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decipher

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Everything posted by decipher

  1. you could also use the ingame report function with the chatcommando "-report X". without the " " of course and instead of an X you can write a message, that Mirknir can check within the context of the server at that specific time, makes it easier for him to see what happened in the log.
  2. i wonder what the official state of the radar is? is it working as intended bug free? i am noticing weird behavior on MP servers, that looks like it is still bugged. i can see an enemy player aircraft in the distance right in front of me (slightly above), nothing on the radar, if i invert my plane, magically the enemy appears on the radarscreen, where it should be, turning around again, gone.
  3. random ideas for future open conflict upgrades and stuff i would like to see: -field hospitals: when a field hospital gets activated (by delivering the cargo/personal) it should get a farp with 2-3 slots for rescue helicopters to directly start from there, as long as the hospital is active. -dynamic field hospital/forward base that can be set up anywhere via cargo drops from helicopters, with the ability to protect it by dropping manpad troops or something (also the ability to get destroyed by enemy team) i guess the idea of the dynamic helicopter troop management is already working pretty good with other scripts and on other servers with the script from chirobob, i wonder if it would make more sense to just integrate that, instead of spending a lot of time to create your own version of it? the basic idea of more "dynamics" in general, not only with helicopters as described above. something that will allow ground attackers, rescue and transport teams and fighter pilots to work together to achieve mission goals, that somehow result in visible consequences (like capturing an area or weakening enemy ground forces in general etc). tl;dr: something something more dynamic!
  4. there are no physical sling-loads at all on the OC server, all cargo/transport missions are using "simulated" load with the skynet script, but only for huey,mi-8 and gazelle i think.
  5. i am sad to see no screenshots capturing the moment when "XXX in Spitfire -> killed -> XXX in Su27" appeared in the chatlog. or when you accept the backseat request while flying the l-39za, only to have a crazy huey pilot popping your IFR hood down while you are diving in to destroy a zu23 AA emplacement with rockets/bombs :-D crazy good times on open conflict.
  6. that's why ground power doesn't always work for some people, because you guys are flying away with the damn ground power units still attached and dangling down your huey!!! :lol:;) how's the ground crew supposed to keep up replacing these things... they don't come cheap!
  7. i played around with outside temperatures in mission editor. the cold weather startup with no ground power you described works until around -10°C, definitely stops working <-14°C. with available groundpower you can start normally at any temps of course. on a sidenote i heard that weird sound glitch too, only on forward farp_A i think? in the german huey, all other spots are fine, no soundmod installed. probably some weird script or mission glitch.
  8. yeah the weather is no joke. my huey outside temp gauge showed -20°C.. that is very freezy indeed! paired with the hefty winds of around 11m/s (i think?) = exciting times. for experienced (sim)pilots its a challenge and fun to fly in these extremes, for beginners, or people trying to learn new modules it might be a little too much. i personally enjoy the crosswind landings with the l-39 at rnw 22 krymsk/gelendzhik. the flightmodel is so good and dynamic. and yeah there is a farp that i guess is a little bit too far from the supply trucks, where you cannot re-fuel,re-arm, groundpower. its the forward farp with the medic hueys i think? i am eager to try the huey cold weather startup, acdelta mentioned. lets see if that works! edit: can't get it to work so far, i am only able to spool up to 10% then it stalls, wont go to 15%. turning on fuel at 10% does not achieve anything. except an empty battery after the failed try :D.... maybe its just too cold!
  9. i think there is a real weather mod that can run on a server and inject the real weather ontop of nevada or caucasus. i think the NL MP server has it running?
  10. report sent ingame. the map was completely littered with the solder units standing around earlier and most of them were already rescued or timed out. merry christmas!
  11. F10 menu will hopefully be fixed with todays update. i did notice that when i rescued pilots / extracted captured pilots yesterday, that the 3d models would not be removed, eventhough i succesfully loaded them with -re load. i was able to finish the missions. maybe there is a bug, that leaves the 3d models out standing around, eventough the script thinks the mission is over?
  12. booo. you specifically asked if i was ok if you posted a screenshot... and then i am not even in it! :cry::mad: i was hoping to see epic pictures of my return to open conflict... hehe. but it was a fun little trip... i realized only after seeing your screenshot that i loaded the wrong rockets on the left side, i loaded WP and HE on different sides on accident... so 1 explosion + 1 smoker hahaha. it has been quite a while since i last joined the server, haven't been around much in DCS; deserted over to the sim racers with my brand new FFB wheel (AC) and hunting germans over the channel (CloD). it is great to see that open conflict is still going strong, hard to believe that mirknir was able to put up with you crazy guys for so long! :-P hope to spent more time on here again. missed the huey!
  13. i don't care for udpated textures, 3d or other variants, i would just like to finally have the engine (overheat) damage simulation finished properly, and the engine power adjusted (i think it was pointed out that it was over or underpowered slightly? i cant remember) - for me this still has the highest priority.
  14. you are wrong. just tested this with the tf-51 and the mig-21. this is how it looks for me, with the mig21 too. but i found the problem the original poster is experiencing. when i select the mig-21 TRAINING MISSIONS, then the same airport you see on the screenshot above will have no ground clutter flowers/grass. only in the training missions, when you start a mission editor mission on the same airport it will be all flowery a random guess: training missions have hardcoded lower settings? can a mission influence graphical settings. i know they can override things like realism settings and viewing options, but not sure if that might include display of ground clutter. oh another guess, the training missions were saved with a very old version of DCS and maybe that causes problems? either way. training missions = no flowers/grass. fresh mission editor mission / multiplayer missions = flowerygrasswonderland. EDIT [found the reason]: ok. i took the training mission "takeoff" for the mig21 and loaded it in the mission editor. i saved it as a new mission, without editing anything. and voila: all flowery. now i loaded the same mission again, but this time the original, from the training menu. and voila.. all boring! exact same mission, so i guess they all need to be re-saved with a recent dcsworld version to look properly?
  15. while i enjoy flying almost everything, when it comes to pure air to air combat i enjoy ww2 the most. Guns, eye to eye dog-fighting, etc etc. my personal dreamlist for imaginary DCSWorld scenarios would be: - DCSW: The Pacific 1942 [m2 zero/wildcat] or 1944 [m5 zero/hellcat] - DCSW: Flight of the Intruder [Vietnam] - DCSW: Top Gun [obviously F-14 related. 80s era style] This would include at least 1 proper Era Specific map with fitting AI vehicles [ground,sea, air] plus at least two competing study-sim level aircraft. additionally of course there could be much more... Historical SP campaigns to accompany each Theater/aircraft etc... a man can still dream, right? :)
  16. decipher

