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snaxx

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  1. Same issue here. Getting slow calls from the LSO when I'm actually on speed in the F14-B. Makes for a tough Case III landing with all the noise.
  2. I'm having an odd issue where AI planes tend to be destroyed just before they taxi, taking out any planes near them. It only happens in MP, and only if another client is connected. It isn't tied to a single airbase. I had several flights across two enemy airfields detonate, with slightly different taxi times, at the same instant. They never even started to move, just boom. Seems like its maybe a hiccup in the MP code? They work fine if I replay the mission with just me on the server. E: I was able to solve my issue by letting the game run unpaused before the client joined and using distant unit culling.
  3. I have had this using Steam VR, so it's not WMR specific. I will try to reproduce it and get a track.
  4. Is there a way to show friendly flight paths on the application's map, but not the enemy? I like to see what our ATO looks like using Display>Flight Paths, but seeing the enemies feels cheaty.
  5. Awesome missions PB0! Thank you. I am having one issue with the F18 campaigns, namely the PG one. For missions with multiple CVN flights in the same package, it is impossible to make my takeoff time and I completely miss the package. I was given a takeoff time of 6:42, but the generator gave an AI 4-ship a 6:40 takeoff and another AI 4-ship a 6:41. By the time my flight got off the deck, our package was already over its target. Is there a way to delay the JOIN waypoint for the package to accommodate for the traffic jams on the deck? I have reduced the time between catapult launches to 5 seconds and increasing the 'startup' time, but it seems like I need to add the delay in either the takeoff logic or the holding logic over JOIN. Thanks! E: I think I may have solved it by increasing the time between catapult launches. It seems to be adding the delay in between the flights now.
  6. Quigon: How did you force the client spawn locations to the back? I plan on modding in the SC as well once the new version drops, and would love to have the AI do cold starts and flow through the deck.
  7. Agreed! Cold start all the way.
  8. I had my radar do the same today. Managed to get a 152 bar search going.
  9. Thank you for the update and details!
  10. Select your flight in the mission editor. Down near the bottom you will see a dropdown that has you as Ramp Start, or Ramp. Set that to hot or runway. It will automatically put your wingmen and you on a catapult at start.
  11. I was able to get it to work by switching ownflight to catapult start. You lose the cold start, but keep the carrier statics.
  12. Thank you for putting this together, MBot! I am planning on giving it a run this weekend. I have fond memories of flying your Mig-21 dynamic campaign with some friends several years ago. Is this F14 campaign co-op capable, or SP only?
  13. Same issue here. After a few stuck locks in a sortie it resolved itself. I don't know what I did differently but I'll keep my eye on it next time.
  14. I just want to toss my hat in the ring as another person that really enjoys MP, but often plays SP because the MP stability is not where it needs to be. Even small missions with friends almost always end in a server crash within the first hour. SP is the only way I can guarantee a successful RTB. I would play a lot more DCS (and likely get a few more modules) if MP was more stable. Thank you for looking into it, ED!
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