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Everything posted by philstyle
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closed Storm of War - DCS WWII / Historical Server
philstyle replied to philstyle's topic in Multiplayer
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closed Storm of War - DCS WWII / Historical Server
philstyle replied to philstyle's topic in Multiplayer
Try again. It often hangs on the first attempt. -
OK, I might have resolved this. It seems that having a "return fire" option turned on will prevent the bomb release.
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I can confirm this.
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Blackouts used to have a 1/2 to 1 second onset, now it instant and very hard to relax back from. Can it be reverted to a more sensible blackout mechanic please?
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I've got payload, + minimum of 10km either side of initial AND bomb point with no turns or altitude changes. Weapon release is correctly set. Formations are correctly set. I'm still fiddling about with the mission to see what the issue might be. Problem is, the flight is almost the entire map, so testing it takes ages. I'll be in touch if I keep having problems after a few more hours testing
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B17s do not seem to be carpet bombing any more. I've been through all the fixes that have been discussed over the past two years and nothing is working for me. Is this still a thing?
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I have a squad mate also experience this. Only since the new patch. We have done a complete re-install and still he has quite sever lags/ stutter. Specs i5-3570k @4.2 1080 GTX 16GB RAM Windows 7 64 1080p resolution Installed on SSD He does not get stutter/ lags in Caucasus
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Hi Nineline, we are now basically past Autumn and into winter. Is this still being worked on? Recent coms (weekend updates and newsletters) from ED have not mentioned the assets pack update.
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OK, server is up, it's just not showing on the list. 3 of us were unable to see it and have had to join by IP Server IP: 193.70.81.86
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Server down?
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Normandy Map - Maupertus Approach Obscured
philstyle replied to philstyle's topic in Bugs and Problems
NOT REPORTED . . . -
This should be in the normandy map bugs section of the forums. . . .
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Hi VladMordock, exactly what I've been looking for, for 2 years! Will run some tests with the Storm of War server over the next week or so.
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I quite like the new audio...
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I have noticed, flying some of the single player campaigns that each air-battle is a continuous fight to the absaolute death for all the AI involved. This means that the fight will continue, in the same location until one of the two sides has been completely eliminated (all its aircraft shot down). At no point does the AI ever seem to realise that their side is outmatched, and flees from battle, as they did in real life. This ugly scenario is exacerbated/ drive by four main problems: Problem 1. Once damaged, individual AI aircraft never flee from the battle. They will continue to fight and maneuver their damaged machine until it is destroyed. This casues AI to remain in the combat area, when in real life they'd be looking to escape. I can understand aircraft with light damage continuing to fight, and I also accept that very heavily damage should prompt a bail-out, but somewhere in between is an area where escaping from combat to land or ditch somewhere safe is a normal and historical behaviour,a nd it's what human players also do. Fixing this, (i.e. adding a "flee to nearest friendly airfield" behaviour for moderately damaged AI) would also mean we might see battle-damaged AI aircaft attempting to land at various places... which would be nice, and realistic. Problem 2. AI flight/ formation leaders don't seem to have the abilty to know when their side is at a disadvantage, and to flee from the scene. I'd like to see the AI be able to do a quick calculation something like: IF, after initial contact, the number of enemy fighters with a height advantage inside a 3km radius is greater than 50% of the friendly number, then all aircraft in the formation are to power dive to the deck (or clouds) and return home at fast cruise settings, but still alert and ready to turn if attacked. Example: TEAM A with 12 aircraft and a height advantage meets TEAM B, with 12 aircraft. Sometime after contact both teams are reduced to 8 aircraft. However, 5 of TEAM A's aircraft are above the entire fight and thus above all of TEAM B's machines (with height advantage). TEAM B leader realises that the situation is now in TEAM A's advantage, so he orders an egress. All TEAM B aircraft (which are not currently under immediate threat) start a dive for home. Problem 3. AI don't see aware of where clouds are, and never dive into them for cover. This is a minor issue right now, but could be critical if and when the updated cloud/weather systems are released. WW2 aircraft used the cloud for tactical purposes all the time. Disengaging from battle is a typical time to make use of visual obscurity via the clouds. Problem 4. AI seem to be able to see all enemy aircraft within some kind of distance bubble, which means that even if one aircraft is trying to flee, the agressors will pursue it relentlessly until it is destroyed, often resulting in mutliple AI all lining up to chase the last enemy aircraft from a battle. --
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SOLVED! Since upgrading to a new PC, this mission now runs well, and I flew it last night form start to finish without FPS losses.
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Next after the P47 will be the mosquito Next after the Mosquito will be the Me-262
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You need to radio the airfield and request approach. Wait for the radio reply from the airfield. Once the approval comes, then the runway lights will be turned on.
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Finally upgrading... And back to a home build!
philstyle replied to Skyraider330's topic in PC Hardware and Related Software
I just build a very similar system to what you might be looking at. I posted some FPS testing results here which might help you. https://forums.eagle.ru/showthread.php?t=253515 -
Situation of WWII multiplayer servers
philstyle replied to Rocko's topic in Western Europe 1944-1945
Storm of war had a multiplayer server for a while, but we pulled it offline due to: 1. Low player numbers 2. Lack of an overall chohesive WW2 environment We're keeping an eye on the DCS ww2 development to see if it worthwhile putting a server up again .. but I can' see it happening before 2019 is over with. -
I'd also like this. There should be a realism option which disables the table showing where each player has spawned.
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Firstly, the replay system is inhentrently buggy and unfriendly. There is, as a result, a whole host of marekting/ community-made videos that could be getting made for DCS, which are no;t due to not only the cumbersome nature of the replay, but also the bugs and broken bits. To answer your question about what people who do make videos are doing to get footage: 1. Use the minimal number of units in the video - only put the units in the video that you need for the specific section of footage you want to shoot 2. Build up footage with lots of very short sections of mission recording. e.g. if you want takeoff footage, then make a mission that JUST has the take off. Play it, record it and try to replay it. Maybe it will, work, maybe it wont. If you then want to get some footage of the ingress to target, then you should remove all the takeoff related struff, set up your aircraft already en-route (air-start, minimum number of waypoints etc), and play that mission, record it and then replay it. It is a very slow, trial and error process. 3. Try not to use missions with any scripting in them 4. Avoid using the "pause" button at all, including aovid starting the mission paused 5. Avoid recording tracks from a multiplayer missions An addition to the above, the replay functions seems to be intended as a system to let the play re-fly the mission from a point-in-time along the mission, rather than a system to record accurately what DID happen for playback at a later date. The absence of a rewind / skip to timestamp feature is exasperating, and has cost me too many hours.