fanqi1234
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DCS version: open beta 2.5.6.57530 Video: Map: Caucasus Mission: F16 Training mission: "AIM-9 LM Air-Air Missiles" The training mission says two AIM9Ls are mounted on wing tip. In the "forward-hemisphere" section of the mission, when a 9L is selected, the missile is unable to give an IR track/lock tone during the entire time before merge, even though the uncaged seeker is pointing directly at radar lock.
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The F-16 and F-18 lost head-on launch capability using AIM-9L
fanqi1234 replied to chn6's topic in Weapon Bugs
Is this a sim feature because newer aircrafts like F16 and F18 no longer have cooling capability for the old missiles? I did try to turn on the IR COOL switch on F18 but it doesn't seem to affect anything. -
Ultimately, I'm trying to use dynAdd to add an AI plane near the player, but I'm not sure how can I task this dynamically added AI plane to attack the player. The unit spawns, does nothing, and tries to land at nearest airport. I tried to use controller pushTask to push an "AttackUnit" task, but after that the controller:hasTask() still shows false. I suspect that's because the "core AI behaviour" determined by the group's Role isn't set, but I'm unable to figure out how to do that in the documents. So, is it a correct way to use pushTask to task a dynamically added air unit using mist.dynAdd? If so then why hasTask shows false after pushTask?
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In a multiplayer game, if I select a plane to fly, then go to F10, select myself, and click the acquire control button, I lose control to my plane and the plane's name changes. I can regain control by using the same button but the name does not change back. https://www.youtube.com/embed/v-J2q78qxzU?start=41
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Version: 2.5.5.40269 1. Edit a mission with a carrier, restrict AA missiles to 123 AIM-9M. 2. Put an F18 on this carrier as Client 3. Run this mission on a dedicated DCS server 4. Using a different PC, connect to this server 5. Select this F18 and ask groud crew to rearm. Observe that all AA missiles have 1000000 available. Note: Only reproduceable when connecting to a remote server. If server itself is the player, the restriction is applied correctly (except pylongs 2/8, which is reported separately). 0001_test_f18_9x_restriction_on_carrier.miz
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Game version: 2.5.5.40269 1. Add F18 on an Airport 2. Edit airport's AA missile using the Resource Manager. 3. Disable all missiles except 9M by setting their availability to 0. 4. Enter the mission and select the F18 5. Ask ground crew to rearm 6. Note that on position 2 and 8, all Sidewinder varieties are still available under LAU-115© 0000_test_f18_9x_restriction.miz
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Default voice device is not Windows Default audio/comms device
fanqi1234 replied to fanqi1234's topic in Voice Chat Bugs
The pagefile is set to automatic by Windows. With 32G RAM it seems Windows doesn't automatically set much pagefile. I'll manually set it to double the RAM size later. Thanks. -
When I setup the voice chat for the first time, I selected my specific audio device (SoundBlaster Z) in-game, but the voice chat did not work at all. Then I changed the in-game device settings to use "Default", game crashed without crash report. Then I restarted the game, and changed the devices back to "Default", to my surprise, other person's voice came out of Oculus Rift (which is the 1st item below Default), but not the Windows default audio and default communications device (SoundBlaster Z). Then when I changed in-game settings again to SoundBlaster Z while actively connected to a server with correct server-side voice chat setup, it worked. So two problems: 1. The initial settings did not work. 2. The "default" is not Windows default, but appears to be whatever the first item in the in-game audio device list.
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We observed this strange voice chat behaviour: - The server's owner, connecting from a different PC and game client that is not the game server itself, can hear everybody. - Each person can hear the server owner. - Nobody who's not the owner can hear any other person who's not the owner. The single working pairs between owner and any other person proves that, in general, there's no problem with port-forwarding settings, and everybody's client has been setup correctly. But what's blocking everybody from hearing everybody?