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Proper Charlie

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  1. Just for clarity, I raised the original bug you mentioned, which was fixed... it was a different user who mentioned still seeing a crash in different circumstances.
  2. Oil Rig and Gas Platform static objects cause a scripting error when calling getPosition or getPoint. E.g. in the attached mission we call event.initiator:getPoint when the Oil Rig is destroyed Other static objects seem okay; I have only noticed the problem with the Gas Platform and Oil Rig static objects. Also reproducible with the latest version of MIST, which calls getPosition whenever an object dies. Oilrig_getPoint.miz
  3. Perform Command > Immortal, value = TRUE Doesn't that do what you want for the first part? For unlimited ammo, I think if you put one of the supply trucks close enough to the unit, it will reload itself when it runs out of ammo.
  4. The "Run Up Check" training mission asks you to switch to the auxiliary fuel tank, but the plane does not have fuel in this tank so the engine rapidly conks out. Fix is just to increase the fuel load in the player's plane.
  5. Not sure why this thread is in the Bf-109 space, but... I've also had crashes recently while spectating in multiplayer, going from the F10 map to F2 external view.
  6. At least on the Normandy II map, I have noticed that the smoke effect from steam trains is now only appearing when you get very close. I don't think this was happening on builds as of a few weeks ago. It is not happening for e.g. "trigger.action.effectSmokeBig" smoke effects, which are still visible from miles away.
  7. Yes, you can change between true and magnetic bearings. It is the switch labeled "3" here:
  8. Yeah, I too get the feeling that the wide needle is pointing a few degrees off course when in INS mode.
  9. Steps to reproduce: Start a mission in the Mirage F1-EE (tested with "Takeoff from runway" starting condition) > Navigation Indicator is initially in RNAV-N mode Right-click the Navigation Indicator's mode selection switch Expected behaviour: The mode selection switch should move down 1 position, to RNAV-VA Actual behaviour The mode selection switch jumps up 3 positions, to NAV-N i.e. the button press handler is acting as if the starting position is NAV-VA, when it actually is RNAV-N Digital Combat Simulator Black Shark 2023.07.12 - 23.07.43.03.mp4
  10. Frogfoot has; a) Very Big Rockets b) Laser-Guided Very Big Rockets c) Even Bigger Rockets
  11. The glideslope indicator in the Mirage F1's ILS barely deviates from 0, even when you are way off the glideslope. E.g. in these screenshots the Mirage 2000 and the Mirage F1 are in the same place, 0.7 degrees high and 2.5 degrees right of the glideslope. The Mirage 2000's ILS needles are half-scale left and full-scale down, which seems reasonable. The Mirage F1's ILS needles are half scale left, but only slightly down. In this example the planes are 5 degrees left, and 1.4 degrees low. The Mirage 2000's needles are full-scale up and right, but the Mirage F1s needles are only half scale right, and only slightly up. (.miz file attached, Syria map) ILS Test.miz
  12. Ground level in Shiraz is around 4900 feet above sea level. The windspeed settings I used in the mission editor for this were: 33' = 20 kts 1600' = 43 kts (automatically set by DCS) 6600' = 50 kts 26000' = 60 kts When stationary on the ground at Shiraz airport, the info bar in the external views shows me to have an airspeed of 40 knots (actually 40 knots backwards)
  13. Could possibly be correct behaviour, but the Mirage F1 is the only plane I've seen it in. If you are stationary on the ground with a sizeable tail wind, the engine flames out. In the attached track there is a ~ 40 knot tail wind (DCS should have changed the active runway to the other direction, but that's a separate issue) - the engine almost immediately flames out. TailWindFlameout.trk
  14. Persian Gulf map, wind set to blow to 116 degrees, 20 knots at 33 feet. At Shiraz International airport, this results in a ~ 40 knot wind at ground level. Despite this being directly aligned along runway 29, runway 11 is actually the active. In the attached track, the player's Mirage F1 is set to "Takeoff from runway" but spawns on runway 11 not runway 29, and has a 40 knot tailwind. (Incidentally the tailwind causes the engine to flame out, which I will raise separately with Aerges). TailWindFlameout.trk
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