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Everything posted by SUNTSAG
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Hi All, During the last two OB updates, I have encountered some very strange instances upon running the update; after forcing such via the command prompt (as I always do). Let me explain..... Step 1: Firstly I ensure I have a completely vanilla version prior to running the update...meaning no Mods folder in the saved games area (folder removed) and all JSGME activated Mods disabled. Step 2: Select the OB bin folder by highlighting it and pressing left shift and mouse click allowing me to open a command prompt window. Step3: Type DCS_updater.exe update at the command prompt and press return to initiate the update. Everything runs correctly and the update is installed. I then run DCS 2.5 OB completely vanilla to test the update. Update 25/04/2018 Issue: I noticed in the Gazelle (all variants) that my ADF frequencies were obscured. (See image). I asked other people if they had the same issue and the response was NO. Rectification Actions Taken: • I used Skatezillas Utility and ran a clean and repair and that didn't resolve my issue. (usually works). • I then ran a repair via the command prompt and the issue remained. • I uninstalled and reinstalled the module and that solved my problem. Update 11/05/2018 Issue: I encountered an issue in my Harrier whereby uncaging my Mavs resulted in the MPCD displaying the map beneath my crosshairs. (See image). Rectification Actions Taken: • I used Skatezillas Utility and ran a clean and repair and that didn't resolve my issue.(usually works). • I then ran a repair via the command prompt and the issue was resolved. I often read posts where some people have an issue and others don't. I am wondering how an update can be different for some and not for others on a vanilla install. Obviously I realise we all have different hardware and software running on our machines but that should not have a great impact particularly when the issues can be resolved with a repair or module reinstallation. So my question is what could be causing these issues and how can I/We avoid them in the future? Any suggestions would be greatly appreciated. Many thanks.
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Potential AI Helo Landing Bug - 2.5OB
SUNTSAG replied to SUNTSAG's topic in Aircraft AI Bugs (Non-Combined Arms)
Thank you for fixing the "ADVANCED (WAYPOINT ACTIONS)" LAND in today's update. The "TRIGGERED ACTION" LAND is still producing the YOYO effect as per video above, so I hope that too will be fixed in a future update. These things take time but Thanks again. -
Round Impacts Produce Blue Smoke - Foggy Conditions
SUNTSAG replied to SUNTSAG's topic in Object Bugs
Bumping this thread as the issues persist in the latest update. Thanks. -
AI AV8B Ground Starts - Permanently HOT
SUNTSAG replied to SUNTSAG's topic in Aircraft AI Bugs (Non-Combined Arms)
Bumping thread as the issues persist in the latest update. Thanks.:thumbup: -
Hi Twistking, I tested your theory by maxing out both terrain and cockpit shadows: Shadows=High, Terrain Shadows=Default. With the same results. I have however been advised, that this is how the shadows functionality has been optimised within DCS to balance performance and there is only a single lights source being used. Thanks for taking the time to respond it is appreciated.
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Shagrat I now know the Gazelle is using a different ammo type to the Huey as can be seen in the image below so that solves the difference between the two modules. :thumbup: don't worry I managed to destroy the TIGR by reducing its armour value to 0.004 to test my armour value reduction theory.
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I must admit I have not seen an adjustment option for the gunner. I have landed the Gazelle very close to the target and watched the rounds hit the collision shell with good accuracy. I haven't looked in any great detail at the ammunition lua files but perhaps there are levels of the 7.62 round to represent Ball, SLAP and normal armour piercing. If true perhaps the Huey is coded with the latter two and the Gazelle is not. I can't see why Ploychop would code their own ammo when its available as a standard...extra work for no benefit I would have thought. Pat would have been busy with other elements too. Perhaps this is being seen from the wrong perspective...... perhaps the Huey is simply OP LOL
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Well there in lay the problem.....the chassis values for the BTR-80 are set higher than those of the Tigr as you would expect BTR-80: Life = 2 Armour thickness= 0.010 TIGR: Life =1.5 Armour thickness = 0.005 Now the M134 on the Huey can take out both vehicle types the Gazelle can't take out either...which is why I was leaning more towards the weapon than the vehicle. Agreed they should both be referencing the same ammunition type, which makes this all the stranger.
