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Xoho

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Everything posted by Xoho

  1. This occurs in both the Open Beta and Release versions of DCS, and has been present for over a year. Most of the people I play with have this exact issue, and it has been reported in the past. I have attached three tracks showcasing 3 different modules equipped with 5 different FLIR systems (TGP and AGM-65D/G), along with a video showing my perspective of all three. This affects ALL modules equipped with a FLIR system, not just these three. Why this matters: Nearly all singleplayer training and instant action missions (that incorporate air to ground) are affected by this issue. In some cases it makes the required task impossible to complete. It also negatively affects many multiplayer missions, and has been present for many people for many, many months. Note: Other objects have recently begun causing the same behavior, however I have not narrowed down exactly which ones at this time. Video link: Mission link for the F/A-18C Lot 20 is also attached. Aircraft can be swapped with any other without affecting the outcome. EDIT: I also clear the metashaders2 and fxo folders after each update and run a repair. I have reinstalled the OB version twice since I first saw this problem pop up, and it also occurs on a fresh "Stable" release version I downloaded less than three months ago. A-10C FLIR_Smoke Marker Bug #001.trk FA-18C FLIR_Smoke Marker Bug #001.trk Su-25T FLIR_Smoke Marker Bug #001.trk FLIR Smoke Marker Bug Test Mission #001.miz
  2. Better yet, this would be a fantastic opportunity to kill two birds with one stone. What's the stone? A mission planner! Even something as simple as the mission planner screen that's already seen in singleplayer, where we're able to select available loadouts and alter waypoints along with radio frequencies would be a fantastic addition to multiplayer. Bringing the player to this screen right off the bat would also resolve the issues with audio while in the role select screen.
  3. Xoho

    An2

    An AN-2 would be awesome. I love flying transport (of cargo or infantry) missions in unforgiving environments in this game, and I can see quite a few ways in which this would come in very useful even in modern scenarios. Plus, it would just be fun to fly.
  4. Xoho

    Presentation

    Welcome! The C-101 has been one of my favorite modules. If you can say, is Aerges a rebranding of Aviodev, or are they now separate entities? I know more than a few people will be wondering what this means for the Mirage F1 as well. Was that carried over to Aerges? Thanks
  5. SH-60B, or MH-60S/R Both would fill unique roles in a marine environment, and would fit nicely alongside the Harrier.
  6. Skynet IADS: Function - Drastically reduce the complexity and the time to create missions with more complex SAM AI behavior. Notes - In the past I made use of unit AI on/off triggers and zones to try and accomplish this, but having to add a significant number for each and every SAM site is exhausting, especially when combined with the other sites and units/tasks in DCS. It was not uncommon to have hundreds of triggers just to make the SAM AI behave more believably as they had to be created for each and every unit, rather than having a task that could be selected. Having more complex SAM AI behavior in game either by default (essentially just making these actions a basic tenet of the AI rather than setting it up each and every time), or as a task selection, would help rectify this. In addition, being able to trigger an action (or have complex reactions by default) when a HARM or some sort of ARM has been detected incoming, would also serve to remove the need for external scripts such as these. Ideally we would be able to choose the level of "suppression" possible, either linked to or independently of the skill level. Independently would allow for things like SA-15s to stay "dark" when incoming ARMs are detected and they are not needed to protect other units, while still allowing them to be set "active" when using them as point defense for other systems or units. MIST/CTLD: Function - Adds the ability to spawn, transport, and task AI infantry and units semi-dynamically, without requiring hours of setup in the mission editor (which often doesn't work, as AI infantry spawned in the ME will do things like spawn underneath FARP pads and be unable to board aircraft). Also used for the ability to call in artillery fire missions on detected units using nearby artillery assets, and specifying the number of rounds to be fired. Notes - It adds a whole new level of depth to gameplay in helicopters in DCS. The communication menu F-7 "Airborne Troops" option seems promising, but with the lack of documentation and the issues that plague the current "standard" method of transporting infantry and other units, CTLD is absolutely necessary to accomplish these tasks. It also adds the ability to create/remove beacons in-mission for navigation purposes. Scripting/mission building is an area where I believe DCS could learn a great deal from other products that have succeeded, such as Arma 3, which supports features such as "smart" spawning for AI units of any type, even basing the rate/type/loadouts off of client/player/unit counts, and potentially even loadouts. I am aware that people have written scripts to accomplish something roughly mimicking this, however they are unique, and often too complex for me to easily implement in my missions. A "standard" solution for this in which one can place a "module" in the mission editor, then select the type (hangar, ramp, runway, airborne), location (which airfield, potentially selecting specific or a range of parking spots to use when available), in addition to the previously mentioned options for spawning would be ideal. BigNewy mentioned earlier today in discord that a lot of lag issues with modules such as Combined Arms can be avoided by reducing unit counts to ~600 units at most. This is not a large number by any means for a game where missions can span hundreds of miles with multiple objectives. However, if support were added for toggling on/off unit and/or group AI within a ZONE (and possibly a moving zone that could be attached to a player/client), rather than requiring individual triggers for each and every unit, this could cut down on mission building time and complexity, allow for reduced unit counts, and reduce the overall load on the server as fewer AI would need to be active at once.
  7. Are the external sounds finalized as well? One of the things I have noticed is that when the AI starts up next to me, there is absolutely no audio until a few seconds after they have started, when the "idle" audio suddenly pops in. Also happens with other AI warbirds like the A-20G, which have been out for slightly longer.
  8. Xoho

