Jump to content

Rolds

Members
  • Posts

    531
  • Joined

  • Last visited

Everything posted by Rolds

  1. A Little more than 10 months later and this is still with us.
  2. Why not eh? https://en.wikipedia.org/wiki/T-72#Iraq
  3. In some older version, when you called the "effect - smoke" triggered action the smoke column would start at the ground and grow to its full height. See this video at 2:20 for an example. Now the smoke just pops in as soon as it is called which isn't as aesthetically satisfying, could it be changed back?
  4. Rolds

    FLOLS

    This is happening to me, offline in a mission I created. FLOLS overlay is unchecked. After the FLOLS overlay appears in the mission (to my mild frustration) I go check the box and uncheck it again. Then on my second run through the mission it does not pop up.
  5. In my experience heavy flak doesn't have a minimum fuse distance, this much is pretty clear from attempts to strafe the batteries. However I think some of the issues that make heavy flak feel too effective against fighters are: - seems to have line of sight through trees, even through terrain? - gunners have no issues identifying friend or foe and always let fly - gunners appear to be able to change the fuse distance unrealistically quickly - gunners can see through clouds (this one has been acknowledged)
  6. Does this work when the aircraft is in an area where there is no ground crew? Please re read my post, it is a specific issue related to ground starts outside of an airfield, there is no ground crew to remove the chocks no matter what one does.
  7. So I feel like the other wheel chock bug that they cannot be removed after engine start has been thoroughly reported, but TM19 points out another issue. If one creates a mission with the harrier set to takeoff from ground at a location where a ground crew is not present, as is the case in TM19, then there is no way to remove the wheel chocks that I can think of.
  8. Rolds

    Napalm

    Totally we gotta have napalm it's about time it was added to dcs
  9. Well its been a month with no ED response and I just confirmed the error is still in as of 2.5.6.60720 so I guess I'll bump my own thread.
  10. See track. In the mission editor the Mi24's are set to USSR and the model viewer shows them having the correct 5 pointed start of the Soviet Union. But once the mission loads the Mi24's are sporting the 7 pointed star of the Georgian Airforce. Georgian, soviet star mix up.trk
  11. I've found (thanks to someone else's video that demonstrates this) that the APC Tigr 233036 unit will use its headlights at night if it is moving and will leave them on after it reaches the final way-point. I take advantage of this to set the unit to drive very slowly to a final way-point where I want a light and use this for some improvised night lighting. Has anyone found any other units that work in a similar way, or any other ways of adding useful night lighting to farps, airfields without runway lights, troops in the field near a sling load objective, etc?
  12. I see in the encyclopedia there is an improved kilo model but I only see the option of placing an SSK877 regular kilo in the game. Does the improved kilo asset only exist in the encyclopedia?
  13. Hi Big Newy, Perhaps I don't understand you or am not getting the behavior you describe on my end. I select the artillery unit, click a spot on the ground, then try to input the target coordinates. Upon pressing the "set" button, the target coordinates change to new values and the target point is typically off the map.
  14. See track. If you place ships (or ship static objects) near the coastline, say near a pier, they do not spawn in the heading you set in the mission editor. It used to be that you could set them up to give the appears of ships berthed at a pier but this was broken in a recent patch. Have a look at the ships in Latakia in YE53 in this mission and compare where they spawn to where they are supposed to be based on the mission editor. The ships often spawn clipped into the pier or shore and this results in another visual bug where they pop in and out of view based on the distance observed from. Ship heading bug.trk
  15. Yes it seems to me that the 88mm puff was somehow replaced with the 40mm puff in the last patch.
  16. 7 Months later and this unwanted game feature still pops up while I'm on final. To put this feature in in the first place, fine whatever. We can turn off labels, BDA, all sorts of non-sim things. But making this one mandatory strikes me as terribly far away from what DCS should be about.
  17. The Hastings pier at 50 51 N, 0 34 E is floating in a most peculiar way, see attached screenshot.
  18. I was finally able to complete a sorti in multiplayer, flight time was 45 minutes, from a full internal tank 80 liters remained at landing. I was able to avoid engine failure by running the engine continuously at or above 3100rpm. In other words I spent the whole flight other than approach and landing above the continuous limitations described on page 111 of the DCS Dora's manual. There were no issues with temperatures, pressure, performance throughout the flight. Everytime I've taken the dora up and tried to cruise at lower power settings I've had a "clang" type sudden engine failure at seemingly random times, like 20-40 minutes into flight. That had happened on a flight I tried earlier today. These problems only appeared for me fairly recently, maybe early November.
  19. This is a bad one guys, it breaks huey operations from ships please have a look at this asap.
  20. OK So this bug is not limited to the arleigh burke it also happens if you select the ticonderoga class see this second track. Huey slides forward on takeoff from ship 2.trk
  21. The deck of the Arleigh Burke class appears to be sloped towards the bow of the ship somewhat and the huey slides forwards along it. See attached track, during startup the huey eventually gets close enough that the rotor blades hit the ship and eventually the nose of the huey clips inside the ship. DCS 2.5.6.59625 Huey slides forward on takeoff from ship.trk
  22. I dunno, I'd like to move troops around, I wanna make missions where I put mortar teams or manpads in place, or move medics, that sort of thing. Sure I can work around it with the mission editor but just adding the same airborne troop transport system the Mi8 and Huey have would help bigly, even if it is only 3 slots.
×
×
  • Create New...