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skliff13

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Everything posted by skliff13

  1. Недавно обильно тестировал SC500 против Шермана. Поразить (отнять хп) получалось ТОЛЬКО взрывом со стороны кормы. Даже если взрыв в 1-2 метрах от борта - эффекта не было. Иногда казалось, что бомба, заброшенная ровно под танк, не наносила урона (либо я не совсем точно определил место падения). Как руки дойдут - выложу видео.
  2. В каждой миссии нужно 10 минут находиться в воздухе. Так что рекомендуется немного подключить фантазию :)
  3. Well, seems like this was about video drivers. Didn't think about that since the drivers were last time updated not so long ago. Now it works! Sorry for inconveniences, I'm still getting used to my new graphic card :)
  4. Thank you for your response! I will try the 'cleanup' and 'repair', but only during the next week. Or maybe I could simply wait for the next patch and try again.
  5. Еще рекомендовали ДКС 2 устанавливать на SSD диск (при наличии).
  6. Hi. No mods. Later I can rollback to some older DCS version and try again.
  7. Game crashed twice in an exact same place: Mission 14, approaching Mig-31's. Anyone else encountered this? Dump and Log files (if this may help): https://drive.google.com/drive/folders/1b1mGhnwg9K_om_mDjnAA0dGcwhdzbl9w?usp=sharing
  8. А это на почти любых самолетах так - ведомые больше топлива тратят, поскольку в каждый момент времени хотят лететь ровненько в строю. И если ведущий делает хоть какие-то маневры, боты стремятся на полных оборотах догонять ведомого. Но во время продолжительного полета по прямой они тратят мало топлива. Совет: если нужно в каком-то месте покружить/осмотреться, ботам можно приказать "Оставаться на месте", тогда они будут летать по кругу, экономя горючку.
  9. Nah, the idea with "OBJECT DAMAGED" trigger didn't work because such triggers react even to .50-cals. A solution however could be to reduce the initial amount of tanks' HP by either creating a Mod, or executing some LUA-script, or simply "exploding" tanks via triggers as the mission starts. Explosion with strength of 3 leaves Pz.IV's with half HP accoring to my tests.
  10. There should be a way to make the tanks less "tanky". If they will die after one direct hit of rocket (instead of two as it is now), it would make the things easier. Right now I see these options: A) Make a Mod that decreases hit points of tanks and run this mod with the server. B) Assign a number of triggers like "OBJECT DAMAGED" -> "DESTROY OBJECT". Here we need to make sure that tanks don't die just because someone sneezed nearby. I have no idea how Mods are done but I can do some experimentation on B option.
  11. Только не взвод, пожалуйста)) А то танки во-первых отстреливаются неплохо пулеметами с лазерным наведением, во-вторых умирают только от двух прямых попаданий хваров (Pz.IV по крайней мере).
  12. Полетал - действительно F2 недоступен, наверное кого-то заглючило (то ли сервер, то ли меня). Вижу, пехоту вынесли на поля подальше от домиков. Вроде бы хорошо - им теперь сложнее спрятаться "в текстурах". С другой стороны - очень уж хорошо они разлетаются от HVAR'ов. Можно за два вылета на мустанге всех вынести чуть ли не быстрее, чем немец со своего филда долетит. :)
  13. Вопрос. У нас внешний вид (F2) всегда должен быть доступен?
  14. Ok, next time when I detect a potential bug, I surely will save the track =) But now I need to restore things from memory. What I remember: * Pair of Mig's (mentioned earlier), both killed by me. * A singleton Fencer heading towards Tbilisi, which later turned away and was not attacked by me or wingman (as was ordered) and flew away towards Russia. * That "bugged" package of, I think, 3 Fencers (seen from F2 view) heading towards our home airfield (Kobuleti i guess); me and wingman didn't get close enough to fire at them and they managed to drop their bombs (falling bombs were seen from F10 view). However, I'm not sure that bombs acctually hit the airfield, at least the second pair of F-15's (Dodge-7) took off in the end of the mission. Finally, the Fencers skipped away towards Abkhazia. * Several Su-27's from north-east. * Package of some bombers (probably, Fencers) who killed Rouge-4 (sonfirmed by radio messages). * As Dogde-7 took off, Su-27's turned away and I landed. * Mission results: score 95; total hostile aircraft killed: 2 (the Mig's).
