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Capn kamikaze

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Everything posted by Capn kamikaze

  1. DCS really needs this, especially for fighter type aircraft. Also non-english ones would be great.
  2. I have a convoy of these launchers that are retreating from a site where they had their radar vehicles destroyed, so they should be on a road, and driving, I can set this up as you would with any other convoy of vehicles, give them waypoints, and a speed etc. I was expecting to see the missile tubes in the stowed position and the vehicles rolling along the road. Instead they're acting like they're just a static object sat on the road.
  3. It seems that the AI likes to get quite close and fly quite high to make shots with missiles like the Hellfire, when there's clearly no LOS issue, the Hellfire has a max range of about 6 miles, but I've never seen them used at more than about 2 maybe 2.5, bringing the helicopter into range of AAA and short range AD that would otherwise be well out of range, also AI flying helicopters like the Longbow should be able to fire at more than one target at a time, they're also lacking stingers for self defence. That last thing I'm sure will be rectified with the apache module's release, but the AI perhaps not.
  4. Cool, glad to help bug hunt This is the "final" version of the mission, I've played through it long enough to see the "CH-53" SH-60 and a pair of AH-1W's get to the LZ, pick up the pilot and go to the ship. I'm making a campaign for the F-14, and this is supposed to be mission 6 of it, I'll probably release the whole thing in a couple of weeks F-14B SAR final.miz
  5. WP8 is fine, I fixed that in the full build. I just checked on wikipedia, I know not the most reliable source, according to that the CH-53 has a ferry range of 886 nm, but oddly claims the "combat" range is only 95, that seems an unreliable figure, that would entirely depend on the mission, eg cargo weight, for something doing SAR, it's basically empty other than crew and some gunners. Also according to wiki the SH-60 has a range of 495 nm, but it doesn't say what exactly that is. 95 just doesn't feel right at all if it can ferry nearly 10 times that far.
  6. Ok, try this one, it should work, then change it to an SH-60, the unit needing the mod was the downed pilot. F-14B SAR2.miz I've built up the final version of the mission, and left it with the SH-60 in for now, which easily has enough fuel to go to the carrier, and I really can't imagine that a CH-53, especially with the external tanks as the one in DCS appears to have doesn't have at least the same range as the SH-60.
  7. That's weird, there's no units from that mod that it's actually using...
  8. There seems to be some sort of mismatch between the height maps and the rendered maps, it seems to be effecting at least the Caucasus map and the Syria map, so is probably something on ED's side of things rather than map developers.
  9. I think I've found an issue with this particular helicopter... The CH-53 is meant to go pick up a shot down pilot, while the player flies a RESCAP, but a few seconds after the mission starts the CH-53 turns around and heads to the carrier group. I've tested it in several different ways, I've changed the helicopter and it doesn't do it, I've removed the landing waypoint, and it still does it, I've removed all threats, it still did it, and then I added another ship close to the coastline and it fixed it, however this is not possible due to the nature of the mission. It's like the CH-53 AI thinks it has bingo fuel with the distance to the carrier group, even if you don't give it a waypoint to go land there, and it RTB's even without setting the RTB on bingo fuel option in the advanced actions. I also told it to have no reaction to threats, so it wouldn't get spooked by air defences, I even made a version where I deleted every single enemy unit. So it has to be some fuel issue with the AI specifically for the CH-53, I've tried the CH-47, SH-60, UH-60, UH-1, they all go to the waypoint to pick up the pilot. I've attached a version of the mission with the CH-53 replaced by a SH-60, which works, but if you change it back to a CH-53, it turns around about 5-10 seconds after mission start. F-14B SAR.miz
  10. No, the bulk of how it handles stuff is time since start of mission, not time of day, you can change the time of day of missions after you've created them and it has no impact at all on triggers.
  11. I don't see what that has to do with triggers or units, and it wouldn't neccessitate a complete revamp of anything.
  12. Sometimes it's really nice to be able to use the dawn and dusk times to get nice screenshots or vids, but these quickly end, and the lighting then sucks or isn't even there, would it be possible to have an option in the mission editor to freeze, or at least slow down the speed of the passage of time just for the environmental effects?
