

Rolds
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And it also has much less tendency to drop the left wing in a stall, it used to snap violently, cannot reproduce now, I think something definitely changed. Spitfire, Mustang, Dora all seem to fly as I remember.
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Funny I just thought I noticed new flight model behavior, spins and snap rolls much more difficult to enter, if not impossible! has something changed recently?
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I had a problem where ATC (on PG map) told me to use one runway, but the opposite runway actually had the ILS on. Unless ATC had more sophisticated instructions like, "proceed to the ILS approach runway XX", doesn't it just make more sense to have all ILS on at all times? Its not like they block one another's frequency. And as someone pointed out it would allow for procedures like circling or back course approach.
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Very reproducible, all I need to do is start a mission, select a ground unit, click the tank icon to drive, and if I hit "isometric view" within the next few seconds, I crash the game. Not sure exactly how long I need to wait to avoid the crash. Attached is a log, I have many more if needed. dcs.log-20181113-044249.zip
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Night vision only covers a portion of the screen
Rolds replied to Rolds's topic in Bugs and Problems
Accurate note Pawsie, turning off SSAA and restarting DCS solves the problem, turning SSAA back on and restarting brings it back. -
Why do these sometimes not appear anymore, is this a feature or a bug? And if it is a feature, how is it controlled? I haven't found any options in the mission editor that appears to change whether or not the icons are visible.
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Night vision only covers a portion of the screen
Rolds replied to Rolds's topic in Bugs and Problems
So this is starting to be a real drag, does anyone else using a single 1440 monitor get this? -
At Al Minhad AB, see the airstart "Test E" and "Test W" aircraft. I couldn't get the ILS of 09 so in trouble shooting I tried the freq for 27 and then I hear the ident. This was very confusing, the wind favours 09 but is very slight. It would be great if ATC had it together enough to have the ILS on for the same runway that they are clearing planes to. Iranian AF Training Zone.miz
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How about the "engage bandits" command sets the AI to engage any bandits as soon as they detect any. Just set it so that once this command is given, the AI wingmen stay in formation until detecting a bandit, at which point they break formation to engage? It is very frustrating to approach an enemy flight waiting for the AI to tell me that they see what I already know is there. Making this worse is that if there are multiple bandits the AI will call them all and I have to give the engage bandit command multiple times to try to get this command in. I am litterally shooting and maneuvering with my flight flying form on me calling "tally bandit x-oclock" and I'm spamming engage bandits trying to get them to attack, but I seem to need to wait for a gap in their calls to get my command out. And this is not a radio frequency issue, they do eventually respond affirmative or often with "unable" if they are already defending).
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See screenshot one, only a portion of my screen is affected by night vision, this applies to turret, isometric and binocular view. Screenshot 2 shows my graphics options.
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When I turn on the Ark 15 I can hear the morse code identifier that I set up in the mission editor, but in compass mode the needle doesn't swing to the beacon and stays fixed pointing straight ahead. I see that at some point in august the needle was not animated, has it not yet been implemented?
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Mission 9 "Whiskey" trees problems with 2.5
Rolds replied to Bigozor's topic in Missions and Campaigns
I was able to complete this mission a couple weeks ago but you do need to hover so low that the treetops will be above the rotor blades. I just carefully worked my way down until I hit the trigger. -
The default loadout seems to have a problem, it doesn't release. I changed it so the high drags are on the inboard pylons and was able to complete on my second attempt.
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I wasn't pulling for G, tried to follow the ADI cues. The release is automatic when parameters are met, and I tried this many times and got the same result, so I don't think it is the pull up that is causing them to be short by the same distance each time. Edit - I say this and then I go try it and find you are right! So what I was doing was trying to follow the pitch bar, but on recent attempts I limited myself to no more than 4 g in trying to track it, and it worked much better! This also fixed my other problem where not all lysbombs would release. My revised understanding is that the pitch bar jumps up to the attitude you are meant to climb at but should not be followed, once you catch up and match that pitch the bombs start releasing. Was probably killing too much speed by pulling too hard.
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https://www.youtube.com/watch?v=O-up7Jqd1nA&feature=youtu.be I'm having trouble with the Lysbombs. A few end up hitting the ground before their parachutes deploy and the rest end up 1/2 NM or more short of the point I am trying to illuminate every time, too far to cast any light on it. Video example above, am I missing something? Open beta, recorded today.
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On page 321 the description for VA and HO modes both say that the Lysbombs will be offset to the left of the target, based on preceding paragraph it looks like one of these should say right?
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Landmines do not appear to damage any types of units
Rolds replied to Rolds's topic in Mission Editor
That's correct no damage on the health bars. -
So the static object "landmine" actually explodes if a unit moves over it, neat! However it doesn't appear to cause any damage. See attached mission in which a group of brave volunteers tests the function of the landmine unit.
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I did have a problem with the "uncontrolled" harriers freezing in the air shortly after takeoff from the Tarawa, and I had to switch them to start immediately. The real killer though appears to have been my method for late activating a replacement tanker from the Stennis. My method was to despawn the first tanker when it lands with a unit in moving zone trigger, and activate the second to take off from runway on the Stennis. That seems to throw a problem when the stennis group launches its attack. After significant fiddling I worked up the attached version of the mission which plays out pretty much as intended without crashing.
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Hi, The attached mission consistently causes a crash when I call for the first radio item, "launch cruise missile attack". It didn't do this last night but I added a few more things today and now it crashes every time. Is it possible to tell if this is overloading some system resource or is it possible to fix the mission somehow and have it run?
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AI F18C wont drop AGM 84 E model
Rolds replied to Rolds's topic in Aircraft AI Bugs (Non-Combined Arms)
Ohh sorry thanks for letting me know! I spent at least an hour trying to get it to work. -
They will drop the AGM 84A, see this mission which includes two hornets, one with each type. Oddly in my attempts to use the E model I was able to get them to fire the E model sometimes, by fiddling, but not consistently, so I think this is a bug.
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Here's a mission where you will see a couple examples. One uncontrolled Mi24 at a farp starts emitting dark smoke, from mission start. The other, an air start, begins smoking on landing on the ground. This also occurs in the last mission of the Gazelle campaign Dixmude, and the second mission of the UH1H UN pilot campaign. Ukraine UN Mi24 test.miz
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Gazelle ...what is needed to get the auto hover kicking in!?
Rolds replied to Frag's topic in Polychop-Simulations
Look in the folder where the flight manual is, you will find a text document which describes some new features. One of them will allow you to set up guidance bars on the attitude indicator for displacement for aft and side to side, you will quickly work out what it takes to centre them. As long as they are reasonably centred and the VSI is near zero auto hover will engage. I now always fly with this on as I find it the fastest and most consistent way to get into auto hover. Edit - this is the DOP mode Gizzy is talking about.