    F-15E UFC poll

    Analog all the way! Though it looks like the poll is leaning towards MFD. If that's the completed model of the analog UFC in your screenshot, would it be possible to have it as an option in game in addition to the MFD?
  9. Issue was fixed in the latest OB update. 2.5.6.49798
  10. This was tested in singleplayer. The F-15C leader does not follow the parameters set via the CA F10 tactical commander menu (speed, path, or altitude), and lands at a neutral airfield instead. The wingmen then returned to land, and began sliding, wagging, and rubber banding back and forth similar to this, but with a much greater magnitude and in more directions: CA Aircraft AI Command #001.trk
  11. The AI starts up immediately upon mission start, rather than waiting for the player to begin starting their engine as other modules do on land. Also, once the player begins rolling, the AI will taxi to the catapult (extremely close to the player if you're in their way), and take off without hesitation even if the player is not ready to depart. It does so faster than the player typically can, and then does not follow a standard departure as it attempts to rejoin the player, which can interfere with other aircraft. If this behavior remains, it would be best if it followed a typical carrier rejoin pattern. Otherwise, it would be best if the AI wingman would wait for the player to take off; or, if it is set to use catapults 3 and 4 while aircraft are entering the landing pattern, to wait for the player to be accepted to a catapult before taxiing. Supercarrier Wingman AI Takeoff #001.trk
  12. When copy and then pasting a unit that has been linked, while the dropdown box still displays the new unit as being linked, any attempt to move or rotate the unit will result in it teleporting to the center of the carrier, and it will return to the center until you re-link it to the carrier. This noticeably increases the time it takes for mission creation, especially as the number of static objects increases. See attached video for details. Page 81 of the Supercarrier manual states: "You may find it helpful to add additional objects by copying and pasting an object that is already linked to the carrier, so you do not have to perform this step every time. You may do this by selecting the object, CTRL+C to copy, then CTRL+V to paste." DCS_Supercarrier Mission Editor Linkage Bug.rar
  13. Seems to be a recurring issue. In the bug report section of this subforum you'll find a report detailing it, and someone who created a series of mods to keep fixing this issue. When you say mouse control, do you mean with the 2D overlay? If that's possible I'd love to know how, since even with non-hypersensitive keybinds it would be far easier.
  14. The issue seems to be back. Trying to use the 2D overlay is nearly impossible now, at least for me, since it selects 2-5+ options every time I quickly tap the key to rotate one of the rotaries. I'll try the mod shortly, but is there a way to use the mouse to interact with the overlay? It would save a lot of headaches.
  15. This would be fantastic. Loved playing with it in the old Pacific Fighters game, and would definitely get it if it came to DCS World.
  16. Seriously. Just an empty but deep ocean filled map in the Pacific. Would suit both WW2 and modern (potentially fictional) scenarios, presumably with very little work compared to a full map with complex terrain. With all the recent work towards submarines and carriers, both modern by ED and Heatblur, or old from Magnitude 3, it could be a nice, and potentially free addition to DCS World to help showcase these new features.
  17. This impacts many (if not all) of my missions as well.
  18. That also exists in the Mig-15 and I believe the F-86.
  19. Even a basic mission planner such as that available in singleplayer would be a massive benefit to all aircraft, especially FC3 aircraft in multiplayer servers that currently have no way of setting their own waypoints. Requested Features for MP Mission Planner: Basic Functions: 1.) Ability to create, name, adjust, and remove waypoints prior to spawning in the slot/startup/takeoff. 2.) Ability to change initial loadout based off airfield supplies. If the supply availability changes before spawning, a message telling you what is unavailable and the option to continue without it or go back and select an available loadout. 3.) Ability to change preset frequencies. Nice to have but not absolutely necessary: 1.) Ability to share flight plans between clients in the mission planner. Perhaps as a drop down list with a "show shared flight plans" and a list to select plans from each player. 2.) Ability to "reset to default" for the loadout, as well as flight plan. (I.e. reset to the preset mission waypoints and/or loadouts) 3.) Ability to change special mission editor options (and for the mission maker to be able to lock them from being adjusted), such as whether or not to include a backseater/instructor in aircraft such as the L-39 or C-101. Or to adjust which waypoint is set as bullseye in an aircraft such as the Harrier or Mirage. Or to adjust ripple/release settings in aircraft such as the Hornet or F-5E.
