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Everything posted by feefifofum
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ID4 - F-15; F/A-18; AV-8 co-op
feefifofum replied to feefifofum's topic in User Created Missions General
Ha, I've left the mod hosted, give it a whirl and let me know It was quite a hoot if your server and players could handle a few dozen AI and you aren't expecting too much. -
Mission 15 - Result of 50 even after being instructed to RTB
feefifofum replied to Funky Monkey's topic in Bugs and Problems
That was bizarre indeed. What is supposed to happen - Thanks for the report! Glad the Frogfoot pilots got it together to die properly on the second pass. I'll see if there's anything I can do to keep things moving along in the event this occurs again. It looks like enough other measurable events occurred that I could still build in some kind of contingency for this. Please let us know if anyone else experiences the same issue! -
Thank you so much for the kind words caveman. Time hasn't permitted any official reimaginings, but check the thread draconus linked for tips to fly the campaign in the strike eagle as-is! I'd recommend using hot starts, as some of the timing of AI aircraft behaviors is built around FC3's quick start-up times.
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Confirmed USB shenanigans on my end as well. Swapped the ports the hub was plugged into and everything magically worked again.
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Bump; having the same issue. Seemed to appear after the latest round of SimApp/FW updates in early May. Anyone else?
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Ownership of the module is tied to your ED account, not the actual files; you haven't done anything beyond repair. Most likely the game thinks you have the module still installed due to your deleting the files manually. As Rudel suggests, a repair should solve the issue. You can either perform this using the command prompt, or if you elected to allow DCS to create start menu shortcuts you should find a "Repair DCS World" shortcut there. To run the command manually, navigate to the c:/program files/eagle dynamics/dcs world/bin/ using file explorer. Hold the shift key, and right click inside the folder - you will see an option in the menu - "Open PowerShell window here" When the window opens, type in (minus the quotes) ".\DCS_updater.exe repair"
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Hi Jack, is this in reference to a particular mission or a general observation?
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- waypoint loop
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Bugged Mission 15 & Bugged Runways
feefifofum replied to TheCoyoteHunter's topic in Bugs and Problems
Thanks I am right there with you guys on the hair pulling, trying to figure out what is happening that I can't seem to reproduce. Every .trk and .ACMI helps, please PM me a link or share them here when you're able. -
Bugged Mission 15 & Bugged Runways
feefifofum replied to TheCoyoteHunter's topic in Bugs and Problems
Hey Anoobis do you have a .TRK or .ACMI I could see? Mild spoilers - -
Bugged Mission 15 & Bugged Runways
feefifofum replied to TheCoyoteHunter's topic in Bugs and Problems
Soft lock should be sufficient; if the wingman responds in the affirmative he should go after your primary TWS or STT target; once he is in proximity to the group, he should automatically select the next relevant target from the group as you will have now closed the distance. Once the wingman has committed, you are free to switch targets. He should stay focused on whatever he is attacking until it's dead or he needs to go defensive. -
Bugged Mission 15 & Bugged Runways
feefifofum replied to TheCoyoteHunter's topic in Bugs and Problems
Was this in the stable build or the current OB? Thanks for the TacView! These or tracks tend to shed a little more light on the situation. If you can attach the full file, I can see which aircraft cause the violation; the trimmed section only shows your wingman going after the Frogfoots. On that note, targeting the Flankers and ordering your wingman to specifcally "engage my target" will help. The "engage bandits" command sets him on the closest contact he is aware of, which may be the Frogfoots depending on where you are relative to Gori when the call to intercept comes in. -
Mission 7, Infantry destroys my F-15 during startup
feefifofum replied to sthompson's topic in Bugs and Problems
Hi Hipster! These guys have absolutely refused to cooperate to the extent that I've deleted them, despite the nice scenery they used to provide running by the hangar at the start of the mission. The fix should be in the next OB update, and then to stable shortly thereafter. Thoroughly enjoyed the video -
Yep. It's a $50 stick and throttle that feels like a $50 stick and throttle. That said, nothing else out there offers you a stick, real throttle, and rudder rockers at that price point. You will be doing a lot of work with the mouse and keyboard, even with shift states. The T-16000M FCS package (with stick and throttle) will still leave you short a couple of hats and with a single stage trigger, but you should be able to compensate with shift states and exist mostly free of the keyboard and mouse. You're in for over twice the price of the HOTAS X though which is why that was first on the list. If you need a 1:1 simulation, you already know the answer you just don't want to spend the $$
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Mission 9: Possible issue with completion triggers?
