

Rolds
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Everything posted by Rolds
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See track, it seems the dragon's teeth do not have collision detection. Open beta played today. Tank obstacle bug.trk
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[NEED TRACK REPLAY]UBoot VII C indestructible ?
Rolds replied to Tanuki44's topic in Bugs and Problems
I've done the same thing with triggers in my missions, cool that I'm not the only one. -
[NEED TRACK REPLAY]Damage model of LS Samuel Chase is unrealistic
Rolds replied to 450Devil's topic in Bugs and Problems
I would submit a track here but it is 8MB apparently too large! I let the mission run for a long time after the ships were damaged to see if they had any flooding or fire damage that takes place over time, but there appears to be none. There were 5 torpedo hits and one SC500 bomb hit here and no ships sunk (LST and Samuel chase). I see by other threads of this type that people are having the same problem with the U-boat and Schnellboot. I don't think there needs to be a big time consuming fix, just halve their health points or something. -
[BUG] Dora crashes when landing if it's damaged
Rolds replied to amazingme's topic in Bugs and Problems
I fully agree with amanzingme's report. The new engine damage vibrate effect causes damage or destroys the aircraft on the ground as the engine is shutting down. This happens in the A8 and typically knocks the left wing off an collapses the left gear but leaves the aircraft repairable. The one time I tried this in the Dora the aircraft was destroyed by the bouncing as the engine shut down. -
I know this is in progress but this weekend while playing on LFDM server I saw three different spitfire carry on flying after a wing was shot off. The pilots were clearly struggling with control, but they had control and carried on flying. I have experienced this same bug myself on burning skies months ago while flying the spit. On another occasion a spitfire continued flying with seemingly no difficulties after the empenage had been shot off. Someone should check this to make sure aerodynamic effects line up with visual ones, might as well do it now while you're working on the damage model.
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An unusually good pass that I had to preserve.
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In some maps (not all, Caucuses seems to work fine) if you are in the command map and try to set a target's coordinates by typing them into the coordinate boxes and pressing "set", the target point will jump to somewhere off the map and not the coordinates you input. This happens on Normandy and The Channel Maps. Also, that input box should probably have a clearer way of differentiating between N and S, and E and W coordinates, right? Normandy certainly, and maybe the Channel, straddle the prime meridian. See example tracks of this happening in Normandy, and feel free to try it for yourself! CA artilery normandy bug 2.trk CA artilery normandy bug.trk
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Sweet baby hey-zeus, I'm looking at charnwood 7 and I am going to need some time to study this. One thing I can already see though is the short interval time since flag triggers which switch the flags off to reset the task switches via radio commands. That might be the breakthrough I never worked out on my own in mission editing. If you might indulge me with one more thing, what is the difference between "ai task set" and "ai task push"? You seem to use "set" for the rejoin and push for all other tasks. Thanks!
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Attached is a short track, when the AI Anton's get close enough to the bombers that they give the "tally bandits" call, and I order "engage bandits", the AI jettison their werfer granate prior to engaging (the track ends there). This short sequence frustrated me for a couple other reasons. First, the AI spotting distance is not affected by contrails. Because I need to wait for the AI to call tally bandit I end up having to get very close to the bombers before that call can be made, on a head on pass this is frustrating because there already is a lot to do without hovering my hand on the keyboard. I had to use the trick of adding a "search then engage group" item in the mission editor and make the bomber group "visible" to somewhat increase the AI detection range. The broader point though is that DCS can clearly detect when an aircraft is and is not con-trailing, AI detection ranges should expand when it is. Having an AI command that allows the AI to engage bandits as soon as they are detected would be helpful as well. Also having a more detailed options, such as "engage bombers" vs "engage fighters" would help, not that it is relevant in the scenario I was doing. Second, I ran this many times and on every head on run I got hit by the bombers. The issue is that the bombers only seem to have one detection function, so the instant you pass into the rear hemisphere of the bomber the tail gunners are firing accurately. Ideally there would be some hand off from one detection sphere to another as a fighter moves around the bomber. Antons drop rockets.trk
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Are you using easy comms?
