Jump to content

Thorimus

Members
  • Posts

    53
  • Joined

  • Last visited

Everything posted by Thorimus

  1. Any improvements to gameplay are welcome. Save/load and some form of render distance with a low/high simulation fidelity so that we can make our own "dynamic" campaigns. And this
  2. As swift said, we can already change waypoints - just not very easily. And as mentioned, almost all of the settings would be lockable my the mission creator for heavily scripted missions, like campaigns.
  3. Hello, I got so tired of returning to DCS every year only to be met once again by the spreadsheet and the old briefing page that I decided to make my own. As it stands, DCS is severely lacking in the mission planning department. The most important part of any real mission is planning, and currently we still have no way of easily pre-planning our waypoints, even for aircraft that - traditionally - live and die by them like the Viper or Viggen. The data cartridge feature for the Hornet, teased years ago, is also nowhere to be seen. As part of getting back into image editing, I decided to make my own concept art of what I'd like to see replace the aircraft selection, Briefing, Mission Planning, and even Re-arm screens. Chiefly, I wanted to allow players to: - Configure waypoints, target points, popup points, etc according to their mission and aircraft instead of having to use the existing waypoints, spending 30 minutes punching co-ordinates, or using tacked-on systems like that for Heatblur's aircraft. - Create and manage groups, including being able to choose from the already-available callsigns. This allows flights to actually use the in-game groups and callsigns properly and organise into coordinated and cohesive flights. Players also have an overview of other groups and their tasks. This requires a new aircraft spawning system, similar to the one basically every other game on the planet (and MOOSE/MIST) uses, where players are simply spawned into whatever parking spot is available instead of fixed, late-activated aircraft (though that can absolutely remain an option for high-effort singleplayer missions and campaigns) - Be able to configure every aspect of their aircraft such as weapons, fuel and ammunition; but also data cartridge options previously only found in the ME or not at all, such as default MFD pages, rocket pod modes or bomb laser codes. Players can also easily synchronise loadouts. I came up with a concept for a three-tab planner where the first tab replaces the aircraft selection screen, and the second and third replace the mission planning and re-arm/refuel screens: START Tab: This is what the player sees after joining a server and choosing a side. Here, the player has an overview of friendly forces. They can see all other flights, and by selecting them in the PLAYER FLIGHTS (which in hindsight should have been called OTHER FLIGHTS since it includes AIs) section they can see their waypoints and their task. They can also join another flight or create their own under MY GROUP, choose a starting base, and a callsign. They can spawn at any base that is on their side, has enough of their aircraft in its inventory, and a free parking space, obviously including FARPs and carriers. This page also has the traditional briefing and weather information. This tab can be restricted by the mission creator for highly curated or singleplayer missions. Threat and detection rings can also be displayed. In the far future the WEATHER section could feature weather radar imagery. FLIGHTPLAN Tab: Here, the player can configure their group's waypoints, including special waypoint options such as Target, Orbit, or other special types such as those used by the Viggen. If a target's position is known, the waypoint can be fixed to it for PGM delivery. There is also a MISSION TASK option to let other players and controllers know what the group is up to. The tab also allows configuration and adjustment of radio channels. All of these options can be locked by the mission maker if so desired or appropriate. "?" icons open small windows explaining what each option does. AIRCRAFT Tab: Here, the player can select their loadout and expendables, as well as their data cartridge, like the re-arm menu. This tab and the FLIGHTPLAN tab can be recalled at any friendly airbase via the radio or ESC menus without reloading the aircraft in order to re-arm and refuel during continuous operations. Imgur post with annotated versions A feature like this is critical to any game that calls itself a combat flight simulator. I really hope this inspires Eagle Dynamics to finally improve this aspect of DCS. This, together with native mission state-saving, would in my opinion allow the community to effectively create their own dynamic campaigns, serving not only as a stopgap but also as a step towards a native Dynamic Campaign in the very far future. Even regardless of such plans a feature like this, on its own, is very important. I find it difficult to believe this is too difficult for the team that managed to make volumetric clouds work in a twenty-year-old game engine. Peace
