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Capn kamikaze

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Everything posted by Capn kamikaze

  1. I've just had chance to get online again, and try it, it's still doing it. I was on the through the inferno Caucasus PVE server, and as soon as I hit the MFD button to show the SA page it instantly froze. It is not a CTD, the game freezes, and I have to ctrl alt del and kill the process, I can still hear in game sounds, but have a frozen image of the cockpit on my screen. I have the log from just after the crash as requested... http://www.filedropper.com/dcs
  2. As soon as I press the SA button on the MFD my game crashes, this has been showing up in MP, not yet checked in SP. Game just locks up, I can see the cockpit, but can't turn my head (track IR) and I can hear things in the game, but can't do anything else.
  3. On tacview if I remove that waypoint it shows the troops as moving very fast straight across the water following the CH-53's. So something really whacky is going on here.
  4. There is a work around I can do, I can create a second copy of the marines on that island with starting points at the CH53's landing spots, with a late activation that is controlled by a flag set by the CH-53's landing. But it's not ideal as that means adding extra units.
  5. Well the mission is right there, feel free to use that as a starting off point since the units are there already.
  6. That's not the issue, the issue is there is ocean between the starting point and their drop off point. If I place their next WP near their spawn point so the line doesn't cross water the mission is ok, if I drag that WP over the ocean to the island they're assaulting, then the mission locks up. So what I am doing does work, it's clearly DCS not liking the path between the waypoints crossing deep water, even though both WPs are on land.
  7. Persian firestorm beta3.miz Mission crashes immediately after the action starts, but if you remove WP1 from each marine unit it is fine.
  8. I have been building a mission for multiplayer that has some CH-53's transporting some platoons of marines to invade an island on the PG map, they collect them and then disembark them, and I placed a waypoint on the island for them to move to once disembarked but if I do that it causes a crash, since it's as if they are going to walk across the water, if you just go from their spawn waypoint to their destination waypoint. If I remove the waypoint on the island the issue goes away, but they just stand around doing nothing once they disembark. Now, am I doing something wrong or is this a bug?
  9. I was using this ship as a stand in for a modern civilian vessel in the Persian gulf map and as the victim of a Silkworm battery, and the "exit wound" looks like this....
  10. I just built a mission on the PG map where there's a Silkworm battery on the coast of an island, and according to the infobar the radar is at a height of 7ft, and I'd estimate the antenna's height about the same again. Let's say about 15ft total above sea level. There is a fairly accurate way to calculate the distance to the horizon, you take the height of be the observer above sea level in feet, multiply that by 1.5 and then take the square root of that, and that's a fairly accurate distance to the horizon in miles. So 15ft works out to about 4.75 miles. The Silkworm was attacking a small convoy of Elnya tankers, who were about 48 miles away. Let's say the bulk of the structure is 50ft high, it's horizon would work out to about 8.6 miles. So even with that added to the radars horizon means it is still quite a bit beyond the horizon. Yet they were visible.
  11. I'm trying to build a mission where several independent AI aircraft (Su-24's) are bombing a target, and I am trying to get them to bomb their targets in a particular order, but the trailing AI's are aborting their bombing runs, and circling round and then bombing their targets, is there any way to stop them doing this, I want to force all of them to drop on their targets in one single pass.
  12. Could we have an ability added to the mission editor to allow units or groups to be told to move to a zone or a moving zone, and in the case of ground vehicles have the choice to have them either drive on the roads or off roads to get there. The idea is that you could trigger it to occur only when certain conditions are met, such as groups forming up once the player is in a certain position.
  13. Set another waypoint away from the fighters, then set a waypoint action at the waypoint it orbits at, set an end condition for the orbit action conditional on a flag which value changes to 1 based on if something comes into that zone, then also create an advanced action of "switch to waypoint", and have that conditional on that flag being set to 1. I've not got time now, but I'll build such a mission up if necessary, and upload it.
  14. First time no because it wouldn't show the video screen, the second time yes, but it normally starts at something like 2:30, but it only showed about 1:00, and I let it count down to 0 as per normal.
  15. Ok, I'll have a look, when you say it saves them is that just for that flight or you mean it properly saves them?
  16. Some of the cockpit views are terrible in certain planes, I'd like to be able to change the height of the pilot a little.
  17. I was just on multiplayer and after re-arming I encountered a few bugs, the first one was when I selected the Mav it stayed on the SMS page instead of changing to the Mav video output, and so I ditched them landed again and re-armed and the second time I was able to get the video feed up, but the mav was unresponsive to caging/uncaging and slewing.
  18. SEAM moves the AIM-9's seeker head around so it can scan more of the sky and it will then lock on to the first thing it sees.
  19. You have got to wonder if he was receiving bribes from Boeing to kill it and therefore help them sell the Superbug.
  20. Only two of them are jet fighters, and one of them never went into service, the others are rocket-fighters and one of those was a one way mission, and the last one wasn't even a fighter. So the selections there are a bit slim pickings...
  21. What that says, it's fairly repeatable, but generates no bug report, it just dumps me to the desktop.
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