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Coyote_One

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Everything posted by Coyote_One

  1. https://clips.twitch.tv/ShyTemperedRavenYouDontSay Heres some more reference footage of what keeps happening. Ive had to remove the Sa-11's from the mission for this reason sadly.
  2. I just find it strange that it this is the correct operation, to hit the target and explode 10 feet high. At least from the limited videos of an AGM88 it doesn't look like they do that in real life. Most videos show it hiring the target directly from the top-down. According to the reddit link another player kindly posted in a reply above, I'm not the only one with the issue. I cannot pinpoint exactly which update this began to happen either but I just hope this brings it to your attention seeing as how there are many others facing the same issues. If the missile is supposed to aim higher that's fine but when it explodes 15 feet above the target that's where the error possibly is. Because it explodes too high, no damage ( or not enough damage) is being dealt. I just hope they your team can keep an eye on this issue since I'm not the only one, and I'll continue to provide more videos and track files in the future whenever this happens. And I'll bring them to your attention as time goes on.
  3. Yessir, I tested in single player as well. This way I was able to place a hot acft in the air to test the theory. The missile seems to track the tall antenna on the SA 11 and not the emitter itself causing it to go high.
  4. For the last few weeks I have used the HARM's extensively. They flight profile tends to be way too low on most occasions ergo causing the missile to impact the ground nearby OR hitting the target and not registering whatsoever. According to TacView replays and screenshots these are registered HITS indicated by the flashing white box however in game the unit remains at 100% OR for direct hits will not completely destroy the unit. Ive noticed they dont follow a logical flight path to the targets either. It likes to dive down and then skid low level with no energy to its target causing it to hit other objects. Even when launched at FL200 or FL300 it will always dive down early instead of coming down more on top of the target. Half the time the Missile will explode either at the top of the target not registering a hit or hitting the ground in front. Clearly noted in the screenshot tracks of the missile in Tacview going high above the unit Truly frustrating at times to use 3 HARMS on one unit when launched within the parameters, watching the missile and see it explode 10 feet high and zero to negligible damage. The main units these will have issues with are the SA-11 and the SA-19's. The SA-11;s are also troublesome due to the fact you cannot see them emitting a signal beyond 180 degrees. This shouldnt matter as that tank has a full 260 scan function radar so Im not sure why you cant see it on the HARM WPN page until youre dead in front of the unit. Regardless of the issue I just mentioned the MAIN concern is the HARMS not registering hits or doing any damage when exploding literally on top of the desired target or constantly missing. Please look into this when able. server-20201225-090156.trk
  5. This seems really complicated for something so simple. Why doesnt the late activation of client spawns work? coalition has airbase --> Active 10 client slots on that base --> Done. Whats the easiest way to go about this without having to dive so deep into scripting? What If I already have 10 flags in use for other things?
  6. Much appreciated. Really dont know how to script but Ill give it a try
  7. Well, trying to figure this out since I have ZERO clue how to script. I can s et a late activation client spawn of 4 jets. They are triggered to "Group activate" once the airbase has been captured. If you select the slot early, it says "Your slot is waiting to spawn" <-- Thats fine by me. But then when the condition of the airbase being captured happens. They still wont let me spawn into them, even after all conditions are met. Basically I want nobody to take that slot until the airbase has been captured.
  8. While designing a high slot multiplayer server Ive found that Ramat David has lots of empty aircraft hangars especially the green covered ones without a parking slot available. Adding these would give so many more parking spots. The grass covered hangars are fairly small but theyre obviously built to park aircraft. The f16 fits no problem. I cant imagine this would be a difficult task to add the spots. It cannot be done with the spawn on ground script addon since they're inside a building.
  9. Trying to figure this out since I know I can have a blue tank destroy red units on an airbase and I have the trigger setup to sound an alarm. However When I dont use the AI tank and I blow the red units up and I land on the runway, nothing happens. Why is that? Im a blue plane who destroyed the red units on the airbase. Im no different than the blue AI tank that blew up the red units and then entered the zone right? So how can I accomplish this? Basically Id like to have players fly around and destroy the enemy forces at each airfield and turns them blue so they can re-supply. I thought that once the blue player touched down at the field it would work but I guess not....