  15. Yes this was mission 13. The only thing I can add is that trigger mess could have actually started a bit earlier - when i was attacking the pair of Migs. I shot the first one, then retreated a bit backwards, turned around and fired AIM-120 into the second one, whilst a message popped up like "The second one is bugging out! Weapons hold!". But the missile was already on its way at that moment :) After that contradicting messages started to appear almost simultaneously, like "Ok, he's down" and "Ok, he's turning away" Unfortunatey, i didn't save the track (or it's autosaved and i just didn't find the file?). Finally, the mission was finished with score 95 (success).
  16. However, I've had some trigger mess in this mission. Say, I've recieved message like "All Fencers are down", though me and my wingman never attack any Fencers, and just 2 seconds after there was some another message about Fencers, like they're alive and heading XXX.
  17. @Hornetone, thank you very much for your report and the tip. It really works now! @developers, thanx for the enjoyable compaign! It's indeed great! =) Awaiting for the fix.
  18. Sure! I agree on everyting said :) This scoring mechanics may take place of course. I just noticed that it doesn't quite match current campaing description - maybe it's worth to simply remove one sentence from description then :smilewink: Thank you again for all the great job done, and also thanks for sharing your thoughts. Potentially constructive note Once I've already edited some similar campaign for myself to make it more playable. I tried two things: (1) slight reduction of AI skill level (by one degree); (2) reduction of number of aircraft in all flights (for both sides). Thus, instead of 4v4 engagements i got 2v2 which made it a lot easier for a player to control the situation and stay alive whilst preserving balance of forces and keeping missions enough challenging. And this kinda worked out for me - it was fun to play such campaign. If this sounds like a good idea for someone else except me - I can edit several of missions (or the whole campaign if it really makes things better) in such a way by myself. Such changes do not influence any triggers since no flights are removed from missions - only numbers of aircraft per flight are changed.
  19. Overall missions design originally made by ED... It makes me cry. I don't know how AI's behaved years ago when the campaign was first introduced, but now throwing 4 x Su-33 against 4 x F-16 AI's seems pretty hardcore. Especially considering permament troubles with contacts visibility in DCS 1.5 (AI's don't have such troubles!). IMHO throwing the player against outperforming enemies spamming out AIM-120's and Phoenixes in each and every mission makes the campaing too difficult and exhausting for an average player. In contrast, official paid campaigns I played (F-16 Red Flag, Su-27 Ultimate argument, F-16 Georgian Campaing) are completely different with this respect. These are my thoughts. What do you guys think?
  20. Conerning the campaign. The proposed scoring logic, for example, doesn't seem to be suitable here. At least because it denies the requirement of landing for successfull image landing, though this requirement is mentioned in campaign description. For example, in mission #6 it is: Start + F-15c DEAD + FA-18c DEAD + Land = 50 + 15 + 15 + 50 Which means that you can destroy only one enemy group and immediately end mission with 65 scores which is considered as success.
  21. Indeed! AI's finally manage to take off. Quick tests suggest that minimum Kuznetsov's speed for successfull takeoff is about 40 kph (no wind). At 40 kph both me and all AI's can take off from positions #1 and #2 with full load. At 30 kph both me and AI at position #2 failed.
  22. Если в редакторе стартовая позиция - "холодный старт", то убраны. А если "взлёт с полосы" - вроде как не убраны.
  23. А можно чутка поподробнее? Какая версия клиента, что за кампания, откуда качалась и куда распаковывались файлы.
  24. Btw, is this because in real life Kuznetsov could not gain its maximum speed due to some troubles with engines (as i've heard, it was the case in the beginning of 2017)?
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