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ramayana

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Everything posted by ramayana

  1. Same here. The unloaded troopers(I use MIST teleport to do this) were supposed to go their destination point but going here and there randomly(some kind of aligning procedure?) and finally broke my chopper's tail. Infnatry AI and moving patterns should be upgraded by ED. Sent from my iPhone using Tapatalk
  2. Guys shark's FM is interesting and important topic but not the problem I was talking about here... Sent from my iPhone using Tapatalk
  3. Man that wasn't a joke? Seriously, the truth is, Ka-50 in DCS CAN FLY without a tail. Even if most of the choppers IRL would crash without tails, that doesn't mean no tail chopper should be counted as a dead unit. Just take a look at the track file. Sent from my iPhone using Tapatalk
  4. Is that an official fix? :joystick: 1) I'm not sure 'how much damaged' exactly, it just lost its tail. 2) In my experience, no. I think complete tail cut causes it. 3) Of course it can fly without a tail. It seems that the problem is Ka-50's DM, not its FM. This is track file link http://blogattach.naver.com/07921ba8bde5e33f11f39da49b770d7cd88f759672/20160722_4_blogfile/cougar2001_1469138076046_dnhhAt_trk/server-20160719-230824.trk?type=attachment Check the part of right after the humvee crews disembarked, my chopper(I was the host) hit the building and lost its tail. You'll see my chopper was still alive but disappeared in F10 map.
  5. Thanks for the info. I'd say this is the most critical issue I've seen in DCS since its first release date. By the way, do DEVs even check the threads in this Ka-50 bugs and problems section? I'm thinking their first high fidelity module has been almost abandoned...
  6. If the shark get tail cut damage(it's still alive and can fly in the game), it becomes a ghost. Symptoms - Hostile units can't see it, so they do not attack it. - Radio menus assigned to that shark disappear except F12(exit), so it can't be repaired or rearmed anymore. - TACVIEW says it's a dead unit. No more data for the shark after that. - Any triggers and scripts for the shark do not work anymore. This is not a joke, actually happens! I'm not sure this issue has been posted before but AFAIK it's always been there without any fix. And the latest DCS stable version still has it.
  7. Thanks for the reply. So it seems that we have to wait for the future update of DCS. Should it be reported as a bug officially? I'm not sure MIST related issues would be treated in official bug report forums.
  8. MIST teleport issue After the latest 1.5 update(1.5.3.53279), I can't get mist.teleportInZone work properly. The biggest problem is that the teleported groups won't attack any enemy units. Respawn function won't work properly either. Any solutions? Please check attachment track file. test.trk
  9. If you've done rock solid hovering in huey, AAR will be a piece of cake. Yes, AAR isn't the hardest part in DCS :) Now I usually do it without any difficulty. I think it's something like learning how to ride a bicycle.
  10. Is it possible for us to see outside with VIVE external cameras? Sent from my iPhone using Tapatalk
  11. As the title, I can't drive teleported vehicle via MIST. The tank icon for user drive function is deactivated after teleporting. In my case the unit is Tigr. Of course it's controllable, and 'player can drive' option has been checked in ME. Any ideas to activate player drive function for teleported vehicle? If it's a confirmed bug please let me know. Thanks in advance.
  12. It seems lua predicate still doesn't work in 1.5.1 OB. Does anybody confirm this?
  13. Thanks Grimes! But I'm just copy and paste guy about lua scripting, if you don't mind please help me more. Then how to use the code without lua predicate to make it work properly? Specifically I want set flag 1 true every time the plane touches the ground. And every time the plane is in the air, set flag 1 false.
  14. I've been using this lua predicate condition in 1.2.x to check chopper's landing if Unit.getByName('unitsname'):inAir() == false then return true end but it is not working in 1.5 open beta(latest). Is this a bug or did I miss something? If it's a bug, is there any alternative method to check landing condition? Thanks in advance.
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