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discwalker

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Everything posted by discwalker

  1. Welcome to the forums I tested a simple mission in Singleplayer, MP as host and MP with norender server in 2.5.6.49798 and everything is worked as intended. (Both messages appear, and both uncontrolled AI got the push start command.) If we use random in the once type trigger conditions it will continually evaluated until became true! At every seconds evaluated until fire! Once type at mission start functioning only without conditions. mStart_trig_test.miz mStart_trig_test_rnd.miz
  2. Don't try to use communication menu salute with Tomcat if you start hooked on catapult. Use instead the salute key shortcut, that works!
  3. c0ff is aware: https://forums.eagle.ru/showpost.php?p=4341735&postcount=42 Now IC can fail without multiplayer.
  4. We don't need mocking This is a legit wish, and I support it. No one is forced to use this feature. (I can only AAR Su-33 with my cheap throttle without depth perception because it is superior to other planes in the AAR helper functions: real time finetuneable autothrottle and ASC refueling mode for fine pitch and roll controls.)
  5. I disabled again SC module. And made a new mission with legacy Stennis and FA18C lot 20 Player on CAT1. Normal. And don't try to start from CVN71..73 on cat as player if you not enabled the module. Start and arrest has a requirement of a purchase.
  6. 2.5.6.49798 "Link unit" needed to reassigned if you change the hull under statics. One part of the statics at first sight remained linked to new hull but on the center, and not visible in simulation, and not movable in editor. Sideeffect when unlinkage happen during change (another part of statics), this time across hundred miles: Some of the statics moved to Sochi runway center. (copy and paste statics on ships now working) I tested the static handling in SuperCarrier module enabled and disabled state and I not encountered difference. sochi_tower-changing_nimitz_hull_under_statics.miz
  7. Task "hold" probability 100% ignored at wp0 ...and wehicles breaking many on road waypoints: I replaced the wehicle to M818. I added radio menu item to command hold for 1 minutes, that can reset the runaway from wp0 Workaround: use perform task/hold at first at wp1 +Workaround2: set wehicle to late activation, and the same time visible before start (but alignment will be bad to road, and AI will be OFF) It is not normal on road wp0 at spawn time wehicles not aligned on road. And it is not normal to wehicles drive through trees. And through each other. (Only once from many-many tests: Humvee not started runaway from wp0, that was a 3 min duration hold.) Is this a similar desingn failure: In initial waypoint "Rules Of Engagement=Weapon Hold" not working always https://forums.eagle.ru/showthread.php?t=170002 (solution: https://forums.eagle.ru/showpost.php?p=3244294&postcount=4) 2_5_6_49798_wp0_hold_unreliable-no_intervention.trk 2_5_6_49798_wp0_hold_unreliable-with_intervention.trk
  8. If you order "close formation", but 2 bugs with that: [REPORTED]AI stuck on runway after landing: https://forums.eagle.ru/showthread.php?t=152601 Wingmans midair collision case(s) close formation approach: https://forums.eagle.ru/showthread.php?t=275824
  9. Just in case for Player placed to a blocked catapult, we need the cancel function of the launch for SC. For example: the free Hornet campaign once spawned me to a blocked catapult, but on non SC Stennis we could unhook the shuttle!
  10. Persian Gulf update Where A-10A can spawn it should be good for flankers too. But now 107 EASY position unusable in PG map. (Thunb Island and Bandar Lengeh cannot hold Flankers but can hold A-10As in all 4 and 5 positions) And more airports could accomodate Flankers for its 15m wingspan, where currently A-10As not placeable. (Lavan Island, Jiroft, Bandar-e-Jask) pg_107position_flankersSizeOKbutUnusable.miz https://cdn.discordapp.com/attachments/543358251694292992/716433991837679636/pg_107position_flankersSizeOKbutUnusable.miz
  11. Only the landing in pair is easier video is not from this track: 2_5_6_49798_LandPairStopOnRunwayCrashlandIntoIt1.trk https://cdn.discordapp.com/attachments/543358251694292992/716358266342604800/2_5_6_49798_LandPairStopOnRunwayCrashlandIntoIt1.trk
  12. AI is mad, sure: number 2 must land only in formation with player, number 3 must circle in safe distance 2_5_6_49798_WingMansCollisionAboveRunway.trk
  13. player in track but set to AI outside view, number 3 do crazy manoeuvres 2_5_6_49798_WingMansCollision2.trk
  14. Devs: please don't mess this https://forums.eagle.ru/showpost.php?p=3470121&postcount=2 (rollout conflicts in Krasnodar-Center) again when fix this bug.
  15. Since this phenomenon recordable with graphics driver ingame overlay, not related to Samsung Odyssey+ or other display device but related to Eagle Dynamics Graphics Engine what is doing the rendering: https://forums.eagle.ru/showthread.php?t=227646 ([REPORTED] Screen flickering since 2.5.4) Sometimes track can replay the bug, it is worth to save the track. In MSAA off state since I testing I not experienced this flickers.
  16. @AeriaGloria What is fixed from the 2 skin bugs?
  17. Kicked from which slot? An F-14B? There is a long old thread about this here: https://forums.eagle.ru/showthread.php?t=236172
  18. seconds after the first screenshot landing box is CLEAR in LSO view so long time foul displayed
  19. Our deck was regularly became "clear". So statics was ok. This was a stress test kind of multiplayer session. (See the plane list in the lower display.) When I'm only one in the server, and land to Supercarrier, and go to spectator from the landing area: LSO display quicker became to "clear" than in our big multiplayer session. (I'm not able to create track of the big delay.) After rolling out planes LSO display much quicker became to clear, than the screenshot time nose wheel damaged plane gone to spectator. Around the screenshot time display just became to "clear" indication before the next arrival.
  20. What i noticed when changed one supercarrier to another: in the center of Sochi part of statics stacked:
  21. I reproduced the crash with the track in dcs.log-20200523-092504.zip (by hein22) My CPU is an AMD A10-7800 APU 3.5GHz but this time d3d11.dll and not nvwgf2umx.dll # -------------- 20200523-205215 -------------- DCS/2.5.6.49314 (x86_64; Windows NT 6.3.9600) C:\Windows\SYSTEM32\d3d11.dll # C0000005 ACCESS_VIOLATION at 46972038 00:00000000 dcs.log-20200523-205215.zip: https://cdn.discordapp.com/attachments/543358251694292992/713885869005602877/dcs.log-20200523-205215.zip
  22. If a client plane land and go to spectator from the landing area LSO screen not switch to "CLEAR" deck mode. For example because nose wheel steering failure. I'm busy. If someone not create track before me, I will create a track later.
  23. I highlighted earlier: when a client abort takeoff that can cause trouble to other landing clients, but in single player the blocking can happen: 2_5_6_49314_SCkuz_SP_unableToLandBecauseJBD3_takeControlLandedAI.trk: https://cdn.discordapp.com/attachments/543358251694292992/713786355137773568/2_5_6_49314_SCkuz_SP_unableToLandBecauseJBD3_takeControlLandedAI.trk after successful launch JBD3 don't close, and ship communication unable to make inbound call. Trap.
  24. because it has to heavy for a ship landing. Try without stores and 50% or less fuel, it will land on the second closure. (I don't know the exact weight limit.)
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