feefifofum replied to Martyn's topic in Bugs and Problems
Thank you! I'll take a look and see if I can reproduce it -
Bugged Mission 15 & Bugged Runways
feefifofum replied to TheCoyoteHunter's topic in Bugs and Problems
I just ran the mission without experiencing ROE issues in the current OB build 2.8.2.35759 Please try again at your convenience and if you have any further issues, please share a .TRK or .ACMI if possible to help diagnose the problem. Individual users' systems can also affect certain issues, particular AI crashing (which was likely the cause of the false ROE violation.) Avoid using time acceleration to limit the risk of these kinds of crashes. -
Bugged Mission 15 & Bugged Runways
feefifofum replied to TheCoyoteHunter's topic in Bugs and Problems
Please attach a track or .ACMI if possible. It is very difficult to tell exactly what the problem is without seeing the AI's behavior. Flight -> Go To -> Return to Formation will cause your wingman to disengage and return to you. You can direct the wingman to attack a specific target by locking it and using the Attack My Target radio command. The Attack My Enemy command will direct the wingman to attack the aircraft engaging you. Unfortunately, beyond the commands you issue as a player, we as designers have little control over the AI wingman's behavior. -
Thanks for the kind words! Unfortunately the wingman AI is what it is, and is out of our hands. I've found a little more success directing them to a specific target vs. giving a general "engage bandits" order. Managing your own position vs. the bandits is indeed a challenge (and an intended one!) Good move anchoring somewhere safe until they were about to penetrate the border and having the engagement on your terms. If you dally too long, though, the Fencers will start hitting targets in Georgia which reduces your score.
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This mostly has to do with the absence of peripheral vision. The further zoomed into the HUD your camera is, the greater the effect. The scale of nearby objects (such as the very tall trees in the heavily forested areas of the Caucasus map) can also affect your perception. Similarly, you can create the Hollywood-style sense of speed in an external view by placing the camera a few hundred yards away from the aircraft (much like a trailing aircraft filming would be) and using the camera-lens zoom controls R-Alt num/ and R-Alt num* ; this is how most trailer footage is shot to give it a cinematic feel. The technique creates a visual trick that causes the background to appear to move by the aircraft at a much higher speed.
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It's always hard to exactly pinpoint the timing; there is a huge variability in when the player can arrive and what they do afterward...if you happened to save a .TRK file I'd love to take a look and see if there's something we can do about the VO timing issue you experienced.
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Mission 10: problem with voiceover timing
feefifofum replied to sthompson's topic in Bugs and Problems
Odd, I'll give this a look when able. Thanks for the report! -
I'll also add that it's a good idea to drop a couple of flares after cranking and cutting your throttle. This should defeat any long range IR shots the bandits may have made.
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Ranger79 Base Objects Pack (Hesco's + others)
feefifofum replied to Ranger79's topic in Static/AI Mods for DCS World
I spoke to Ranger shortly after the patch broke these; he and I used to fly together from time to time. Unfortunately he no longer had the original files in order to update them to the new .EDM standard, so like so many other excellent packs (RIP Lilkiki's everything) it is pretty much perma-lost. -
Adding Parking Spots - DCS Mission Editor
feefifofum replied to hecrowell's topic in DCS World Tutorial & Help Requests
There is no way to add new snap-to parking locations to my knowledge. You can, however, choose the "Takeoff from ground" option to place the aircraft anywhere on the base and choose its initial heading. -
The first livery in the list, alphabetically, will be automatically selected when the unit is placed within the mission editor. Once the units have been placed and the mission has been saved, you must manually change liveries for individual aircraft. You can find the default mission files in YourDCSDirectory/Mods/aircraft/AircraftName/Missions. Note that any changes you make to these files will be reverted when the game updates. If it's very important to you, you can copy the missions from the above directory into your Saved Games/dcs.openbeta/missions directory and access them via the "My Missions" button. Missions in /Saved Games will not be affected by game patches.