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Aarnoman

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Everything posted by Aarnoman

  1. Amy update on when LSO addon becomes available for Supercarrier in Tacview?
  2. Agreed on all points, polygonal trigger zones (ideally with a way to have altitude brackets as well) will be a very useful feature for mission editor. I am aware it is part of the core improvements mentioned in the last IADS module information post, but hopefully this can be expedited somewhat. This should probably be moved to the mission editor wishlist section of the forum (https://forums.eagle.ru/forum/816-mission-editor-wish-list/).
  3. ED please this is absolutely frustrating and a better more future proof system is needed.
  4. Aarnoman

    Named Flags

    Big +1, we should be able to treat flags as namable variables. It gets extrely confusing to keep track of even simple missions using more than 10 flags as they have no identifier describing what they achieve.
  5. Big +1, this really should be a condition check (like Unit alive) under triggers. Similarly, we cannot do specific checks on specific objectID's (eg one specific building) without resorting to external scripting libraries. These functionality needs to be integrated natively in the mission editor, as the vast majority of AG missions will be directed against static scenery targets.
  6. In regards to the A10, there was a longstanding issue with drag that was resolved with the release of the A10C II (also resolved for A10A and A10C as they share the same flight model). I assume this was the issue you were referring to.
  7. On a side note, did you keep any information on what the various marks were for in a seperate document (date/time, video/news source)? Would be handy if you have, if not no worries. Awesome resource either way looking forward to building some missions. Would love to know more about this open source project as well, feel free to PM me if you are not wanting to share a link directly.
  8. This is insane. Well done, a fantastic resource for mission makers!
  9. Aarnoman

    Sounds

    I agree, particularly jet engines and gunfire sounds don't seem to carry particularly far and become attenuated earlier than they do in comparable video footage.
  10. +1. I think there is a big untapped market for coop campaigns.
  11. I'm done buying Razbam products. This whole argument is completly silly at this point as Elmo/by extension Razbam as a whole is incapable of grasping the point made by many community members in multiple threads now, with screenshots repeatedly showing the decrease in clarity. Also the point that this affects regular flat screens, VR devices, and exported MFD's also seems to be impossible to grasp for some reason. This whole endevaour is completly frustrating, it really should not require this level of pushback from the community for it to be recognised that 1) This is a genuine issue that is affecting many people. 2) This needs more than a 'specials tab' option to fix. Also, watch this post be deleted by Elmo like the last one that was critical of the issue. Absolute class act Razbam, this criticism is well deserved for your behaviour.
  12. See these examples taken with settings of ViewDistance: Extreme, Tree Visibility 100%. As is easily observable the boundary where trees spawn in is still very clearly discernible. At these settings, trees should render past 15nm like they do on other maps such as Caucasus and Persian Gulf. I recognise this was likely done as a measure to improve performance, but on maximum settings render distance should be large enough for the circle of trees spawning in to not be noticable. Alternatively, the ground texture should resemble the forest covered areas better so the trees spawning in is not as noticable and distracting. This is the main issue why I am not recommending this map to my friends and other users at this stage, as trees spawning in is very visually distracting and immersion breaking currently.
  13. Example mission attached. Note that for some plantations, AI appropriately ignore the bushes, but for others they get stuck. In this example mission, the first plantations (up to waypoint 2) are traversed appropriately by AI, however the later plantation past waypoint 3 the AI gets completly stuck and starts going in circles. Expected behaviour: AI should be able to traverse both plantations. treeproblem.miz
  14. Example mission attached. Note that for some plantations, AI appropriately ignore the bushes, but for others they get stuck. In this example mission, the first plantations (up to waypoint 2) are traversed appropriately by AI, however the later plantation past waypoint 3 the AI gets completly stuck and starts going in circles. Expected behaviour: AI should be able to traverse both plantations. treeproblem.miz
  15. +1. Would be nice to see an official response if this is planned to be addressed in the future and whether lack of impact of tree visibility slider is intentional or a bug.
  16. It's still ongoing for me (if you are referring to smoke whiting out FLIRs).
  17. Also this thread is relevant to the topic, although not posted under the bug section.
  18. Bump this is an ongoing issue and I am disappointed this was not addressed in the recent hotfix considering how many other aspects for the harrier were fixed.
  19. It is a lot less readable in VR compared to the old text as well prior to update. The change to SVG has been a big step back.
  20. This is very frustrating, when will text go back to something readable like it was in the previous update? It's so fuzzy it is almost unreadable on a Reverb G2, while all other modules like the F/A-18 are readable with smaller text. It was also completely fine before the update, I just don't understand why this can't be fixed.
  21. Any official response from RAZBAM yet? Text is definitely a lot harder to read on Reverb G2 as well.
  22. After further testing, I have identified the cause. When 'Subtitles' is disabled under Settings -> Audio, the AI transmit message command will not display. This resulted as my installs for Desktop and VR mode had checked/unchecked subtitles respectively. Although likely not a bug, I do wonder if this is unintended for the AI transmit message command. Additionally, it would be nice if this impact could be clearly displayed in the Audio settings tab for subtitles, as it was my understanding that it would only disable subtitles for voiceovers in game (e.g. for any ATC or flight interactions), as users may inadvertantly break missions/campaigns through this setting unintentionally. Thanks for your consideration.
  23. DCS Version: DCS 2.5.6.59625 Brief description of bug: The 'AI Transmit Message' command is a commonly used command to send radio messages from a specific unit on a specific frequency. Typically, it displays the message on the top left side of the screen. However, on VR devices, such text fails to display completly. Expected behaviour: Text messages sent through the AI transmit message command should display on both normal screens and VR devices equally. Why is this important: As the AI transmit message command is commonly used in many missions and campaigns, this bug breaks many missions/campaigns, both free and official paid campaigns for VR users. I therefore consider this a moderate to high priority issue. To reproduce: (Example mission attached). 1) Create a mission with a player aircraft unit and a friendly AI ground unit. 2) Set the frequency of the player aircraft (255MHz used in example mission). 3) Use Set frequency command in friendly ground unit to set same freqency (255MHz in the example mission). 4) Create a Transmit Message command in the friendly AI unit. An audio beep was used in the example mission to confirm the message command was executed. Add a sample text message. 5) Create a trigger with a time more than command set to 15s or greater to allow mission to fully load. Use AI Set Task or AI Push task command to execute the transmit message command we set up for our AI unit. 6) Observe result: a) On normal displays, the message beep will play and message displays in top left corner. (Refer to screenshot nonVR). b) On VR devices, the message beep will play but text message WILL NOT display. (Refer to screenshot VR). NonVR: Note the message displaying succesfully on the Left side of screen. ("beep boop: APC Ground-1 transmitting on 255.") VR: Note the message NOT displaying on left side of screen: (no "beep boop: APC Ground-1 transmitting on 255." is displayed this time, with same mission) TransmitMessageTest.miz
  24. This is still an active bug. The impact of high polling rate appears solved with current patch - 2.5.6.59398. However, stickiness with slow movements remains, as a result of minimum 'speed gates'. Follow instructions of video in original bug report to replicate - very slow movement of mouse in external camera view will result in smooth motions of a set speed, with fixed velocity. This results in 'stuttering' experience when threshold in increase/decrease of lateral mouse movement exceeds the threshold to move on to the next rotational speed. If this description is unclear let me know, I can make another video demonstrating the issue more clearly.
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