

Xoho
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To clarify, the primary issue being raised is the combination of a lack of lineup assistance and simultaneous raising of the JBD and hold back blocks. Lighting would be beneficial, but it would not fix the issue. A possible solution, as suggested above, would be to raise the holdback blocks upon takeoff request, and then to raise the JBD once the player is in position, or once the player hits a separate key (e.g. Carl Vinson catapult controls)
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investigating AI not following path, speed, or altitude
Xoho replied to Xoho's topic in Bugs and Problems
Tested in singleplayer: Observed while testing a mission run in the mission editor. Only AI are present, and this behavior occurred consistently to one group of AI. No track file available (none saved). See video description, same issue prior to "fix" -
When spawning a "player" aircraft in the air, parameters such as the aircraft heading, speed, and torque all default to 0. AI aircraft appear unaffected. Heading: When the mission first begins, the aircraft will be facing the correct direction (towards the first waypoint); however, the instant the mission begins to play (time begins to increase) the aircraft will snap to true North. Speed: The aircraft spawns in the mission with a ground speed of 0 regardless of what is set in the mission editor (in this case, the default 90 knots at 500ft altitude). Torque: The aircraft spawns with rotor torque at the minimum value regardless of what would be necessary to maintain flight. This results in a sudden loss of altitude immediately upon spawning in. I have attached a short track that displays all of these issues. Steps to reproduce: 1. Enter Mission Editor 2. Place SA-342 (any variant) 3. Set to "Player" 4. Set altitude + airspeed to > 0. 5. Create waypoint with airspeed > 0. 6. Enter mission (Note where the aircraft is facing (not the compass heading which reads 0 regardless of actual heading) before clicking "Fly") 7. Click "Fly" or unpause. 8. Note the new aircraft heading (0 degrees), airspeed (0 km/h), and torque setting (minimum). In the following images, note the terrain in front of the helicopter. The two images were taken a split second apart. Before the mission begins to play the aircraft is facing the correct heading (which is not the heading displayed in the compass). The instant the mission begins to play, the aircraft snaps to North. SA342L Airborne Spawn State Bug #001.trk
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Colored Smoke Markers Blinding All FLIR Systems
Xoho replied to Xoho's topic in View and Spotting Bugs
Thanks for the tip. Unfortunately this issue still occurs for me despite clearing those every update (and even with a full reinstallation). -
Decoupling Rearming/Refueling from FARP Pads/Airfields
Xoho replied to Xoho's topic in DCS Core Wish List
This can actually be done with a relatively simple lua edit that doesn't break the integrity check and can be used by anyone (just gives the mission creator the option to spawn aircraft there). I don't have it on me, but it should be one of the first few results when you google "DCS spawn on ground mod". Unfortunately, it will be undone every single update, and does not work with survey sim (FC3 level) aircraft, which just explode. All study sim (full fidelity) modules work almost flawlessly with it however. I do hope that's something they add in the future. -
[FIXED] C-101 Training Missions Not Progressing (Broken Triggers)
Xoho replied to Xoho's topic in DCS: C-101 AvioJet
The causes appear to be all the korry push buttons. Switches work as intended, at least so far. -
The following C-101 training missions are impossible to complete, as when they ask for a user action (pressing a button), the trigger does not fire and the mission will not progress, even after holding the button for a prolonged period, or depressing and holding the spacebar. Lessons confirmed not working: 1.2 Basic Visual Flight (Stuck trying to activate pitot heat) 2.2 IFR Flight (Stuck trying to activate pitot heat) 4.1 Ground attack with guns and rockets (Stuck trying to select pylons 2 & 5) 4.2 Ground attack with bombs (Stuck trying to select pylons 2 & 5) 4.3 Anti-ship strike with Sea Eagle missile (Stuck trying to select pylons 2 & 5) 5 Misiles (typo in mission name) and cannon employment in air combat (Stuck trying to select pylons 1 & 6) Lessons 1.1, 2.1, and 3 are also likely not working; however, I do not have time to go through them at the moment. If others could confirm that would be fantastic. Screenshots showing where some of the missions break are included. Tracks can be found on the Eagle Dynamics discord here (unable to upload to forums due to file size restrictions): https://discordapp.com/channels/542985647502393346/543358251694292992/754212767006720111
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Structural Damage Not Reflected In Flight Model or Weaponry
Xoho replied to Xoho's topic in Bugs and Problems