  13. Constantly losing locks, and doesn't sort bandits in any sensible order in TWS, I don't care about the range to the furthest TWS track, I care about the range to the closest one. In WVR combat, he is like 20 seconds behind where the fight is at, every time he says bandit at ______ the bandit is no where near, he say's 10 O'clock, and they're actually at 5 for example, it's worse than useless infomation, it's actually like he's sabotaging you.
  14. Eg calling Power power power after already in the wires, or saying it when you're on or above glideslope as per the ICLS.
  15. Found it has something to do with the location, this is placed at the port at Havadarya, but if moved out into deeper water it renders. This is effecting other ships too, I tried it also with a Type 54, and in port it won't render, but out at sea it will.
  16. This is effecting both the "ship" and "static object", no it's not submerged... See the shadow in the screenshot...
  17. I'm playing open beta, the SCUDs are not just falling short, or flying long, they're also missing off to one side or the other by about 5-7nm. The SCUDs are targeting airfields about 80nm away, and missing by about 5-7nm, I would expect the SCUD to be capable of much more accuracy than that at those sorts of ranges. I am using three mods, but not anything related to the aircraft it's happening to, or mods that could theoretically effect the maps, the only mods I have are some extra planes, I've seen it happening with the Su-24 and Su-34, neither of which I have any mods for. I'll uninstall the mods anyway and try it again, but I don't see how having the F-22, C-130 and "Military aircraft" mods would have an impact on those.
  18. I've noticed what could be an issue with the 3D rendered maps not matching up with things like the mission editor and the height map effecting at least the Caucasus map and the Syria map. I am seeing things like SCUDs not landing anywhere near their target points, even with wind turned off, and I mean by several miles, also planes flying in mountainous regions are exploding in mid air, as if they've run into a mountain which they clearly have not. So could there be some sort of difference between the 3D map that we see, and what is shown in the mission editor and the terrain height map? I had initially thought this was an issue only on the Syria map, but I've just encountered it on the Caucasus map too, so I would guess it's a bug in DCS itself.
  19. Well I'm seeing it, I'm also seeing AI not fly at the altitude set in the mission editor.
  20. It's AI aircraft, specifically the Su-24M, it could be others, but that's the only one I tried it on.
  21. I'm getting planes apparently hitting the ground even when they're several hundred feet above the terrain, this is noticible in the region about 20nm east of Tripoli.
  22. I tried that too in another version, got that working, but that was a bit hit and miss though, sometimes it would trigger, others not depending on the exact bomb used. It would be a good idea if ED did a bit house keeping on the list of bombs, especially the Mk82 series that are listed in "Bomb in zone", I did make a version where it used the OR function and set every type of Mk-82, then bombed it with the Mk-82 slick available to the Hornet and it caused the game to crash as soon as the Mk-82 entered the zone. So that could be a bug too, if it's not just me...
  23. I've just made a fresh mission file that just has those units, to eliminate anything that could be doing it, and it's still doing it. Those should not explode unless something comes along and inflicts some damage, which is clearly not going to happen in that mission.
  24. I've been trying to build a mission where I have to defend some oil rigs and gas platforms, and by default they have massive health, in testing I can hit them with five mk84's and not make a dent, I'm using the F/A-18 to test that. What I want to do is use a mission trigger based off them being slightly damaged to trigger a massive explosion, an oil rig or gas platform if hit by even the smallest bomb should be destroyed, likely with a time delay. So I have set it up so that it uses "Unit Damaged" as the trigger option, then set a flag, then set another flag based off of that useing "Time since Flag", and then trigger an explosion say 5 seconds later, the idea is to simulate how fragile a rig would be to even a small bomb hitting it. I've also used "message to all" to output the flag states to try to debug it. What is actually happening when testing is that immediately at the start of the mission the first flag is getting set, then the explosion happens after the timer finishes. That would indicate that the rigs start out pre-loaded with some damage, when they should not be, and that's tripping the first flag's condition. Oil Gas test.miz
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