    Chaff bug

    cannot confirm this. the inconsistent behavior continues. default chaffs/flares load in mission editor shows 30/30. i have a clean test mission, just my mig and an enemy f-16, air start. when i start the mission from editor for the FIRST time, the aso-2 works. if i release some countermeasures and then quit the mission and chose "re-fly" the countermeasure DO NOT work at all. please note: i tried this several times, sometimes, very rarely it might work on the second re-fly. usually don't.. it is not enough to test this once, the behavior changes between missions (and not restarting the whole program). also, when quitting back to mission editor and changing the countermeasure manually to 40/20 or 42/22, saving the mission and selecting fly again (without restarting DCSW), it won't work either... only if i RESTART the program completely (or in very rare cases randomly maybe).
  17. at least the kneeboard is working properly again. though aso-2 problems still remain.
  18. inconsistent behavior between sessions is also bugging the Aso-2 countermeasure system. tough to nail it down, when it randomly might work with no problem, even if you try it 10 times, but then occasionally will always fail/not work properly until you restart.
  19. i don't have a VR Headset, just a monitor and TrackIr, but when something appears "too small" it might be connected to FoV / zoom level maybe? the wider the rendered FoV (not the physical FoV of the VR googles) the smaller things will appear to you.
  20. decipher

    Chaff bug

    there was an entry for this on the leatherneck bugtracker, i reported detailed infos about this ongoing problem there with descriptions of my observations regarding this bug and some tracks, etc. but it seems it was changed back to "resolved". just to clarify, this bug is NOT resolved, it is still happening for me in the latest 1.5 version (openbeta). https://leatherneck-sim.mantishub.io/view.php?id=41 duplicate bug report on the same issue that is still open https://leatherneck-sim.mantishub.io/view.php?id=310 this might be the info that leatherneck needs to finally fix this bug. as i reported on the tracker, the behavior is completely non-consistent even with recorded tracks - i recorded 2 tracks, once when the aso-2 worked, once when the bug was preventing it from working. but on replaying the track with the WORKING aso-2 several times, it stopped working in the replay sometimes. if it stopped, only after restarting dcsworld it would work again. so the stored amount of chaffs/flares in some config file - which affects your mig until you quit and restart DCSWorld, or reset the amount manually in mission editor seems to cause this "random behavior. hopefully this will be fixed soon.
  21. eeek, transparent/invisible kneeboard pages in the mig21, flying blind here without my extensive checklists! hope that's on the list!
  22. i used the rollback fix until todays latest update and gave the "new" trackIR handling a quick testrun now. i just had to re-assign the trackir YAW and PITCH axis (for every module i have it was blank after update, except mig21/m2000), but i felt "right at home" without changing ANY other axis or sensitivities either in trackIR nor DCSworld options. just sharing this, because i was very skeptical at first, but with the latest fixes and adjustments this issue is settled for me
  23. very cool video, great job. its also a nice "advertisement" for the open conflict server. make sure to post it everywhere! :D
  24. are you sure the sun-blinding effect is still happening at night? i compared this today, after updating. with mig21 intercept instant action and huey night flight instant action. before i saw the darkening, but now everything looks fine for me, normal dark night etc.
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