If that occurred in multiplayer, it's entirely possible they weren't damaged on their screen. Damage is not always synced between clients unfortunately. This has been a pretty serious issue in the Korea1952 server, where you'll be bounced by dozens of sabres only to find out that you were smoking or leaking fuel for everyone else, but not yourself. Perhaps that plays into the issue at hand here? -
VREST page nozzle rotation values are placeholders, and not functional. They do not adjust with weight, or altitude. See this thread: https://forums.eagle.ru/showthread.php?t=285533
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Maximum Air Temperature Restricted to 38C (~100F)
Xoho replied to Xoho's topic in Mission Editor Bugs
Strange. I was only able to increase the temperature to 38C during June in the Syria map. I also tried the "Summer Heat" preset which defaulted to 38C and would go no higher. How were you able to input a higher temperature? -
Shadows from objects such as hangars or bunkers appear through the terrain, including entire hills. Some objects (such as some of the walls at Bassel Al-Assad) don't cast shadows at all, and many shadows move along the ground when the camera rotates around them at a constant distance. MGRS BT 411102: MGRS BS 481931: Bassel Al-Assad:
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The maximum value for air temperature in the mission editor is 38C. With temperatures that can reach over 48C in areas such as Syria, Nevada, and the Persian Gulf, we cannot replicate these conditions with the current limitations of DCS World. Raising this limit to 50C would rectify this issue. EDIT: Syria, Nevada, and the PG have different maximum temperatures as per Flappie's tests below. Syria's max temperature appears to be 38C, and the Persian Gulf's 41.3C. Other maps such as the Caucuses can reach up to 50C, so it would be nice to see this raised.
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Prior to the 2.5.1 update, the shaking was significantly less noticeable/intense than it is now. As of the 2.5.1 update (for which I created a bug report), the intensity of the shaking became extreme, and it stopped being a bumpy ride similar to the A-10, in favor of the shaking.
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F-102/F-106 would be incredible. F-106 especially would be awesome.
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Structural Damage Not Reflected In Flight Model or Weaponry
Xoho posted a topic in Bugs and Problems
In the P-51, losing an entire wing does not affect the flight model or the ability to fire the wing mounted guns. The only effect is to the landing gear's drag (when extended) and collision with the ground. See attached screenshots, video, and track file for details. NOTE: This exact issue has occurred repeatedly in other modules such as the AJS-37, C-101, Su-25/Su-25T, Mig-15bis, Mig-21bis, and F-86F, among others. It occurs in both singleplayer and multiplayer. Here are some of the reports: C-101 - https://forums.eagle.ru/showthread.php?t=255167 AJS37 - https://forums.eagle.ru/showthread.php?t=280092&highlight=damage as well as https://forums.eagle.ru/showthread.php?t=231036&highlight=damage Mig21 - https://forums.eagle.ru/showpost.php?p=3780747&postcount=4 Video: (Video link since the embed function appears broken)P-51D-25-NA Damage Model Woes #001.trk -
Decoupling Rearming/Refueling from FARP Pads/Airfields
Xoho replied to Xoho's topic in DCS Core Wish List
Just to add on to/clarify how BigNewy's statement on the FARP pad above applies to this post, it sounds as though it'll be a workaround that still requires the FARP pad, but allows you to place it next to a road in order to land aircraft to rearm there without needing to taxi onto the pad itself. https://discordapp.com/channels/542985647502393346/557639068654239764/751566313511452813 While this is a fantastic change, it still won't allow for the types of FARPs shown in the screenshots above, and will still be fairly limiting/intrusive due to how FARP pads interact with terrain. -
What it is: Similar to the Viggen, I would like to see the ability to rearm/refuel decoupled from FARP pads and airfields, at least in part (perhaps make supply vehicles that can resupply aircraft separate from regular units in the unit list, or add an ME checkbox enabling/disabling this ability). This would function by allowing aircraft to rearm and refuel as long as they are within a certain radius of the supply vehicles. That radius could be matched to the current ground resupply radius, which is shown on the map. Why this matters: This would allow for significantly more flexible mission design. In conjunction with adding "spawn on ground" and "spawn on ground hot" options to study level modules by default (currently only possible via lua edit that must be redone every update), this would create the opportunity to have players start at mobile or more realistic FARPs. See the attached screenshots for examples of what could be possible: These FARPs could all be operational in game if refueling/rearming were linked to supply units rather than requiring a FARP pad or airfield (similar to how the Viggen's kneeboard function works), opening up opportunities for campaigns such as the Arab-Israeli War of 1948, modern operations in the Middle East with the Kiowa, Harrier, and A-10C (among other aircraft), and much, much more.