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To be honest shagrat all my posts are designed to do is highlight a disparity. I'm not suggesting there is a bug one way or the other. Having coded a large number of ground vehicle mods I do appreciate the mechanics of the sim which is why I know reducing the armour penetration value will have an impact. Of course IRL things are different as I eluded to in my initial post so that is not an issue. What now springs to my mind is that changing the value of the vehicle is not the answer, seeing as how the Huey can but the minigun Gazelle can't. It's this that I don't understand, unless they are potentially using different weapons.lua files for the source information as there are a few. Something somewhere is making a difference. I just hope these posts help in tracking it down. I agree, hopefully in the future damage models will improve and I am sure that will be on EDs radar at some point. :thumbup:
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To be fair and having tested it......the Hueys M134 takes out far more heavily armoured vehicles. tested against BTR-80. :thumbup:
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Potential AI Helo Landing Bug - 2.5OB
SUNTSAG posted a topic in Aircraft AI Bugs (Non-Combined Arms)
Hi All, Parameters: Latest 2.5 Open Beta Version .1.16543 Vanilla (No Mods or Scripts) I created a mission in 2.5 OB when it was first released, where an AI Ka27 lands at Kobuleti Airbase close to one of the pans (a very specific location)and picks up its cargo of troops. The land command was part of the "ADVANCED (WAYPOINT ACTIONS)" and it worked just fine. In the latest update the AI helo no longer performs the "ADVANCED (WAYPOINT ACTIONS)" and will not land at its assigned point. Instead it decides to continue to its next waypoint. I have had the mission tested by numerous other parties with the same result. To counter this I decided to include a "triggered action" LAND event. Doing this would have meant if one option was broken by an update the second option would be viable as a workaround by using "PUSH TASK". Unfortunately whilst including the triggered action did resolve the "not landing" issue it gave me an additional problem whereby the helo on attempting to fly to its next waypoint simply takes off vertically then drops through the map. It repeats this process continuously in a YOYO type effect. It only seems to happen when using the commands at an airfield, as the rest of my LAND COMMANDS seem to work as intended. Are both the "ADVANCED (WAYPOINT ACTIONS)" LAND and "TRIGGERED ACTION" LAND bugged at airfields, as I could not find a similar report linked to this specific problem when I completed a search? -
Hi All, I am no expert but as I understand it the APC Tigr 233036 (GAZ-233036 SPM-2) is armoured to NATO STANAG 4569 Level 2. (see below): NATO AEP-55 STANAG 4569 is a NATO Standardization Agreement covering the standards for the "Protection Levels for Occupants of Logistic and Light Armored Vehicles".The standard covers strikes from Kinetic Energy, artillery and IED blasts. LEVEL 2: Kinetic Energy: 7.62×39mm API BZ at 30 meters with 695 m/s Grenade and Mine Blast Threat: 6 kg (explosive mass) Blast AT Mine: 2a – Mine Explosion pressure activated under any wheel or track location. 2b – Mine Explosion under center. Artillery: 155 mm High Explosive at 80 m Angle: azimuth 360°; elevation: 0 - 22° Now bear in mind the M134 Minigun uses a standard NATO 7.62mm x 51mm round, with a muzzle velocity in the region of 853m/s. That includes Ball, SLAP, Incendiary and Armour Piercing rounds. I would have thought (and I could be wrong) a sustained burst would indeed seriously damage this particular vehicle to the point of destruction (especially with armour piercing rounds or SLAP). Obviously there are many factors that could affect the ability to destroy this vehicle IRL that can't possibly be replicated in sim and we would also need to know what ammo type is being used in the M134. Now if the vehicles lua were adjusted to an armour_thickness value of 0.004 instead of 0.005, then the vehicle could be destroyed by the M134. Now my hypothesis could be wrong and I am sure there are more knowledgeable people out there...... so this is only a suggestion not a request. Cheers.:thumbup:
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It does look like it might be a Bristol Pegasus engine and I think that was used on three aircraft types.
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Hi All, Just a quick video to explain the lighting issue I am seeing in DCS at present. I wondered if anyone else had noticed this at all? I don't know that it's a bug but thought it best to post my findings here. I am certainly no expert in these matters but could it also potentially be the route cause of the flood lighting/canopy scratches and FLIR issues we are seeing in Open Beta. Who knows? I posted a video......... as moving pictures paint a thousand words......You can imagine how much of a wall of text this would have been. :megalol: Cheers.:thumbup:
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ADF Frequency Digits Obscured - All Variants
SUNTSAG replied to SUNTSAG's topic in Bugs and Problems
Hi dresoccer4, I don't personally use a cockpit mod in the SA342 so I can't confirm one way or the other...sorry. All I know is the clean up and re-installation worked for me. By the way I am not recommending you do that it was my last option after disabling ALL the mods I use, failed to have an impact. It's amazing what sometimes gets left behind during an update. :thumbup: -
Ah from Spectator view......I don't believe it's a bug though......by its very definition it was designed for people to view the action if they do not wish to partake of the mission. If you could not see anything it would defeat the purpose of the feature. To my knowledge this cannot be changed in game but perhaps a script is available that would have an impact. I have never used slmod which is a server side script but perhaps that contains something to help with your concern.
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I do know how this works my friend I have been building missions and joining servers in DCS for many years now and the process I used is correct. I did not join an aircraft slot and went straight for the Combined Arms slots. I joined my own server as a Bluefor Forward Observer and no problems only seeing blue units and not red. I did the same on the 59th Ravens server and same again, Blue units visible Red not. If this were a global DCS bug I would have thought people using servers like Blueflag would be shouting very loudly by now. Perhaps they are and I have missed it. I do appreciate your frustration but perhaps running a repair might help.....unless others are experiencing the same issue as yourself?
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The Image is purely being used for illustrative purposes, for those unfamiliar with the region. When we have further details regarding map specifics, we will post them here. Many thanks
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This is the location in question for those unfamiliar. Cheers.:thumbup:
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Sorry no I don't have your issues.... I hosted my own server this morning to check out the settings and they were working fine. I also joined another server as a forward observer and that was also working as intended, as I could only see my own sides units.
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Yes that is probably because when you built the mission you have not changed these settings (a picture paints a thousand words) see image below: Sì, probabilmente perché quando hai costruito la missione non hai cambiato queste impostazioni (un'immagine dipinge più di mille parole) vedi l'immagine qui sotto: Hope this helps :thumbup:
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Have you changed the F10 map menu settings in the ME to reflect what will be seen by the selected roles....eg Fog of War etc. I used FOW and no units could be seen by Forward Observer or Tactical Commanders slots in MP.
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Hi Toni, Thank you and we do envisage the inclusion of naval assets.
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Hi All, A quick update showing the FV106 Samson part of the CVR(T) Combat Vehicle Reconnaissance (Tracked) family , Work In Progress (WiP), part of the South Atlantic terrain which has started development, all assets will be part of the same product as a single purchase. As mentioned this is an early Work In Progress update and as such, elements maybe subject to change. Cheers :thumbup:
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You don't have to go into the ME to change the livery it can be done in mission on the ground.!!