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Auditor

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Everything posted by Auditor

  1. I believe what is happening is a bug that we can read more about on the CTLD bug tracker: https://github.com/ciribob/DCS-CTLD/issues/68 The gist of it is that this is a problem with Immobile SAM sites that are given a command to move someplace in either the editor or by a script. If a SAM site which cannot move is given a waypoint to move someplace, it will never engage air units or change state to search for enemy contacts and can never arrive at that waypoint to do so either. This is prevalent on the Hoggit server because the SAM sites listed in the OP post are placed via CTLD. CTLD gives a scripting order to immobile HAWK sites to move just a fraction of a meter on placement to address a previous bug where they were not firing. Now, the order to move them is breaking their ability to engage air units due to aforementioned bug. Changing its state to 'Red' in combined arms overrides this behavior as it forces it to prioritize engaging enemy units over moving, but this is not an option for Hoggit as nobody has the credentials to change states on units who are not Game Master.
  2. Hello, I'd like to report the same HAWK site bug a second time. It appears that HAWK sites are still being spawned in the Auto configuration instead of Red configuration, and thus never engage air targets after being spawned. They must be forcefully put into the Red state by someone with CA privileges to engage targets. I tested this with the single player test mission on the Github and CTLD version 20210827.01. Please have a look at it again, thank you. I've already posted a ticket for this issue, it can be found here.
  3. Some of the RPG and AK paratroopers cannot actually stand up after they engage. They will 'run' by sliding along the ground prone or kneeled. Infantry in general in DCS needs a huge re-work. It's hard to enjoy the Hind right now because the role it's supposed to do: Infantry CAS and suppression, it's actually terrible at in DCS because of the awful behavior of AI infantry. They don't all go prone, they march single-file if you tell them to go anywhere, and they get stuck on buildings and trees. When they get engaged, they don't engage back, they simply stand there and take it. Which is fine because they each can take almost 100 bullets of anything short of HE and be at 25-50% health. It really has bummed me out.
  4. You're never going to get anyone to budge on this because all of us use different monitor setups, field of views, and equipment to look around the cockpit of our virtual aircraft, and limiting them may result in serious drawbacks. It also isn't universal for every aircraft. A Hornet Pilot may be restricted to only what his head can turn and see thanks to his harness, but a Huey pilot absolutely can pivot around and look behind him.
  5. I'm going to second the person saying to get the Little Bird mod, it's a ton of fun and it teaches you the fundamentals very quickly.
  6. Auditor

