

Rolds
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Everything posted by Rolds
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Hi Flappie, EDIT - THERE IS STILL SOMETHING WRONG SEE NEXT POST I am re-running the test. I notice a couple of things before I start. The S-3 can now carry 15,183lbs of fuel and its weight when full of fuel is 41,833lbs per the mission editor, an increase over the 12,126lbs fuel weight and 38,775 lbs total aircraft weight I noted in my original post. I also noticed that the tanker now starts with 80% fuel whereas before I had it set to 100%. Looking at other missions I made prior to the most recent patch, it appears all S3 tankers are now starting in the air with 80% but I almost certainly placed them as air starts with 100% fuel. People who want to maximize the tankers' fuel load might want to recheck old missions. Re-running the original flight, I dumped to 2,400 then tanked. The tanker refueled me to 11,260 then retracted the drogue, so this time I think it gave me about 8,860lbs. That is a definite improvement over the original situation. This may mean the bug is squashed, but my method of testing is crude compared to @Exorcet script. I looked at that script and it is beyond me but that looks like the right tool to test this.
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I did a few lofting runs last weekend and also found them landing long, I'll do a few more tonight to provide a track.
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I want to be able to offset JSOW from a target point a relatively small distance to launch two (or more?) at a time at the same target area. Is the UFC O/S option in the TOO screen supposed to provide this functionality? Is that a WIP item? I am also aware of the waypoint offset problem which itself would be a useful thing to have here as that might give a workaround, and I hope that is fixed soon.
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Could F18 (and F16 and A10C) please get the option of mounting empty external tanks, similar to what other modules (F14, F15E, AV8B, JF17, Mirage 2000C, Mirage F1) have?
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Oh dear, this is too much. I just want a triggered action so units can say "they're shooting at us!" and stuff like that. Your example is more complicated than any mission I've made!
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I want to make a mission where tanks are in cover until they shoot. My idea was to have them set to invisible (which makes them invisible to other AI, not to players) and then have a triggered action to AI task push>do command>invisible off, when they fire. This would be useful for simulating an ambush, which at present isn't easy to do given the AI's efficiency in spotting. My problem is that there doesn't seem to be a "unit fired" or "unit has shot" condition. Since the game log registers each unit shot event, I imagine this would be fairly easy to implement? A "part of group has shot" would also be a useful condition.
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fixed Parts of FFG Oliver Hazard Perry ship are invisible
Rolds replied to Rolds's topic in Object Bugs
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fixed Parts of FFG Oliver Hazard Perry ship are invisible
Rolds replied to Rolds's topic in Object Bugs
Still happening on December 4, 2023. 312 days since Flappie bumped the report. OHP class damage model bug.trk -
When you get artillery to fire, there is a message output after the battery fires it's last shot. For longer salvos, this could be after the first round lands. Could the message happen just after, or shortly before the first shot?
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A fair bit of mission editing time gets spent setting up frequencies, tacan stations, AWL, ICLS, etc and then putting it in the mission briefing or writing it on the map so users know what the frequencies are. Could this be automated in two ways? 1. Tankers could automatically get unused frequencies, tacan channels, etc assigned. Maybe other units also. 2. This information could automatically be filled in to the mission briefing for that coalition. This would be an amazing help.
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All tankers: the tankers navigation lights are off until the player who called intent to refuel is within .5nm. This makes it very difficult to close with the tanker, it would make a lot more sense if the tankers were either always running with their navigation lights on at night or turned them on at a greater distance, say 2nm. KC135 specific: The line up lights are switched off the instant you get the transfer complete call. I'm talking about the fore-aft and vertical alignment lights, meaning once you get transfer complete you are suddenly staring into blackness where there is a giant aircraft that you cannot see. This is not reasonable, these lights should remain on at least until the refueling aircraft is clear.
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To test this I created a situation where I had a hornet with two fuel tanks and dumped down to ~2,300 lbs and then tanked to see how long the S3 would dispense. See track. When my fuel showed 4,900 lbs, the S3 retracted the drogue. I could no longer contact it on radio to begin refueling again, I believe it had hit its bingo point and considered its refueling task finished. The tanker began this mission in the air with a full load, as did I, so very little fuel would have been used up prior to me tanking. In the mission editor I see that full of fuel the S3 weighs 38,775 lbs, and empty it weighs 26,649lbs, giving fuel weight of 12,126 lbs. The tanker gave me 2,600lbs, maybe burned 1,000 though I doubt it would have been that much in this short period of time (just watch the track), so I think it stopped refueling with at least 8,500 lbs and the carrier it is set to land at only 30 miles away. Other experiences with the S3 tanker had made me suspicious as I had seen it stop its refueling task mid refuel on many other occasions. I suspect there is a math error in the code somewhere, like the outflow rate is measured in the wrong units, or not all the internal fuel is usable, or its bingo logic is far too conservative. S3B does not dispense enough fuel.trk
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Slaving to a steerpoint or markpoint is fine if I have even a single mk82 or other weapon aboard to select CCRP, but if I am flying with only a tgp, I cannot select a delivery mode other than CCIP, and therefore I cannot slew the TGP. Is there any work-around?
