

Rolds
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fixed Cockpit elements, aircraft strangely bright at night after a recent update
Rolds replied to Rolds's topic in General Bugs
I sometimes get similar effects in other planes but not as pronounced as in the mig21 @Art-J -
investigating Coaxial machine guns of several tanks are missing tracers
Rolds replied to Wychmaster's topic in Bugs and Problems
In my experience all weapons firing 7.62 or similar caliber no longer have tracers visible in the current open beta, such as MTLB. .50cal or similar and higher still have tracer visible. Infantry still always seem to be using tracer. I actually think it looks better and these weapons generally engage over a short enough distance that you can adjust fire by observing the round impacts. -
fixed Cockpit elements, aircraft strangely bright at night after a recent update
Rolds replied to Rolds's topic in General Bugs
Whoever marked this as solved, it is not solved! I was able to reproduce the problem. I fixed the issue with deleting metashader and FXO files (again), then flew a night misison in the Mig21. Texture was fine. Then I flew a quick day misison. Day texture looked a little weird to me. Then I went back to a night mission and the cockpit is glowing in the dark again. Closing DCS, uninstalling FXO and metashader, then reopening DCS appears to solve the issue without running a repair. Also when the problem occurs it also seems to make water glow as you can see in this screenshot from Bandar Abbas looking south. -
fixed Cockpit elements, aircraft strangely bright at night after a recent update
Rolds replied to Rolds's topic in General Bugs
No mods for me. -
fixed Cockpit elements, aircraft strangely bright at night after a recent update
Rolds replied to Rolds's topic in General Bugs
Repair, FXO, metashader routine did not fix the issue long term. The mig21 cockpit is glowing again in another session. -
The bunker units do not register hits from WWII units, and therefore do not take damage. Please see the attached track in which a variety of WWII asset pack units fire on the four bunker types in the game. You will see on the mission log, no hits are registered. I then switch the AI off for all the WWII units and switch an M1 Abrahms tank to weapons free. As you can see, it is able to destroy all four bunkers because DCS does detect its rounds hitting the bunkers. I personally do not consider this to be a low priority bug! This failure of the damage model can break the game, preventing the user from placing bunkers in situations where they could engage WWII ground units. I would also like to point out that this bug has existed in DCS for a considerable period of time, affects a paid add on to DCS (the WWII asset pack), and breaks combat as the bunkers are invulnerable to WWII ground units, even if the WWII units have weapons which should be able to damage or destroy the bunkers. I do know that this bug has been reported before, by me: On October 9, 2021 https://forum.dcs.world/topic/283907-bunker-takes-no-damage-from-tanks/#comment-4793819 On July 19, 2020 https://forums.eagle.ru/topic/241021-already-reportedsherman-cannot-damage-bunker/ and on December 23, 2019 https://forums.eagle.ru/topic/221364-reportedbunker-with-sk-c28-naval-gun-issue I hope you understand I mean no disrespect in repeating comments I have made previously. I am a longtime fan of DCS world and am only trying to help improve the game. WWII bunker problem.trk
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This issue has existed through the last few versions for me (currently on version 2.7.11.22211) and repair, delete FXO, and metashader has not fixed it.
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See track. The intention of the mission (which would take place at night) is for the armed speedboat to fire at the superstructure of the tanker. The closest I have come to realizing this is to get the speedboat to fire at a point, which I think would work if the altitude option worked. Instead it just fires at the waterline. The fire at point altitude option works for all AAA units I have tried, why not make it work for all units? The more options we have to edit missions the better! Fire at point altitude.trk
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fixed Cockpit elements, aircraft strangely bright at night after a recent update
Rolds replied to Rolds's topic in General Bugs
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On 2.7.11.22211 Aircraft interiors and exteriors have become very bright at night time, making it hard to see out of the cockpit. Mig21 seems most affected. Moon phase doesn't affect this. It is like there is a lighbox effect causing the aircraft to self illuminate at night or something, not sure exactly how to describe it. A friend flying mig21 in multiplayer reported the same effects.
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requested The 'static activate' trigger help wanted
Rolds replied to MEDIC - v312's topic in DCS Core Wish List
It appears this feature is still not implemented, but it would be nice to have. For example arrangements on aircraft carrier decks could be changed during a mission if we had some mechanism to activate and deactivate units (without getting into scripting which really isn't accessible to most players). -
Could you make it so the AAA tracks but does not fire until the target reaches the range set by the interception range option. Or remove the interception range option for those units it does not effect as having it in the mission editor is potentially confusing to users. Personally I would prefer if this option worked for all DCS units as there are times I would like to set units in the mission editor who deliberately do not engage at their maximum range, whether they are firing at aircraft, ground targets, whatever. I have friendly and enemy units wasting ammo and giving their positions away by opening up as soon as a target is detected within their maximum engagement circle.
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investigating Laser should power up with Hellfire for CPG in MP.
