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streamcap

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About streamcap

  • Birthday 02/02/1978

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  • Flight Simulators
    DCS World
    Microsoft Flight Simulator
    Microsoft Flight
  • Location
    Stockholm, Sweden
  • Interests
    Flightsims. Yo.
  • Occupation
    .NET Systems developer

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  1. Just to check, when you cold start, do you select either GHS or TADS as your acquisition source on the TDS or WPN pages (R6)? Otherwise it is set to FXD, so fixed forward. You see the acquisition source in the lower right of the IHADSS.
  2. I can confirm this also happens when starting cold and dark. To reproduce, start cold and dark with no ordnance, then request any loadout or create custom with ordnance on the wings. Then start up either auto or manually as in the startup checklists or in the ED startup video. Any bombs in the bay will drop when you push weapon release, but the bombs on the wings do not.
  3. Can confirm, similar scenario in the provided UH-1H "Hideout" single mission. The target camp is supposed to be cleared of trees at startup (time more than 1), but nothing happens. I have tried to adjust the time and the option for what to clear (trees only, objects only, all), but no change. UH-1H Hideout tree removal failed.trk
  4. After trying a bunch of different ways, it seems the mission list index is wrong somehow. Typically, if the server won't start your mission when you click the button for it, try the button one line below. (If you don't have a mission below, i.e. the mission you want is the last one, you'll have to add another mission to the list. Just make a dummy mission for it.) Put another way: In order to get a certain mission going, you'll need at least 4 missions in the list, with the one you want to play at least number three from the top and at most second last. If the "one step below" tactic doesn't work, try to step through the missions one at a time to get to the one you want.
  5. You can actually find the grades in the dcs.log and debrief.log files both on the clients and on the server. You can find the files under "Saved games\[DCS instance]\Logs". Beware though, the client logs don't always match up with the server log. Come to think of it, I have never seen them match up. The server grade is usually worse than the client grade.
  6. Tonight me and two friends were flying in a MP mission, trying out the carrier (and the SLAMs, but that's another story). We were running the mission on the OB dedicated server, all of us running the same version. Upon conclusion, we wanted to check our LSO grades, but found that the grades logged by the server don't match the ones shown to the pilots and logged at the clients. I have included the debrief logs from the server, from me and from one other pilot. The grades are all in the logs, but the server has the grade timestamps at about half a second off from the client timestamps and, more importantly, the grades themselves are vastly different. For instance, I (Streamcap) had two OK landings according to my client debrief, but the server saw one OK and one ---, which is not nearly the same thing. I guess the differences in grades are due to the server and the clients having slightly differing views of reality, but this will invariably mean lengthy discussions and invalidations of the grades. The best would be if the server was the one authority on the grades and the clients only repeated the server grade, instead of calculating its own. debrief_logs_users_and_server.zip
  7. +1 on FARP rearm crash. Recreated with all FARP-enabled aircraft available to me - UH-1, Ka-50, Mi-8, SA-342, AV-8B. Version: DCS/2.5.6.49314 (x86_64; Windows NT 10.0.18363) Crash reports sent. Log shows nothing special prior to "try to write dump information". The crash happens right as ground is supposed to answer "Copy". Note: On FARPs with no ground units, rearm calls go unanswered and crash does not happen.
  8. So, if I spawn a Hornet in air, with no ordnance whatsoever on me, and I land somewhere and arm up with mavs and take off, I'm unable to fire them. This is for both the -E and -F models of Mavs, regardless of type. I have tried spawning both in air, hot on the ground and cold on the ground, all both with and without missiles hung. The bug happens only when I spawn in air, without weapons. The basic symptom is: when I take off after rearming and switch to the IR Maverick window, the countdown timer is stuck at 3:00 and the IR camera is active, it will lock onto a target but, the missile won't come off the rail. when I take off after rearming and switch to the Laser Maverick window, it will uncage and lock onto a laser spot but, the missile won't come off the rail. The total size of the tracks were too big to attach, I put them in a GDrive folder: https://drive.google.com/open?id=1-WIjXaEQoLq65s47GadCQY93BBQKBsPu I also attached an SP session track to this thread. Server and client track are from a multiplayer session, exploring various possibilities. SP track is from a separate session, only trying the "airspawn_land_rearm_fire" scenario. hornet_mav_testing_SP.trk