  10. This thread is quite large, but has anyone reported a fix on how to select a build if no build is available in the dropdown? I'm just going to start running my personal desktop 24/7 and I already have the OB on here but obviously this is way easier. just cant get a build selected to do anything. Theres no options in the dropdown. ANy ideas?
  11. I'm no expert on the F-16 but all the other planes have green NVG's. Something wrong here?
  12. Theres lot of hangars up at the north side of the field. Seeing as how this base cant park many bigger planes like the A10 it would be nice to see these hangars utilized for more fighters. Spawn with open doors or something.
  13. I start enough airplanes at my job every day, I don't want to sit there and fire one up in a game at home. I'm not missing anything this sim has to offer by not starting my jet. Hot starts always.
  14. Is that possible if I wanted to choose when I wanted those units to come back? Say my team is ready for a fight, I want them to choose when to spawn them in each time. Not automatically after a delay. I currently use the \ F10 other to spawn aircraft in but when theyre destroyed thats it, cant bring them back. I'd like to respawn on their command multiple times.
  15. Ahhhhh Clever clever.... I gotcha now. How would one use mist.respawn? Assuming I'd need another program to run these or just put them in the script box in the actions section for the trigger?
  16. From what I see, he says dont add late activation on the units I want to re spawn. That would mean that the unit will be already spawned in upon mission start which is not what my goal is right? Id still like to choose when to initially spawn them in AND choose when he gets to respawn. So if were done and fly away he wont just come back again without my command. Again SUPER new at this world, thanks for any more replies
  17. So I've learned how to setup a flag action to place a pair of fighters in the air. Then whilst playing the mission in multiplayer I can recall those fighters using the \ key F10 other and selecting the units to spawn. That all works great but once they are destroyed theyre gone. Any ideas on how to setup the flag or the F10 so that when those units are destroyed I can call the same one in again over and over? Unfortunately I can only have as many units to spawn as i have F keys (F1-F12) and of course once a unit is called up from the late activation thats it! This is the first time in all my years in DCS that I'm attempting mission making with these features. But I'm trying to make a fun mission for my group of guys where we dont run out of enemies so fast and have to restart the mission just to replenish the used up fighters. REALLY appreciate any input from the community!
  18. Yeah but for the games immersion purposes. Those hangars are in a great spot for quick and easy access to the runway. Seems like a really easy fix just copy paste the other side right? hahaha
  19. Any idea why ED hasnt just at least copy and pasted the hangars from the other side of the runway over to the empty side? I mean they went so far as to put in the taxiways and lines and everything you need to use it then just left it alone.... I understand theyre not actually finished building the hangars at the real airbase but this just seemed like a waste of time. Why even bother putting the taxiways in there? Please ED, Copy the hangars from the other side and give us the parking spots as well in each hangar. Same goes for the bigger hangars that are in between the runways. Why are there no parking spots?
  20. I bought this map almost solely hoping to see one of the most iconic airstrips on Dubai. Was looking forward to landing Warbirds on it. And yet all thats there is a tiny batch of sand on the palm tree island, Looks like the land has been modeled in preparation for it. but I havent seen anything. Whats the story on adding it?
  21. F/A-18 Hornet Download Error Message Ah yep thats exactly what i got, then i get the .Txt file of this 00000.000 === Log opened UTC 2018-05-30 15:30:41 00000.007 INFO : DCS_Updater/2.7.3.52 (Windows NT 10.0.16299; Win64; en-US) 00000.007 INFO : cmdline: "C:\Program Files\Eagle Dynamics\DCS World OpenBeta\bin\dcs_updater.exe" --apply install FA-18C 00000.009 STATUS: Initializing... 00000.013 INFO : basedir: C:\Program Files\Eagle Dynamics\DCS World OpenBeta 00000.013 INFO : dcs_variant.txt: openbeta 00000.014 INFO : DCS/2.5.2.17559.377 (x86_64; EN; WORLD,F-86F,FC3,PERSIANGULF_terrain,NEVADA_terrain) 00000.014 INFO : branch: openbeta 00000.014 STATUS: Connecting to update servers... 00001.109 INFO : Got reply from http://www.digitalcombatsimulator.com 00001.471 INFO : Got reply from srv9update.digitalcombatsimulator.com 00001.473 ERROR: Version 2.5.2.17559.377 is not available. 00003.210 === Log closed. It shows up when i go to the modules but i guess what i see is theyre overloaded right now.
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