Rolds replied to 104th_Maverick's topic in Bugs and Problems
Thank you for this, I spent quite a bit of time wondering why the laser wouldn't fire -
Interception range does appear to work for radar guided SAM sites but does not appear to effect (or doesn't have a significant effect) on AAA guns. It would be nice to have the ability to limit all units engagement range through the mission editor, ideally to set an engagement range for both air and ground targets. Interception range 20%.trk Interception range 100%.trk
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I have run into this problem with a variety of setups. I want to active a fire at point option if an aircraft from the opposite coalition flies over a trigger zone near a AAA site. The problem I get is that the trigger to activate the fire at point AI task yields aimed fire at the aircraft, not fire at the point. It seems to be that the trigger is overriding the AI option ROE Weapon Hold so that if the triggering aircraft is within the engagement range of the AAA unit, we get aimed fire. In the second example, the trigger zone and aircraft path have been moved away from the AAA unit and this yields the fire at point behavior that I was hoping both examples would produce. Trigger yields aimed fire.trk Trigger yields barrage fire.trk
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You are right about the function of unit hits! In a test I hit an immortal target and having a "unit hits" trigger set to "1" on that target caused a message output and ai task push output as I was hoping. Thank you for pointing that out, I could have sworn I read somewhere that it had a different function and had somehow convinced myself of that in a mission editor test.
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I'm pretty sure the mission is i am talking about is Constant Peg 05b ACM. When I load it in the mission editor I cannot see any of the triggered actions but surely there are some there. Anyway, when I flew this mission (repeatedly) I could "kill" one F15C, then moved on to help my wingman with the other. The trouble is that since the F15C's are a single group set to immortal, the F15C I hit continues to attack me, and when that "dead" one hits me I get the terminate call. The first part of my suggestion is straightforward enough, if the F15C's are different groups you could push a task to each one to go back to ROE weapon hold if hit. Except this brings me to the less straightforward part. I do not know of any trigger that could push an "ROE to weapon hold" task upon taking a hit when the AI are set to immortal! It appears to me unit damaged doesn't work when the unit is immortal, and obviously not unit dead. Unit hits refers to a unit scoring a hit on another unit so if you tried to use this for the player Mig you wouldn't know which of the F15's to push back to ROE weapon hold. So the second part of my suggestion, and I have a feeling that the devs of constant peg understand my issue. It would be great to have a trigger that was "unit is hit" or "unit takes a hit". Regardless of damage or outcome, if we had that then we could build training missions where immortal units respond by disengaging, RTB, whatever. I can very much image you wanted to do this in the red flag type mission 3 but like me came to the conclusion it cannot be done with current in game options which is why the blue air aircraft are not set to immortal. Perhaps with your clout inside ED you could ask for this? And maybe also an immortal to damage but not collisions with the ground option maybe (but I know now I am pushing it). Baring this the only other workaround I can think of is have the F15C's not set to immortal but that just ruins the feel that this mission is going for. Hope that makes sense, great job with these missions I am having a lot of fun! Rolds
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Please let me know if this is what you mean op: in the first exposure mission I managed to get all options in the F10 menu duplicated during one of the BFM sessions when I both went below the hard deck and hit the F15 student with a missile at roughly the same time. I don't this this is an issue as I was still able to select the next phase of the mission I wanted via the F10 options and proceed as I believe the devs intended.
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barrel on fire for lighting during night landings
Rolds replied to petitnouveau's topic in DCS: WWII Assets Pack
Well then you know its brilliant! -
barrel on fire for lighting during night landings
Rolds replied to petitnouveau's topic in DCS: WWII Assets Pack
The setup I use is to add the tiger Russian armoured SUVs which have their lights on at night around the edge of the landing area. Place them close to where you want the lights and have them slowly dive to that position and stop. This ensures that their lights will be on and in the right place and orientation. Next I use small smoke and fire effect to mark the airfield position. This can be activated by a trigger so for example you can setup an F10 radio option to request the airfield crew to light the fire. Edit: I should also note it is helpful to consider the wind direction when placing the fire to avoid smoke drifting into the approach line, I place these at the downwind edge of the airfield. You can also use this to spawn the Tigers if you don't want them illuminating from mission start. In the past I have used some other options: Signal flares and illumination flares can mark the airfield or even aid in landing. I've also used searchlights just pointed into the sky to mark the airfield. -
An amusing example of the function of the ctrl+R Ammunition reloading manual start is in the Amtrack (AAV7) when using the 40mm grenades. You can start with 96 grenades in the belt, fire 95 of them, hit ctrl+R, wait 1 min for the reloading process to complete, and when it is done you have 1 grenade left in the belt.
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correct as-is Erratic and inaccurate altimeter
Rolds replied to 450Devil's topic in Bugs and Problems
That would be to set the altimeter to QFE which I hear is sometimes done but never came up outside the classroom in my limited experience with general aviation.