taxi permission and just start taxiing, you can ask for permission to take off. However, at some point the comms just get stuck. Unfortunately, not matter how much I tried I could not figure out what was causing this. It may be a bug on ED's side, but I have not been able to re-create it outside of this mission. Third, it seem's that in 1.5 the ATC is directing takeoffs the opposite direction than in 1.2 in the presence of wind. I noticed this because the AI was directing me to taxi to runway 32 (tail-wind) instead of 14 (nose-wind) as originally designed in this mission. The obvious way to fix this was to just re-adjust the wind to opposite directions.
  13. Hello, I noticed that aircraft when taxiing from parking positions to the runway can get stuck if the parking positions are very close, e.g. adjacent hangars. I have created a minimal mission that exhibits this with 2 MiG-21s in Kobuleti, starting off from neighboring hangars. Once the first exits the hangar, it gets stuck as if waiting for the second one, while the second one never moves. I have attached the mission and a track. openbeta-test-takeoff-from-hangar-deconflict.miz openbeta-taxi-stuck-test.trk
  14. OpenBeta 1.5 issues and fixes Hello feefifofum! First of all, a big thank you for all your work on this campaign! I've enjoyed it in 1.2 and now I'm trying it out for 1.5. The first issue I've encountered is a minor one. Mission loadouts with AIM120s are broken. This is fixed easily by recreating the intended loadout in each mission. The second issue is the major one. Missions 4 to 12 hang at the loading screen. Missions 1 to 3 do not exhibit this issue. I've investigated and found the problem, and the solution as well. I noticed that when trying to resave a problematic mission, it was not being saved properly. Looking at the log files, the mission editor was trying to save into the .miz (zip) archive a non-existing file: a file with an empty name. The file in question is the mission initialization script, which actually none of your missions use. However, the mission files that freeze on load, have initScriptFile set to "" (the empty string). My guess is that 1.5 has ceased to treat this as not having an init script and tries to load a file with an empty name. The solution is simple. Go to each problematic mission, and before resaving it hit the RESET button for the INITIALIZATION SCRIPT in the mission editor. You can fix the mission weapon loadouts before saving as well. After doing this fix, missions 4 to 12 now are loading correctly. I have only played through missions 1 to 3 so far. They appear to be working well (once you fix weapon loadouts). An upside in mission 3 is that you can follow the friendly Mig more easily, because it changes course much more smoothly. Once again, thank you for this campaign and all your hard work. It was amazing in 1.2 and so far it seems even better in 1.5. Keep up the good work! P.S. I can post the fixed mission files upon request.
  15. Well if you reaaaallly want to get technical :smilewink:, the order was "once you feel you have enough gas, RTB", so I interpreted that as "you can continue AAR and RTB at your pleasure". Also, in the previous TAC16 mission, I took my sweet time in the AAR similarly and got a Q just fine. P.S. I found some time today to replay the track and had my camera on CHEVY. I can confirm that after some time it lands it vanishes into thin air and I get the taking hits and csar messages.
  16. TAC17 bug Hello! First of all I would like to thank the creators of the Qualification Campaigns for their amazing work. I'm going through the Tactical Training right now and I've just done TAC17 - Deep Interdiction with SOF. It seems that there is a bug that made the FE give me a U mark. I've killed the truck target, got FOXTROT code word, killed one AAA-truck on the road towards the east and another one to the west, got the ROMEO code word, then got the ZULU code word and fenced out. Then proceeded to do a successful AAR. After that, on my back to base I suddenly get that CHEVY is hit and then CHEVY requests CSAR and the FE says I failed the mission. However, according to the mission log CHEVY had already landed and shutdown even before I did the AAR and there is no actual log of it getting any hits or going down :huh:. The way I see it I passed with a Q mark no matter what the FE says :D . Not sure, but perhaps the issue has to do with the fact that I took my time in the AAR and made several contacts even after the FE giving the OK to RTB - just to practice my poor AAR skills. Not sure if the engine deallocates units after some time they shutdown and that fires damage and death triggers. If this is the case, then this is probably an engine bug. Ignoring damage, maybe by checking some flag, after successful egress or landing should do the trick. DCS v. 1.2.14, TT Campaign v. 1.0, track file: https://dl.dropboxusercontent.com/u/1206362/tac17-wtf-failed.trk
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