

Rolds
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Everything posted by Rolds
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Having a way in game to adjust rates for keybind inputs would be cool (not just trim but other things like adjusting gunsights for example). I have a theory that trim rates are frame rate dependent, do you have a high end rig/good frames?
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correct as-is Erratic and inaccurate altimeter
Rolds replied to 450Devil's topic in Bugs and Problems
There are two real world aviation issues which are reproduced in the mosquitos altimeter which posters in this thread do not appear to be aware of. The first: Barometric altimeters are configured with an assumed standard rate of change in pressure corresponds to a certain date of change in altitude, but on any given day this assumption is not accurate. A standard rule of thumb is that a decrease of 1 inch of mercury corresponds to 1,000 feet but on any given day this will not be accurate, so an altimeter is generally only dead on if you are sitting on an airfield of known altitude and have calibrated the altimeter to match. Thus when you calibrate the altimeter to the God's truth altitude shown on the F2 view for example, then change altitude and compare again, you will see a difference has appeared. I can't say if DCS implementation of this phenomenon is 100% accurate, I've never done any in depth testing, but it is generally accurate to the real world and my guess is that it is dead on because this is a well known phenomenon (I learned about it in ground school while doing my private pilot license). Two: barometric pressure altimeters use a moveable diaphragm to compare pressure inside the instrument to the outside pressure measured from the static air port (which is generally on the side of the plane as you don't want ram air pressure affecting the reading). That diaphragm can move around freely as you would expect, and it reacts to inertia just like anything else. Thus when you maneuver the aircraft it can give a false reading as the diaphragm is moving in response to aircraft movement, not change in the difference in pressure between outside atmosphere and that inside the instrument. Again can't say if the implementation is exactly right in DCS, this one depends heavily on the actual instruments used, but this effect does exist in real aircraft. -
Then please look up what a ready rack is or read the rest of this thread before replying. The ready rack is the quick access ammunition, the number on the left in rounds remaining when you play CA. Once you use all these, the time between shots increases because the crew need to access shells from a less convenient location. Realistic. But it would be great if you could refill the bloody ready rack from the rest of the ammo when there is time!
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This is very similar to the following reports made 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 The bunker units do not register hits or take damage from WWII tanks making them not useful for mission creation, see track. In fact because they don't even register getting hit you can't even fake a damage model for them with a trigger. Bunker takes no damage.trk
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Yes this would be great to have, very annoying that you cannot refill the ready rack once it is depleted even when you get a break in the action.
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Please have a look at the attached mission which shows the behavior of units using "go to waypoint" actions. One vehicle starts off toward his waypoint 1 but intersects a trigger zone that has the action "ai task push, go to waypoint 2". The AI turns toward waypoint 2 and starts driving towards it, but before he gets there he turns around and stops and will not go any further. My intention was for this unit to go to waypoint 2 then continue on to waypoint 3 so as to use the ai task push triggered action to avoid having this unit go to waypoint 1 altogether. I have not found a way around this but I then tried a couple other things to try to understand the function of "go to waypoint". Another vehicle starts toward its waypoint 1 which has a perform task, "go to waypoint 3" action. This unit turns, goes to waypoint 3 but then rather than going on to waypoint 4 it returns to waypoint 1 and carries on with its route to waypoint 2. I expected this unit to continue on its route to waypoint 4 however the ground unit function, "go to waypoint", does not appear to work like the air unit function "switch waypoint". It you push a unit to switch waypoint it will go to the new waypoint and then continue its route from there, this is what I was expected from "go to waypoint". A third unit goes to waypoint 1, then 2 which has a go to waypoint 0 action. This unit loops as when it reaches waypoint 0 it just continues on to waypoint 1. My point is this: It would be helpful for editing the actions of ground units if they had a feature that worked like "switch waypoint" so that we could trigger an action to have a unit go off onto a different route (perhaps in response to events which may or may not occur in the mission like destruction of a unit) or randomize the routes ground units took. I hope this makes sense. The triggered action "go to waypoint" appears to be a bug as this causes vehicles simply to move toward a waypoint but then they stop and I don't believe this is the intended function of this action. Persian Gulf Test.miz
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This bridge survived two 2000lbs GBU 10's dropped on the same location, see track. I also note that this map object cannot be selected as a map object to set a destruction triggered action (right clicking on map objects normally allows this). Edit - it also survives a triggered explosion with volume 10,000 Bridge won't die.trk
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The barrel from the Daimler Armoured Car disappears at certain view distances, see these screenshots on IMGUR because even screenshots are apparently too large for the file upload limit on the forum. https://imgur.com/a/YEq1n3z
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Same here, refueling the k4 now ends up in an endless refueling loop
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It appears that clients inherit the take off assistance settings of the user who creates a mission for a server, or the server itself. Immediately loading into the server and exiting produced a track which is too large for the 5mb limit.
