

Rolds
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Everything posted by Rolds
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Hi! Just ran into this problem in the mission editor. I wanted to have cargo spawn on ships for a ship to ship sling loading mission. However it appears this cannot be done with cargo static objects, which is too bad would have been fun.
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This would be very nice to have for helicopters trying to find ships using ADF navigation. At the moment this can be used to home in on ground units but ships are missing the ability to perform this command. One complication I can see is that it would probably be best for the ships to do this on a frequency that is not their ATC frequency, and that I think would require a new feature for ships, the ability to have that unit set to more than one frequency.
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[FIXED INTERNALLY] Static Object <10 mile Visibility Distance
Rolds replied to SonofEil's topic in General Bugs
I just tried this method and it did solve the problem, static objects are now visible at ~21 NM per the A10C TGP distance. Thanks! -
A little un-user friendly I think, as you are saying the mission creator's settings outside of the editor impact that mission, and that is something I never would've considered before. I think it would be nice to un-tangle this so that client side settings prevail.
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Thanks that seems to settle the cause but I would disagree with the "no bug" label on this. A setting like this should be a client side choice or perhaps something that could be enforced to "off" by the server. So not an A8 bug but I think I would still call it a core DCS bug.
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Autotrimmer is off on my end, I saw this in the burning skies server I guess it its likely (since other have the same problem) that it is being pushed out by the server somehow.
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[CANT REPRODUCE] 8v8 single mission, FW190's do not engage
Rolds replied to Rolds's topic in Bugs and Problems
I flew it again just now (edit - twice), 2 of the Fw's did not engage, 2 did. I doubt the track will help, these track files seem to re-run the sim rather than precisely record what happened, maybe just launch it on your system? -
What I am finding is that if there is wind in a server (and the effect seems to become worse the more wind there is), the tailwheel will deflect itself sideways and not recenter as expected, and at times will jump from full one side to the other. On the open beta, flown just now. Steps to reproduce: 1. Create a mission with no wind and an eagle set to take off from ramp. Taxi down the runway holding centreline. In third person view observe correlation between tail wheel and aircraft motion. My result is that the tailwheel works as expected. 2. Add wind to above mission. Again taxi down the runway centreline in third person view. What I find is that the tail wheel deflects to the side and stays there stubbornly despite inputs, when what I expect should happen is that the forward motion of the aircraft should push the tailwheel back to centre. I have included a track of each situation to try to help you with this, though I think it will be easiest to understand if you try the above yourselves. Edit: when I say server above, I mean mission, I have observed the same effect in single player and multiplayer. With wind eagle Test.trk No wind eagle Test.trk
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I agree would be ideal for Normandy map.
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When landing today I noticed (after someone in the multiplayer chat mentioned it) that I got un commanded rudder inputs during the rollout of my landing. I looked at the pedals and noticed they were moving without me doing anything on my own pedals. In the "special" menu I had auto rudder unchecked and takeoff assistance at 0. I'm sure I could easily supply a track if necessary. Thanks Rolds
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This item is in the changelog today but I don't see any missions I don't recognize, is this maybe a typo or a change that didn't actually make the build? DCS Bf 109 K-4 Added new missions for Caucasus map
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Also have a wingman, gives you another possible out if you do mess up and have a spitfire or anything else behind you and not enough energy to escape.
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Has anyone guessed cypress yet?
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See attached mission. Re-fueling does not work with Ka 50 running (intercom) or shut down. Please advise, it is important to my plan for this mission. Russian Insurgents 1.miz
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Which failure was added today? None of them say flaps, maybe they mean pneumatic compressor failure? EDIT - possible not a mission editor failure, over speeding flaps now comes with a thump and flaps pushed partially up, this may be what they meant.
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Historical match ups aside, I've found it a lot of fun to fly I16's vs one another, and I16's vs spitfires (historical accuracy be damned).
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[NO BUG] Liquid Oxygen Quantity Indicator missing
Rolds replied to QuiGon's topic in Bugs and Problems
I can't find it either. And weirdly there isn't a picture of it in the manual as there is for all the other controls, just a diagram. -
Please put some trucks on both sides so the ground units can rearm during the event. Those won't need to be player controlled, and also it would be nice if each side had a few anti air units to try and protect their reload trucks.
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Rolds bradley
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Combined Arms Tournament. Please, vote...
Rolds replied to Alpenwolf's topic in Tournaments & Events
I think there's a lot of ways this could be good. Maybe for the first test, have an objective that both sides are trying to capture, like a factory in one of the caucuses city, and on both sides have stockpiled multiple armored vics so that when a CA player dies they have to grab a new one and drive it into the AO (avoid having CA players in for a couple minutes then sitting out the rest of the round, plus I don't think we will actually find that many CA players.) Oh, and make it so that you can't control vics through the F10, each one needs to be player controlled. I can't remember if this can be enforced in the editor but hopefully yes. And for the first trial run maybe stick to thinner skinned vehicles that pack a punch like the TOW HMMV but avoid tanks, since rocket armed helis have a really hard time taking out a tank. Maybe some light ground support aircraft could be also be included, like SU25 (unguided weapons only), L39, CC101? Anything where they're trying to drop unguided weapons. I think doing this in an urban area would be hilarious. -
For the next one, could we include combined arms players controlling ground units? And maybe have a finite number of per-positioned stronger ground units like tanks in addition to those peaceable by the utility helicopters?
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That behaviour is the same as I saw testing a p51 and f86 on Normandy map, and I didn't see anything in the change log so probably a WIP item that accidentally made it into OB.
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This is a way point type, in addition to the normal landing way point. It comes with a new box that allows you to select a number of minutes. A quick test using time warp shows that after that amount of time my AI units started up and tried to take off again! They both crashed but maybe that's just a glitch at the Normandy airfield I was trying on. I had previously been operating on the assumption that once AI land they are done absent any scripting. Anyway is this new or have I just been oblivious?