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F-106 would be fantastic. Bruce Gordon's book (and interviews w/ Aircrew Interviews on youtube) are fascinating.
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The version of the Admiral Kuznetsov in the Supercarrier pack is not really usable at night, especially without the F2 view, though even with that view enabled it can be impossible in the dark as the carrier is missing flood lighting. The issue stems from the proximity of the tail boom to the jet blast deflectors that rise when the hold back blocks do, resulting in almost no room for error without lifting/flinging the player's jet into the air, or missing the blocks completely. Possible solutions: 1. Rework JBD/holdback block logic so that when requesting takeoff, the holdback blocks rise, however the JBDs remain lowered until the aircraft contacts the blocks and stops. Then the JBD would rise, and the takeoff procedure can begin. This would likely be the simplest solution, requiring minimal "new" features. Flood lighting would be beneficial here, but not absolutely required. 2. 2D popup to display main gear proximity to the hold back blocks, similar to the "ball" lineup popup. 3. Animated ground crew? For reference, here is what it looks like IRL and in game: And in game: As you can see, it's impossible to line up with the hold back blocks, since while it's difficult during the day with no indications, it's impossible at night when you can't even see the deck markings. While taxi/landing lights can illuminate what is in front of you, they cannot illuminate what is beneath/behind you, which is where the hold back blocks and the main gear are located. That prevents the F2 view from being helpful as well unless there is a full moon and clear skies out.
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And revetments! Those would be huge, just being able to place them. Though having them as part of the map itself is awesome too.
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Would it be possible to have some of the assets such as airfield equipment or vehicles that you've created made available as static objects? It's something I wish had happened with NTTR, as while there are some fantastically detailed objects there, we can't use them to help make missions come more "alive". Just having them available as static units would be fantastic, since we could place them around as targets and additional scenery as desired. For example, something like this van, that blue container building, or especially that HESCO/sandbag wall would be a fantastic addition: https://forums.eagle.ru/attachment.php?attachmentid=241616&d=1593780761 The HESCO wall especially could make for some interesting firebase/FOB/FARP action.
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Tiyas Airbase is the largest airbase in Syria, and played a key role in the Battle of Palmyra, just 34nm to the East. It would be nice to have this in game, especially since it isn't in extremely close proximity to a number of other airfields in game, and would play an even greater role as a result. EDIT: As AeriaGloria mentioned below, this is already planned for release. Disregard this post. The map is awesome so far! Good job Ugra Media, you knocked it out of the park.
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Colored Smoke Markers Blinding All FLIR Systems
Xoho replied to Xoho's topic in View and Spotting Bugs
That's probably true, though I created this post after I was told that they had been unable to recreate it. Hopefully this helps them diagnose the issue, or at least put in a temporary fix. It really is quite a shame that many of the training and instant action missions in game are affected by this.