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When I loaded DCS today I tried both of these missions and now the trains are visible, so I have no idea what you will see when you open these tracks. But I swear, yesterday the trains were not visible in game. Their icons did appear on the F10 map and train sounds could be heard when spectating from a vehicle placed near them.
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Infantry Can Embark to Helicopters but Not Ground Vehicles
Rolds replied to YarTheBug's topic in Mission Editor
Yeah that sounds like what I do, late activation infantry with a group activate action triggered by individual transport units entering the dismount zone. -
An in game way to allow any livery for any coalition
Rolds replied to Rolds's topic in DCS Core Wish List
I don't want to edit anything, mod anything, etc. Just a way in game to get any livery onto any aircraft. Sil Vous Plait. -
Single player, V 2.7.6.12852 played today, see tracks, but not trains! (hahaha) Invisible trains 2.trk Invisible trains.trk
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I've complained about it before. I wonder why this feature was ever created.
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Infantry Can Embark to Helicopters but Not Ground Vehicles
Rolds replied to YarTheBug's topic in Mission Editor
I have also had difficulty trying to embark to ground units, it works inconsistently or gives unexpected behaviour and I can only assume is still being worked on. It would be so nice if there were reliable ways to embark and disembark troops from all forms of transport, and to have the ability in the mission editor to have transports start with troops aboard, to have landing craft like LST's and higgens boats spawn with troops aboard and disembark them on the shore, to have a way of embarking and disembarking troops anywhere on the map during a mission in combined arms (like a command and conquer click the unit, click the transport, they make it so action), to have vehicle crew bail out if a vehicle is hit, so many dreams. -
I've run into a mission editing issue where this is a problem. Hopefully self explanatory.
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Hello, I would love it if I could have AI units designate targets with their IR pointer or laser without having to use the Forward Air Controller feature. Just a command that I could push or have in the advanced waypoint actions for a unit to turn on a laser at a target (either laser or IR pointer, IR pointer would be more important to have!) You can currently have this if you use the FAC feature however there are a number of limitations of the FAC feature. 1. It doesn't appear to work with all modules (most recently I found it doesn't seem to work with the Huey) 2. I may prefer to build my own scripting and dialogue for the FAC part of the mission rather than use the built in options 3. The FAC feature in game is very buggy and often doesn't work as intended, I will not go into detail but it has driven me crazy over the years 4. As part of a mission I may want to have other laser designations as part of the mission background which may be unrelated to the player's mission Thank you!
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Hi! Please have a look at the attached mission. I want to be able to use the map object at 36S VD 586461 as a FARP for rearming and refueling. Conveniently, this map object is a helipad in a military base which is accurately depicted in Cyprus. The problems are as follows: 1. If I add an invisible FARP at the map object location, the map object disappears when the mission loads. I am able to access ground crew services when I land on the ground where the map object was, which confirms the FARP should work as I have it set up. 2. If I offset the FARP, the map object (helipad) appears in the mission, but I cannot contact the ground crew when I land on it. I suspect this is because the game doesn't consider me to have "landed" when I am on the map object as my altitude is not equal to the FARP altitude. Note that to move the FARP you have to change it to a different type of static object, move it, then change it back to invisible FARP because the ground is not smooth in this part of the map. This is what makes me suspect that the FARP doesn't work unless you are at its altitude as a sort of "did you land yet?" check. Requests: 1. Could we have the possibility to set map objects as FARPs so that my mission could work as intended? If the invisible FARP wasn't so picky about me landing on it, in other words if I could land on something above the invisible FARP or have the invisible FARP work as a 3D zone inside which you just need to have accomplished the "landed" action which appears in the mission log, I think this would solve my issue. 2. Could this MAP object in Syria map be turned into an airfield anyway? After all, it is a helipad at a real life military base. 3. Could this MAP object be turned into a static object that works as a FARP? It is much more beautiful than any of the current FARPs you can place in the mission editor. Thanks! Rolds. Turkey Cypress Counter insurgents.miz
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I am unable to provide tracks because they are larger than the much too small limit of 5MB so I guess you'll just have to trust me! I created 4 waypoints using MGRS grid as I sat on the ground, loaded SLAM-ER's, used TOO mode and selected my target with WPDSG, and loaded the 4 intermediate steerpoints into the slam. Releasing the SLAM-ER then causes the server to crash on both attempts I made. And I have tracks but I cannot upload them as they are 18 and 37 MB.