    RPG vs. Helos

    They do, but they are way. way. way. too accurate. They invalidate the Hind at one of its best roles: Infantry support. RPG soldiers have sniped me out of the air at 1000 meters or greater in the Hind. My last few sorties attacking infantry positions in the Hind almost always end with an RPG shearing off part of my helicopter. Strangely enough, you're usually protected in the Huey thanks to it being a smaller target. The Huey is better at it than the Hind thanks to that. I'm glad they shoot at targets they think they can hit, but the chance of them using an RPG-7 to hit a moving helicopter at any range greater than maybe a hundred meters should be drastically reduced.
  7. Tested it, locking occurs with realistic ASP turned off. I believe it's also a function of having 'experimental features' ticked. But I can't be the only one that prefers it this way. Being able to 'walk' it onto the target is a huge help.
  8. So how did that weekend go? Any update to this issue in the last twenty days?
  9. Is this at night? I am having the same problem at night. Multiplayer door gunners are not engaging, but co-pilot engages just fine.
  10. I gotta agree on textures, the MI-8 goodies pack featuring the roughmetal textures and improved crosshair is a great start, but it needs much more on top of that. I, too, would pay for a graphical upgrade to my second-favorite Helicopter in DCS (first being the Huey).
  11. In regards to "Why not just keep it on all the time", remember that it affects your allies, too. So if you're in the lead of a group, and you turn on jamming; they're getting your jamming as well. Only aircraft that can specify forward/rear jamming like the JF-17 can keep it on constantly. This does not affect the F-18, F-16, etc. But it does affect the F-15C and other FC3 aircraft. It's extremely annoying trying to intercept something just to have some guy not even involved in the fight blind TWS because he didn't turn his jammer off.
  12. That is not the case and I have several replays of ground units clipping into the ground and then destroying themselves by attempting to fire explosives. EDIT: I should warn you though, all of them are 400-500 megabytes in size and happen near or at the end of a 4 or 5 hour play session.
  13. Desync is a HUGE problem for combined arms. Just now I had a TOW humvee clip into the ground and kill itself when it tried to shoot at a target right next to it.
  14. Whew, you guys are getting that far? I got as far as the order saying "waiting for payment", but it won't even prompt me to open a Paypal window to pay it. The site just stops when I click 'pay order'. That's pretty impressive. I've never seen the store crash before, even during the Hornet EA sale.
  15. The Mig-29 does have an SAS system which does require alignment, roughly ~2 minutes after startup, any startup, including after complete shutdown. You can tell because a red light will blink on your annunciator panel which states that it is aligning. When it is almost aligned, it will extinguish and the 'Damper' light on the autopilot panel will start to blink. After that light is solid green, then you're ready to taxi and take off. Without this SAS system, you get about the behavior you're describing as it will have no basis on which to control or trim the aircraft for you. If this happens, the best thing to do is disable the damper and hand-fly the aircraft. To prevent having to align every rearm, simply leave the electrical system on and only shut down the engines to rearm to maintain your previous alignment.
  16. I'm having a studder issue as well, but it seems to be a consistent problem. I was wanting to know if this is the same problem that I was having. Every fifteen or so seconds, my game, CPU and GPU usage will stop. This stop only lasts roughly a half second, but it happens consistently every 10 or 15 seconds. I have found that there is a RAM clearing utility which does work some of the time in clearing 'standby' RAM. This clears the studders completely, but I do not know if this is just a coincidence or the cause of my problems. Everything else about DCS is perfectly smooth aside from those stutters.
  17. Auditor

    F-15E UFC poll

    Which one do you have the most information for? That's the factor that I would use as a determination. Not people's opinions on if they like analog or digital. EDIT: Also if you already have the analog model finished, don't listen to a poll on a forum and throw it out. Just give the analog version and tell people to get used to it. Please don't go backwards on progress to satisfy a forum poll full of people who probably don't know which one they wanted, anyway.
  18. I have to +1 the NS430 suggestions, as far as I'm concerned it is the Mig-29s navigation system.
  19. This is about what it should be. The SD-10 was never meant to overtake the C-5, it's less effective, theoretically, than the earlier C revisions. How ineffective is anyone's guess. I would say it's probably in the ballpark now, and should either be restored to pre-last patch values (Still would be within values for this variant for the C-5) or stay like this. I think the biggest buff people are noticing is that Active Radar missiles (which includes the SD-10 and R77) have had their terminal guidance "Seizure" problems resolved. Which actually does greatly increase range even if physical attributes of the missile have been reduced. No more missiles turning 180 degrees AWAY from the target and then spinning all the way back to start guiding once again. This is hearsay, of course. I don't actually know if the problem is fully addressed yet.
  20. I've been having a similar TGP problem where the TGP alignment is way off the HUD marker, I believe it to be related to the Pressure settings bug, but also something else may be afflicting it. Occasionally it will point the opposite direction of my steerpoint. Full alignment all the way down to 6; I've read the manual.
  21. I'm glad you're doing this, but as a heads up: I'm not sure how much can be said that hasn't been already been said. This happens to 120's, Phoenixes, and R-77s as well.
  22. I have noticed multiplayer desync exacerbates the problem, which is why it's much easier to replicate in multiplayer. Especially on contacts that 'sync' just as the missile approaches. Very frustrating in even moderately populated servers.
  23. Seconding this. I can actually select targets on the ground with the TGP, which moves my waypoint, but the fall line is 180 degrees offset.
  24. So as of last patch, CCRP steering cue, which includes the TGP SOI, is now 180 degrees facing away from the steerpoint. Can someone verify to make sure it's not just me?
  25. No, but I want it. Even more than the Ground radar, this is the last step to make the Mirage 'perfect' in my mind. It's kind of an essential feature for an all-weather fighter to have all of its functioning all-weather systems, even if you can technically put it down with the ILS crosshairs.
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