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Rolds

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Everything posted by Rolds

  1. 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?
  2. 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.
  3. 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.
  4. Rolds

    F18C TAWS

    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.
  5. 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.
  6. Rolds

    F18C TAWS

    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?
  7. 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.
  8. 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.
  9. 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.
  10. Is there any LUA edit that fixes this? It ruins an event my group was planning.
  11. 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.
  12. Please listen to this guy, I just had the same bug.
  13. Steps to reproduce: Look at it using the F7 view. Zoom in. Zoom out. There is a range where it doesn't load. Multi Thread Preview 2.8.8.43704
  14. So this might be quite hard to do, but could there be the possibility to remove some of the beachhead ALG's before they were constructed to show the landing area closer to the way it would have appeared before the allies started building those airfields? The way I imagine this working would be in the mission editor you could click on the airports and where it comes up "Warehouse in Airport", have an option to remove the airfield and replace it by fields and trees. This might require a ton of work though so please don't worry about it if it is too hard!
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  15. Thank you for looking at this! But I don't know what these lines mean, are you able to interpret them?
  16. The attached mission is an example of the problem. I discovered there is an embark to transport "from start" checkbox which is awesome, finally you can start a mission with infantry in a helicopter or vehicle! There are a couple of problems however. It only appears to work reliably with 1 or 2 vehicles embarking troops. 3 or more and often one of the groups of infantry will not be embarked at the mission start, they will instead appear on the map wherever you've placed them. Worse, exiting such a mission and then running it again from the mission editor often causes DCS to crash (typically it does bring up the crash report system). Attached mission is an example. Running this mission a second time after exiting it will crash DCS. The embarking (and towing and cargo transport) options that you guys are putting into the game are cool it would be great if these were robust, stable features! Test Syria.miz debrief.logdcs.log-20230205-024526.zipdcs.log
  17. Yes, at least the KC135 does not turn on its lights until you are very close, within 1 mile. It seems like an easy fix would be to find whatever line sets the distance at which tankers turn on their lights and increase it to at least 5 miles.
  18. Also I am not sure this is entirely an issue of the draw distance of the lights being too short, I swear they seem to only turn their lights on when you come within about .5 miles of them.
  19. I agree that the tankers are unreasonably difficult to find at night via their lights.
  20. The sub is moving right to left in this screenshot. The wake appears in front of the ship as if it is offset about one submarine length ahead of the vessel. May not happen at all depths, does happen around 12 foot depth.
  21. Try splitting the embarking group into smaller groups. I typically limit it to squads of 4-6. No guarantee this fixes it but I haven't had any problems with small groups, while with large groups they sometimes seem to get locked into a pathing problem that never resolves itself.
  22. This "suggestion" I made is almost three years old, so better keep your expectations in check. I remember what it was all about though. I wanted to make a mission for the C101 where you fire rockets at a target and then call in a bigger plane to bomb it. What would be really awesome would be a full new feature where you can play as a FAC and call ordance in on wherever your rocket lands (or call corrections off of the smoke mark and the AI bombs that). Or that you mark with a laser, or just type in coordinates (or MGRS) and fill in the rest of a nine-line based on your aerial reconnaissance. Such a thing feels doable and would open up a host of new of mission types for DCS. Like, you are flying a L-39 and sweeping an area, you find a target. You call it in based on your best guess of the grid square and AI fire's artillery at that. Then say you can pick from 8 directions and add a distance to call correction and AI fires another shell. Repeat until you've got arty falling right on target. A cool mission for training aircraft, helicopters (even the burly apache no?) Would be a great add for combined arms too. Alas these kinds of new features never seem to appear in DCS.
  23. Still happens on Jan 14, 2023.
  24. January 8, 2023 still happens on the deck of the Ticonderoga's (haven't tested other ships but I suspect it affects all ships).
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