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I have encountered this problem as well. If you are ok with leaving the boat stationary you can have a radio broadcast from a trigger zone that you can use to home in on. If the boat is moving, I add a helicopter to fly alongside or over it and have that heli broadcast a transmission that I home in on.
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Hi Bunyap, I have been building more and more missions in WWII environments using second flights following my own flight to get a larger total flight size, similar to the way your campaigns allow for flights of 8. But my technique is pretty crude, the second flight just follows me until it finds something to attack, then breaks off to do that. In your campaigns you use F10 options to allow for more control over the behavior of that second flight. If you can spare the time I would really love to see a tutorial on how that is accomplished in the mission editor. Thanks! Rolds
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The limit isn't very far beyond the canopy, but it does clip through leading to an annoying visual experience. This didn't used to happen but at some point the movement limits must have changed. Open beta, as of June 5, 2020.
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[REPORTED]Unable to adjust temperature in ME
Rolds replied to granola1861's topic in Bugs and Problems
Same, I just noticed this in the mission editor. -
According to my E6B and somewhat hazy memory of how to use said E6B, at density altitude of 23100 feet (about 7050meters) calibrated airspeed (let's assume that equals indicated airspeed, it is usually very close in my experience) of 490kph equals 710kph TAS. Assuming the graph you are using is showing TAS and is accurate I would say this is pretty dang close and not a bug.
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I'm finding that the scenery remove objects trigger works inconsistently for the Normandy Map. In the attached track I wanted to create an open area between the opposing forces. This mostly just removes a few trees along some of the roads in the zone. A few times the triggered action successfully removed all trees in the zone, but this did not occur every time I ran the mission and after a few changes to the mission the trigger stopped working altogether. Played on Open beta 5/30/20. Normandy Trees Remove bug.trk
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[NEED TRACK REPLAY]Damage model of LS Samuel Chase is unrealistic
Rolds replied to 450Devil's topic in Bugs and Problems
I think 450devil is right I have found it takes a lot of bombs or torpedoes destroy a Samuel chase ship -
P51's as wingmen or as their own group do not appear to be able to detect/attach schnellboots or U-boats. This came up when I had a group of them as wingmen and tried to get them to attack a U-boat with me. They never reported seeing the ships and would not accept attack ships commands. See track where an AI group of P51's fly over schnellboots and do not attack, even if as game master you command them to attack. p51 not attack schnellboot.trk
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It seems players cannot control the coaxial machine gun (or any machine guns) anymore on this vehicle.
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[REPORTED]Ju88 and A20 ignore reaction to threat settings
Rolds replied to Reflected's topic in Bugs and Problems
The best workaround I know of is to use an advanced way-point action>set option>restrict air to air attack>on The result is that the turret gunner will still return fire but the pilot will not attempt to maneuver in response to a fighter threat making the A20 behave like the B17. An idea this gives me is to use the above technique along with a triggered action where restrict A2A attack is turned off if any plane in the A20's formation is destroyed. In other words the surviving pilots say to hell with this, I want to live, and break up their formation. -
Here's another track, open beta played March 18, 2020, it also shows reticle bulb broken in the mission debrief. Spitfire Gunsight bug.trk
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Here's another track, I ended the mission just after the sound cut out, about 16 minutes into the mission. I watched the track and indeed the sound in cockpit cuts out when it is replayed. 2.5.6. Sabre Sound Bug.trk
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In 2.5.6 I have found the ground crew is unwilling to interact with some of the aircraft I've tried so far that have their engine running, they wouldn't rearm an I16 with its engine running and had a new communication saying to idle my engine (which doesn't make sense, the engine was idle what they meant was shut it off). Anyway, in the Sabre what I find is the ground crew gives "unable to comply" when I request to turn off ground power after the engine start. This doesn't make sense since the ground power is needed for the start. Is anyone else getting this?
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[REPORTED] Ka-50 Current Cockpit/Light Issues
Rolds replied to NineLine's topic in Bugs and Problems
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When I flight the nav light switch up it immediately switches back to down, whether I do this via mouse or a keyboard command. Played today on 2.5.6, let me know if a track is needed, should be easy to see if this is widespread or an isolated issue.