  9. AFAIK, the "three radios" in the Ka-50 does not refer to any HF radio. One of them (called VHF-1) is the R-828 VHF for comms with ground forces, since they normally operate in that freq band (20-60 MHz). The other two of them are the V/UHF R-800L1 and R-800L2, they are used for voice-comm and for the datalink. The L1 is the VHF-2 listed. And no, by "ground forces" I do NOT mean "ground crew" - you communicate with those guys over the intercom.
  10. Tested in Release version 2.5.3.24984 (as of date of post) Tested on Caucasus, Nevada, Normandy, Persian Gulf. Tested from aspect of both Blue and Red coalition. HOW TO REPRODUCE: 1. Start mission editor and select any map. 2. Set an airport warehouse coalition to "Red", another as "Blue". 3. Place a Red ground unit within a third airport, and place a Blue ground unit within a fourth airport. 4. In "Mission options", set "F10 View Options" to active and select "Map Only" or "My A/C". 5. Place a flyable aircraft on the map and set it as either "Player" or "Client". 6. Start the mission from within the Mission Editor, enter the aircraft and view F10 map. 7. Start the mission from the Mission menu, enter the aircraft and view F10 map. 8. Start the mission the Multiplayer menu, enter the aircraft and view F10 map. EXPECTED OUTCOME: On all F10 maps, allied and neutral airports have the info icon, enemy airports do not. ACTUAL OUTCOME: On all F10 maps, neither allied nor enemy airports have the info icon, only neutral airports do. NOTE: * If you set the F10 view option to anything other than those noted in point 4 above, the icon is visible. * If you add any type of Battlefield Commander slot and enter it, the airports are displayed as expected, i.e. JTAC and Ground Commander can see allied and neutral info, Game Master and Observer can see all.
  11. I tried around a bit and found this: If you set the coalition on an airport to anything other than neutral, either by setting coalition on the warehouse in ME or by placing units on it, and then set the F10 View Option to "My A/C" or "Map Only", the icons disappear. If you set the F10 view option to anything other than these two, the icon is visible. I'll report this bug in the Mission Editor bug thread. Feel free to second the report! If nothing else we can nag them a bit more.
  12. I fully support the notion that we should have the choice. If nothing else, imagine for a moment that all pilot and soldier models in the game were exclusively female come next update. Most of us would probably view it as SJWing on a massive scale, right? And yet the opposite is viewed as totally normal. Seems a bit skewed to me. Just google "sexy air force pilots" to debunk that assertion. No, don't specify "male" or "female" - you will probably find your personal preference, anyway. Another reflection specific to the gaming world: Elite Dangerous has allowed its players to select male or female form ever since launch. There is no impact on any part of the gameplay, voices or otherwise, other than the fact that if you select female and look on your pilot's model in cockpit, it has boobs. That is literally it. Even so, they managed to build a game with that function in it. If it can be done in space, it really can't be that hard.
  13. It's no real issue for players, but it turns out to be a real hassle for the poor ai pilots. They always try to make a u-turn inside the shelter, with obvious consequences. "Ow, my nose!!" Sent from my SM-G955F using Tapatalk
  14. As detailed in https://forums.eagle.ru/showthread.php?t=201890: When an AJS-37 spawns inside a shelter at Senaki AB, it spawns nose-in. This has been confirmed in the 2.5.0.15365 version of the open beta, latest version as of this post. Both player and AI AJS37s are affected. No other aircraft seem to experience the same. For a reproduction, open for instance the mission "Moscow Takedown SP" mission from the stable version, or the attached mission file where multiple aircraft are spawned in the slots 25, 26, 27, 28 on Senaki. As seen in the screenshot, the two AJS-37s (one AI, one Player) are spawned tail-end facing the opening. One A-10A and one F-15 have been added for reference, both spawn correctly nose pointing outwards. Other posters in the thread linked above have noted that this does not occur on some other airbases, but I have not been able to confirm this. EDIT: Attachments fell off in transfer, reattaching. AJS37_test_spawn_nose-in.miz
  15. Can confirm this is still an issue in OpenBeta version 2.5.0.15365. For example, load up the AJS37 included mission "Moscow Takedown SP". All AJS37s are spawned nose-in. All other aircraft are seemingly spawned oriented correctly. I will also link to this thread in the main AJS37 bug channel. EDIT: Reported in https://forums.eagle.ru/showthread.php?p=3431039
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