  4. Ships are unable to move within a couple hundred metres of a shore. This makes it impossible to have moving ships in ports. Steps to reproduce: 1) Place a ship near the coast and give it a waypoint to proceed to, OR place a ship far from the coast and set one of it's waypoints to be near the coast - about 500 metres in my limited experience. 2) Run the mission and observe as the ship is unable to move.
  5. Fantastic write-up, DCS is sorely missing in this area and it has only become more noticeable with the Hind. Hopefully this one catches ED’s attention better than my attempt...
  6. Ralfidude recently made a video examining the effects of jammers on SAMs and found that they have basically no effect. Is this a bug? Video: (2) Jammer Effectiveness in DCS - YouTube
  7. +1 for this, Overlordbot is amazing, and I really miss the declare feature from the forbidden F16 sim when playing DCS.
  8. I have a 3-ship of Mig-29s set up to go intercept anyone in a zone using Fighter Sweep role with the "Search then Engage in Zone" advanced waypoint action. Obviously this can't just work properly, because this is DCS. Instead the Migs do some strange manoeuvres on their way to the zone, and only two of them make it there because the third gets distracted by... something? The ground? A passing schoolbus? Trackfile via dropbox due to forum limit: https://www.dropbox.com/s/ifd8h83yu5w10tl/searchthenengage%20issue.trk?dl=0
  9. With the apparent death of Ranger79’s statics mod, I’ve found myself wanting when it comes to statics in the mission editor. Some placeable static HESCO-style barriers, gates and SAM entrenchments for creating custom FARP/FOBs and SAMs would be a huge boon for missions involving field bases, especially with the Hind on the horizon. Right now the best we can do to set up a barrier around a base is to use shipping containers, with LOMAC quality to boot. These don’t have to be super-ultra-8K quality; in fact it would be better if they weren’t so that more could be placed down. Additionally, higher-quality factory and other industrial buildings would be awesome. The current two options we have look like they’re straight out of the 90s, and provide very little variety. Making the existing non-placeable industry bits that we see on the maps would be a big step on its own.
  10. Some older USN ships like the Spruance or Kidd-class would go great with Heatblur’s upcoming carrier. Our Russian navy is also completely devoid of destroyers; an Udaloy to complement our modern Kuznetsov and maybe a Kresta-class for the Tomcat era would be awesome. There’s also that Ropucha-class LST that’s been sitting around in the game files since forever.
  11. EDIT 3: SOLVED, there were no aircraft in the airfield's warehouse inventory, and DCS being the wonderfully clear and straightforward program it is presents this by just ejecting the player into spectator. I'm trying to test a mission that has multiple FA-18 client slots, however when I select a slot and click "briefing" the game just shows me the F2 view of a different AI jet and doesn't even spawn an FA-18. And yes, I do own the Hornet and it is installed. Campaigns and other multiplayer servers work just fine. How do I fix this? log file: dcs.log EDIT: This seems to only be a problem with this particular mission, so here's the .miz: FKDCS_SNGL_RunwayStrikeV2.miz EDIT 2: I have tried deleting and replacing the offending aircraft and placing another, and the issue persists. It is happening with all the modules I own in that mission.
  12. That’s probably it, thanks. I don’t remember having to do this before, did it automatically increment the number before or is my memory just hazy?
  13. Edit: resolved, see below In a mission, if I want to have several zones with markers on them using the MARK TO X action, only one of the markers will actually spawn when the mission is run. Tested with MARK TO ALL and MARK TO COALITION in 2 different .miz files. track: only one marker.trk
  14. I'm having the same issue in a single-player mission. In the attached track, GRUPPA 1 and GRUPPA 2 are not moving, however the infantry does just fine. tanks not moving.trk
  15. My thoughts exactly. Before the EF2000 was announced I probably would have gone for a F15C too if someone made one, but a 4th-gen Sukhoi is probably on the top of my list, aside from core game features. HOWEVER, I’d be much more inclined to buy it if it isn’t being developed by ED, and if it is, only when it’s feature-complete.
  16. We're having a similar issue on our server: http:// https://forums.eagle.ru/showthread.php?t=269929
