Jump to content

Proper Charlie

Members
  • Posts

    61
  • Joined

  • Last visited

Everything posted by Proper Charlie

  1. I had a quick look in the Mosquito lua scripts, and found where you can increase the power of the suction pump. \Mods\aircraft\MosquitoFBMkVI\Cockpit\Scripts\suctionpump_device.lua suctionFactor = 70.0 -- Was originally 35.0 This worked for me - just played through V for Victory mission 2 myself, and had no problems with the horizon. I also played through the track I shared above with this setting, and the problem went away there too.
  2. I'm still getting this problem, certainly on cold starts; not sure about hot starts (Multithread 2.8.4.39259). You can see the artificial horizon is already significantly wrong a few minutes in, while still on the ground. Track file attached. MosquitoADIColdStart.trk
  3. I'm surprised, because the marketing blurb in the shop says it is there. Perhaps later in early access?
  4. A minor thing with the new map, but it annoys me because it's only a mile from my house... The Itchen bridge in Southampton (the large bridge furthest south) wasn't build until the 1970s, so it is anachronistic to have it in a 1944 map. At the time, there was a chain ferry across the river in roughly the same place. https://en.wikipedia.org/wiki/Woolston_Floating_Bridge
  5. Minor spoilers for mission 1, but there's a trigger which is incorrectly firing when one of the AI aircraft lands, when the mission thinks it has been destroyed.
  6. Does your F10 map look like this? I get the same problem in one particular single player .miz file where you can't use the mouse wheel to zoom the map. In my case I guess the mission editor saved some strange map zoom/pan values, but I am able to fix the issue with the zoom buttons in the map (it also goes away if I re-save the .miz file). ThisVersionCausesTheProblem.miz
  7. Create a mission with a train which is late activated - e.g. activated after 30 seconds. Run the mission in single player - the train activates correctly and can be seen on the F-10 map and in the 3D views. Run the mission in multiplayer - the train activates and can been seen on the F-10 map, but the train is not visible in the 3D views. StealthTrain.miz
  8. The crash happens if you deactivate the train group, then end the game. In your mission, the train is not deactivated, so the game does not crash when you exit.
  9. Play the attached mission, wait 1 minute for the train to activate / deactivate, then end mission. Game crashes - reproduced 4/4. If you exit the mission before the train activates, or while it is active, the mission ends normally, without crashing. TrainActivateDestroy.miz dcs.log-20220107-000006.zip
  10. If you create a train in the mission editor and set to late activation, the train icon is visible in the F10 map in-game before the train is activated.
  11. In the mission editor, if you add the "Embark to transport" action to an infantry group, the "vehicle group" dropdown in the action dialog box should (presumably) list groups, but actually only lists vehicle types - e.g. it shows "Mi-8MTV2", not "Rotary-1", "Rotary-2" etc. For example, if you have three separate Mi-8 groups, you should be able to choose which group the infantry can embark onto. HeloEmbarkTest2.miz
  12. In the mission editor, when you add the "Embark to transport" action to an infantry group, you can specify the radius of the group's embarkation zone. However, in-game this zone radius is ignored, and you can embark the group onto a helicopter from much further away. HeloEmbarkTest.miz
  13. Yep, I get the same problem, only with tracks.
  14. Currently, neutral AI aircraft refuse to land at red/blue coalition air fields. There have been times when I have wanted to have "mixed use" airfields, with both neutral civilian air traffic, as well as factional military aircraft.
  15. Currently, the unit list window shows the group name, unit name, unit type etc, but not the name of the paint scheme/livery. It would be useful if this could be added, as it looks like right now you have to open the loadout editor for every unit individually to check which paint scheme it is using.
  16. There is a bug where they won't enter a river from the sea, and they don't fit on the small streams, but "Boat Armed Hi-speed" units definitely can move along the larger rivers, such as the Rioni and Enguri rivers on the Caucasus map.
  17. I can only get that to work if the AI plane actually lands and parks at the airbase, not if you just activate it then destroy it.
  18. In the F-10 map, the "Warehouse State" window does not refresh when you change between weapon types. To reproduce: In the mission editor, select an airfield, open the resource manager, and turn off Unlimited Munitions. Run the mission, select the airfield, and click "RESOURCES" to show the "Warehouse State" window. Change between "A2a MISSILES", "A2G MISSILES", "ROCKETS" etc. The window should refresh when you select the radio options, but actually it only refreshes if you click the "RESOURCES" button in the "AIRDROME DATA" window again. Video showing the problem:
  19. I am trying to create a mission where the players start off with certain weapon restrictions (e.g. old missile models only), then after some time the airfield's warehouse is restocked, and the players can re-arm with all the toys. However, as far as I can tell, if the starting supply of a weapon in a warehouse is set to 0, it is not possible to get it resupplied from one where it is "in stock". It would be good if we could set a starting stock level, plus "floor" and "ceiling" levels for the warehousing system to try to meet. Alternatively, it would be more powerful and flexible to give the mission designer access to set and change the warehouse stock levels through the Lua API.
  20. I am working on creating a mission which uses a lot of playing, stopping and looping sounds, and am having lots of problems getting the audio to play consistently. Small demo mission attached, which reproduces one of the problems. The script is supposed to play an .ogg file through trigger.action.radioTransmission for 10 seconds, then stop it for 10 seconds, then restart playing it again; repeat ad infinitum. However, the audio stops being played after 1 minute (which, perhaps not coincidentally, is the actual length of the .ogg file). local location = trigger.misc.getZone('Radio').point function stop(dummy, when) trigger.action.outText('Stop' , 10 , true) trigger.action.stopRadioTransmission('radio') return nil end function play(dummy, time_now) trigger.action.outText('Play' , 10 , true) trigger.action.radioTransmission('l10n/DEFAULT/Poacher.ogg', location, 0, false, 127500000, 50, 'radio') timer.scheduleFunction(stop, nil, timer.getTime()+10) return time_now + 20 end timer.scheduleFunction(play, nil, timer.getTime()+10) Video showing the problem here: You can see that the "Play" and "Stop" messages keep being displayed, but the radio audio stops working after 1 minute. Tested and reproducible in the Mi-8 and MiG-21. RadioRepeatBug.miz dcs.radio-repeat-bug.log RadioRepeatBug.trk
  21. Yep, if you load 8 of them on a Su-25, tapping fire once launches 4, and holding fire even briefly fires all 8.
  22. i7 and RX 5700 XT for me. DxDiag.txt attached. I do own the CA module. DxDiag.txt
  23. Good that that helps for you, but I am seeing the problem within minutes of starting a multiplayer session, with no alt+tabbing.
×
×
  • Create New...