  20. Resurrecting this thread just to clarify this. There are two types of throttle quadrants IRL, "the principle difference depending upon whether the aircraft is equipped with a single or two-position carburetor. On later airplanes with single-position carburetors, the mixture control has the following settings: IDLE CUT-OFF, RUN, and EMERGENCY FULL RICH. On earlier airplanes with two-position carburetors, the mixture control positions are IDLE CUT-OFF, AUTO LEAN, and AUTO RICH." As quoted from an official P-51D pilot training manual.
  21. The Su-25's landing gear sinks through the FARP pad, and when the body of the Su-25 makes contact it will sustain severe damage and you will still be unable to rearm/refuel/repair. This occurs both when landing on and taxiing onto the FARP pad. See attached tracks and screenshots: https://cdn.discordapp.com/attachments/543358251694292992/649496390426165248/Screen_191127_221343.png https://cdn.discordapp.com/attachments/543358251694292992/649496471648993281/Screen_191127_222450.png https://cdn.discordapp.com/attachments/543358251694292992/649496480985645057/Screen_191127_222451.png Last two screenshots are both when the Su-25 is inside the FARP pad, however the FARP pad cannot be seen in the first of those two due to the camera being beneath the surface. Su-25 FARP Landing Bug Test #001.trk Su-25 FARP Landing Taxi Bug Test #001.trk Su-25 FARP Landing Taxi Bug Test #002.trk
  22. Thank you very much! Makes a lot more sense now.
  23. Flying the C-101CC, I noticed that my HSI indicated heading differed from my actual heading by up to 30 degrees or more in the Caucuses with failures disabled. As a result, I've been trying to look into what could affect this and how to correct it. The manual briefly describes these systems, but doesn't cover what the switches/knobs do and how to properly use them. The tutorials do not cover these either. If anyone has the information on these I would be extremely grateful if you wouldn't mind sharing. Gyroscope Platform AS-339 Control Panel: 1.) Fast Erect Pushbutton - What does it do and when would it be used? 2.) Magnetic Variation Control - What does it do and when would it be used? (E.g. What position when flying in NTTR vs Caucuses, or PG, and why?) 3.) Latitude Correction Control - What does it do, and how do I tell what's selected? Default position has "0" at the top, but the caret indicator on the bottom is pegged out at 48 degrees, and requires you to rotate fully around, but can only reach 38 degrees, leaving 39-47 degrees completely unselectable. In either position it appears to have no effect, but as I do not know it's exact function I cannot say for sure. 4.) Hemisphere switch - What does it do, and is it any more complex to use than simply selecting the hemisphere? 5.) Synchronization Indicator - When would I use it instead of the indicator on the HSI, why would I do so, and is it modeled at the moment? If not, any plans to do so? When trying to test it here is my result: https://imgur.com/a/i8mocYW 6.) Malfunction Warning Lamp - What does it indicate, if something is malfunctioning can it be corrected, and will initiating a repair work to fix it? 7.) Synchronizer and Heading Set knob - What does it do, how do I use it, and is it supposed to be extremely sensitive near center? (i.e. one click of the knob does very little until near the correct position, at which point it often makes a massive change in relation to the HSI indicator of the + and o, as well as the indicated heading, which often changes by over 30 degrees with just one click when near center) 8.) Function Selector Switch - What do the various modes mean and when would they be used? Gyroscopic System TARSYN 333: 1.) Vertical Gyro Fast Erection - What does this switch do, when would I use it? 2.) TARSYN Operation Selector - What does selecting the directional gyro accomplish compared to selecting the compass? What must be done to use either of these options correctly? Again, neither the manual nor tutorials cover these beyond mentioning the names of the switches and what the overlying system does. They do not cover the switch function or use. If you have any information you can share, I'd be extremely appreciative. Thanks!
  24. The track should be showing the damage, but also no change in roll characteristics, with full control still possible due to the remaining aileron. After a repair I haven't encountered it yet, but I also haven't had too much time to test it. I'll keep an eye out for it reappearing, which I think it will as I've run several repairs in the recent past and this still occurred. Thank you!
  25. I ran one with the last update (as well as the update before that), but perhaps uninstalling and reinstalling the module would work? Is there anything in the savedgames directory I should make sure to uninstall as well?
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