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Capn kamikaze

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Everything posted by Capn kamikaze

  1. Don't get you knickers in a twist, grow up.
  2. How far off roughly are we speaking... unless it is actually two weeks that is.... Are we talking weeks or months?
  3. Glad to see it's not one of those problems specific to me lol. I'll try that work around
  4. The only way I can get them to all fire in a single pass at all targets is to have them as individual flights of 1, using the follow command to make them look like a single flight, stop following, then independently attack specific units, then re-follow. It shouldn't be this difficult...
  5. This is a long standing issue, I have a flight of 4 Su-24's each armed with 2 Kh-31P's attacking an SA-11 group that has a CP, SR and six launchers, the launchers are spread over an area of a couple of square miles, they're all pointing generally in the direction of the incoming flight. The flight will only launch a single missile, rather than sorting all the SA-11 systems, and firing on multiple targets, even the lead won't fire its second missile at an alternate launcher, there's basically no point in those wingmen even being there. I've tried this multiple ways, either telling the flight to engage in zone, specifically targeting the individual units as a "start enroute task", but they basically do nothing other than the lead firing on the SR. If I jump in and fly something like the F/A-18 or F-16 and do the same thing with them, I see the SR and multiple launchers on the RWR, and can fire off missiles at different threats, but the AI don't do so.
  6. I'm unable to place ships in areas like near to the port at Novorossiysk, you can place them in the port, but the area from the edge of the port to about 4 nautical miles is not usable, DCS says that's too shallow, if you copy and paste the unit a few dozen times you can come up with a line that shows the edge of the area. The port shows passenger ships in there, and I would have thought something like a Slava would have no problem getting in there, playing about with the units, some ships are effected others are not, if the Slava won't go, then I'd expect the Forrestal to have problems, but that goes in no fuss. Also the area between the Crimea and Russia is not passable, however that may be realistic. Not tested anywhere else, but I would not be surprised if it's an issue with other ports aswell.
  7. Not seeing any checkbox called "Uncontrolled", there's late activation, which I normally use for triggers, but nothing labeled as you say. I found the issue, it only works from a cold start, and does not work for client, the tick box is removed for clients. What I would like to acheive is for the aircraft to be shown as waiting there and it's like a client can jump in them and start them, it just looks better to have the aircraft there from the start rather than just popping in out of the ether. Uncontrolled seems to be there for helicopters though, just not fixed wing.
  8. That doesn't work, can't set them as uncontrolled, and there isn't a "start" command.
  9. I'll give that a try, thanks
  10. So where did they get that 150km from in the encyclopedia, and why is the P variant there, but not the A, did that variant get pruned or something lol That's true.
  11. Just did a test with a Su-30 attacking a ship, the launch conditions were 30,000ft, 991 knots. It didn't launch until approximately 33nm from the target, the encyclopedia for the P variant, the A seems to be missing, says this missile has a range of 150km, since aerodynamically there's no difference, and the motor is the same, they should have the same kinematic performance. So is the encyclopedia wrong, or is the missile in game wrong, doesn't seem to matter what parameters I try, it doesn't even come close to 150km.
  12. If you tell them to attack a particular unit they will attack other units of the same type, for example a couple of Su-30's are to attack a particular patriot site using the Perform task/attack group command, but will also attack others even when the "SEAD" command is removed from them, and you set the ROE to "only designated". Also, when you set it to use all of their weapons, and group attack, they do not do this. I expect both Su-30's to fire all their Kh-31P's at that one target group, yet one fires both its missiles, and the other goes after another site about 40nm away.
  13. ^ What that says...
  14. 1) Could we have the option to remove static objects we have placed, eg a helicopter by user flags etc. 2) Could we have the ability to show aircraft before they're activated, or occupied by a client. 3) Could we have the option of telling aircraft where to park when they're landing and refueling, this option is currently only available for their final landing. 4) The ability to set the type of approach, eg straight in, or circuit, and the direction the runway is operating. Thank you.
  15. Unfortunately the ATC menu for them is totally blank, all I can do is go back to spectators and then get a new plane, only problem is going through the damned restart proceedure again. Probably some server side comms mod screwing with it.
  16. In MP when trapping back aboard the carrier, I can re-arm and refuel, but I can't launch again, the deck crew ignore me, I can line up perfectly into the position to get their attention, but they don't move to their positions and begin the launch process. SP is fine, it's just in MP, not sure if the server is running mods that would be causing this, I have the supercarrier module, this has only started happening since the last update, noticed it in the F/A-18, not sure if it effects other modules.
  17. Having this still in 2023 nearly 2024, twice tonight on MP on the Hornet, the plane rolled back as usual, and it just wouldn't drop the wire.
  18. The ingame FPS monitor is showing the game is CPU limited, but task manager is showing only about 25-30% utilisation by DCS, something doesn't seem right there...
  19. Would it be possible to add a feature (with the ability to activate/deactivate) to the mission editor, so you can use a time-slider to preview the unit icons moving around the map following paths between their waypoints, so you can see where they would be if they were just flying/driving/sailing around but without killing each other, seeing weapons being fired would be helpful too, eg rockets/artillery and bombs being dropped. The point is to show the pace of the mission to the builder to highlight were the action is happening, to make it easier to make longer missions with a more consistent pace.
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  20. It looks like the trucks don't have any heat map from their engines, while the BTR's do...
  21. I would expect to see the truck much easier.
  22. The BTR80's nearby are far easier to spot, both are cammo'd, but ok they're hard to see, not invisible. However compared to other similar sized vehicles, in the same setting, it doesn't make any sense that one would be so easy to spot and the other not so, infact the BTR-80's should have been harder to spot, their camo was closer to the surrounding terrain than the trucks, the trucks in this are in their green camo, the BTR's are in a desert camo, yet they're easier to spot.
  23. The truck is a Ural 4320T, and it is completely invisible on the TPOD screen, not sure if this is a pod issue, an issue with the truck, or the F-15E, or something else. This is a moving vehicle not a static, if that makes any difference.
  24. Even if it is out of range, why would you get the video feed in the F6 view? I think you're right that it is a range issue having done further testing, however it's still a bug/exploit, as it allows "infinite" TV transmission range if you happen to have multimonitor setup.
  25. Definitely a bug, both screenshots taken while paused, flicking between F1 view and F6 view.
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