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F18 automode waypoint designated as target.trkWith a waypoint offset point created (via grid reference because distance and bearing does not work, see other bug report), I designate it by selecting weapon designate on the waypoint and then clicking o/s. The target diamond moves to the target point, however with mk82 selected in auto mode the steering line does not line up with the offset point. At first I thought this might be because it is aligning you for the course between the waypoint and offset point but this does not seem to be the case. It appears to try to line you up with the waypoint, but then the steering line disapears. The time to release cue gives me a release which looks like it is based on the original waypoint, not the offset point.
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reported Offset Aim Point Doesn't Enter Bearing
Rolds replied to LaFleur's topic in Bugs and Problems
F18 waypoint offset bug.trk Entering the bearing (UFC BRG option) isn't currently possible when creating a waypoint offset. It will not enter the value input, but will enter the magnetic variation if you select "true", otherwise the bearing remains at zero degrees. See attached track file. The other features of the waypoint offset, range, elevation, and grid entry all appear to function normally.- 3 replies
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- navigation
- offset aimpoint
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I am not talking about the radar altimeter, turning it off does not silence the Betty messages. My question is what does the TAWS button on HSI>A/C sub menu do, it isn't documented in teh DCS manual? And also, is there a way to silence the CFIT, TAWS, Betty "roll X", "pull up", whatever you would call them, messages? Not that I want them always off, but I encountered a situation where I would like them silenced.
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Forgive my ignorance but could the high rate sound be slowed by 33% to produce a plausible low rate sound? The pitch might be too low but perhaps that can be cleaned up with the right software.
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So my goal was to see if Betty's "pull up" and "roll right/left" messages could be turned off. I found in the HSI>A/C sub menu the TAWS option. "TAWS" does not appear in the early access guide (and by the way I still haven't seen a full manual for this aircraft?), but I am guessing it stands for Terrain Avoidance Warning System. It can be boxed or unboxed, but Betty's messages play in either option. So my two questions are, what does the TAWS option do? And is there a way to disable or at least silence Betty's low alt warnings?
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Is this implemented? It seems to play the same sound effect with either rate of fire selected and is hard to tell if there is a difference as I imagine both rates of fire are very high. Edit: Of course I post this then think of an idea to test, I'll leave this up in case others are curious or test it themselves. It appears that it is, though my method isn't very precise: I used one hand to work a stopwatch on my phone and the other to hold down the trigger. I got about 6 seconds of fire at high rate and 9 at low rate across a couple tests of each so yes, I think it is working. Edit 2: And then I look up the fire rates and the of course math works. High rate should be 6000rnds/min and low 4000rnds/min. That's 100/sec high rate and 67/sec low rate, for a 578 round belt gives 5.78 seconds of fire at high rate and 8.67 at low.
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I have this too as of today, 2.9.1.48111, it appeared to also happen after viewing a different unit in a group with the BTR 82A. It ends up requiring an ALT+CTRL+DEL restart.
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While you are looking at this, aircraft lights also pop in too close in my opinion at night, could their draw distances be increased? And tankers don't seem to turn on their lights until you are half a mile away from them, much too close in my opinion.
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Is there any LUA edit that fixes this? It ruins an event my group was planning.
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They used to work better than what I am finding in my current mission. They "pop in" if I zoom my field of view way in, but otherwise are invisible until I am very near the source when they pop in again. PLEASE FIX!!! Edit - I know this changed because for a long time I had a mission where I use the Mosquito as a night fighter with the search lights to destroy JU-88's. It is very fun. I use the LUV TIGR trick to illuminate the runway and DF radio to find my way back. I fired it up again tonight and very much to my chagrin find this bug with the searchlights.
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CDIP pickle designation error when NOT HUD limited and QTY>1.
Rolds replied to AvroLanc's topic in Bugs and Problems
Please listen to this guy, I just had the same bug.