  17. Latest OB Update. Having ground units that are set to travel "on road" will cause the server to stop responding correctly. Clients will still be able to fly around, but from their perspective nothing moves and everything is invincible. STEPS TO REPRODUCE: 1. Create a mission with a convoy of vehicles moving from A to B, a decent distance apart, set to "on road". 2. Host the mission as a server and get a buddy to join. 3. Watch the server come to its knees when the AI tries to pathfind. I don't have a .trk at the moment, but if its a bug it should be easy to reproduce. It probably won't affect most servers since bugs with moving convoys like this seem to pop up every other update, so nobody uses them. EDIT: Alright, after some more testing it seems that existing ground units are also not responding to CA commands. EDIT 2: Appears to be a similar issue to this https://forums.eagle.ru/showthread.php?p=4290798
  18. ATC isn't turning on the runway lights when it's dark. I'm not sure if this only happens in multiplayer since I don't always use the ATC. Steps to reproduce: 1. Contact ATC and announce inbound. Follow their vectors until you realise they're just messing with you and find the runway on your own. 2. Request landing and get cleared. 3. Note the lack of landing lights. track (dropbox due to size): https://www.dropbox.com/s/otb134yf9y7njpc/Battle%20for%20the%20North_rev15122019-20200411-151929.trk?dl=0
  19. It's quite difficult to tell when using CA if you've encountered a bug or the AI is doing something that prevents it from following your instructions. It would be nice to see more detailed statuses for AI, perhaps displayed in the little box that comes up when you click them in the F10 map. This would be great for SAMs that can't move while reloading, or artillery loading and ranging in preparation for a fire mission. The SAM could display "RELOADING", and if asked to move "RELOADING - CANNOT MOVE". The artillery could display "PREPARING TO FIRE - RANGING".
  20. Two groups of 4 AI (one Abrams group and one mixed APC/IFV group) stopped responding to movement commands on a multiplayer server after I changed their formations. One group began moving around in one place, the other just stopped. I can't tell anymore with this stuff if it's a bug or some "feature" I have to dance around. Here's a track, via dropbox due to size. https://www.dropbox.com/s/li3zlpq7ydvy5wb/Battle%20for%20the%20North_rev15122019-20200408-162340.trk?dl=0
  21. Because this may not be treated seriously otherwise, here is a full description: BUG: AI is unable to properly follow roads. STEPS TO REPRODUCE: 1. Set up a convoy driving through a forest on a road. 2. Run the mission. 3. Watch the AI fail to make it through the forest. Here is a track file and .miz which demonstrates the issue with a SAM convoy, in this case the SA-11 in the west. broken SA6, SA11 convoy.trk broken sam convoys.miz
  22. The KC-130 is invisible. Steps to reproduce: 1. Place a AI KC-130 anywhere on the map in the editor. 2. Load the mission 3. Go to the F2 view and observe the lack of any textures on the aircraft. Forums gave me an invalid file error when I tried to upload the log file, so here it is: https://www.dropbox.com/s/g8e2aqi52113uhg/dcs.log?dl=0
  23. I haven't been able to test this myself but here is a .miz using MOOSE that will allow you to test it. It spawns an APC with PLAYER CAN DRIVE deselected 10 seconds after mission start. Steps to reproduce: 1. Start a server running this mission 2. Join the server from another client EDIT: It looks like I fundamentally misunderstood the problem and Step 3 is wrong. My .miz file should still work to replicate the issue, though. 3. Use the following substeps to test each of the reported slots and see if they prevent controlling the APC: a) Use the client to select the JTAC/Operator slot, press F10 and attempt to control the APC south of Senaki-Kolkhi b) Use the client to select the F/A-18C slot, press F10 and attempt to control the APC again c) Use the client to select the REDFOR Tactical Commander slot and attempt to control the APC CA controllability bug example.miz
  24. Here's a short track and DCS.log. Descynch started at 18:45, continued to 18:46 and subsided shortly before diconnect. Connection speed is 150Mb/s both up and down and ping is below 200ms at all times The track was above the 5MB limit and the DCS.log gave an "invalid file" error when I tried to upload it, so here's a dropbox link: https://www.dropbox.com/sh/6o17j2qpiq3v00o/AACoGuX_S2_-SrZv_Cjfi9LPa?dl=0 EDIT: bear in mind the Hoggit discord has been very active in encouraging people to post in this thread, it's not just those servers that are having the issue
  25. Cloud cover appears bright white despite setting sun. The clouds will stay this colour for a significant amount of time, perhaps even after the sun has actually set (although I have not tested this). Clouds will also be very bright as you fly through them regardless of time and other conditions. Track: cloud lighting.trk
×
×
  • Create New...