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Avalanche110

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Everything posted by Avalanche110

  1. Ai Planes that are taxiing to or from a runway do not maintain the normal interval between each other. Eventually they will hit the plane in front. This behaviour has only started since the latest OB update (2.7.0.5659) it was not an issue in previous iterations of OB 2.7 The attached Miz file demonstrates this behaviour. A group of AI F/A-18 taxi out from their parking spots. The Flight lead Taxiis behind a Humvee. After a short period of time the second unit in the group will hit the flight lead and Chaos ensues. AI TAXI BUG.miz
  2. @Treker I have DCS stable installed on my computer as well. I made a version of the campaign that will be compatible with 2.5.6 and has the bug fix for the Mirage. https://www.dropbox.com/sh/f8v8xmbkmv6foi6/AAAD5A_XS9siLhid-S3huVjxa?dl=0
  3. @Treker I managed to find the bug your experiencing. It prevented a lot of the triggers that occur when the instructor gets in formation with you. You will notice a lot more Dialogue now and the Scoring system should work properly. I have updated the Campaign and you can download the latest version here. https://www.digitalcombatsimulator.com/en/files/3313504/ Thanks for taking the time to report the Bug. I really hope you enjoy the rest of the campaign. If you have any trouble at all, please let me know.
  4. @Treker Thanks for the track replay. I actually found it really enjoyable watching someone else flying a mission I had put so much work into. Unfortunately, the trackfile Desynced after a while and you ended up flying into a wall. I couldnt use it to work out what was going wrong. Either way, I really want to get this resolved so you can enjoy the rest of the campaign. I Have a few questions, 1). did the instructor fly in formation with you on the way to the merge co-ordinates? 2). Did both engagements result in the Adversaries crashing? 3). did the instructor re-join and fly in formation with you on the way back to Nellis? 4). did the instructor provide you with his evaluation? (dialogue that gives you a Pass or fail on the assessment) "Stripped" is a brevity code for breaking formation with a flight lead. When you hear "Pontiac 1-1 Stripped" that's an indication that the instructor has broken formation with you for landing. If you have a Tacview ACMI file, I could use that to debug the problem. If you dont have Tacview, I cant recommend it enough AND its free. In the mean time, im going over the triggers to see if I can find where its going wrong. All the best!
  5. Land at the same Airbase you took off from. The mission has all the Bluefor aircraft at Nellis ( Tacan 12X), and all of the Redfor at Tonopah (Tacan 77X). I Tested the first mission last night after reading you were having some trouble with it. Everything worked as intended in the F/A-18. Sadly I cannot test every aircraft, my brain simply wont fit more than one at a time.
  6. Hello @Treker I don't think your doing anything wrong. Once you have completed both engagements, the instructor "Should" re-join with you and provide feedback on your performance. Just to clarify a few things, 1). Their is no time limit to the engagements. If you damage an adversary and he fly's away to an airbase, the mission will not proceed. 2). You can call "Knock it off" to end either engagement and the mission will continue as intended. If the instructor does not re-join with you after the second engagement ends and you hear "knock it off", their may be a bug with the script. If you have a track replay or tacview file, it would help immensely in debugging. I really hope you enjoy the campaign (when it works properly), I made it Specifically for the "UnderDog" modules like the M2K.
  7. are their any start up and procedural tutorials available yet?
  8. Congratulations! This is a remarkable effort and greatly appreciated by the community.
  9. Please allow me to clarify my observations. As I reported in the first post to this thread. The 2nd unit of a spawned group will not execute its mission (orbit at waypoint) under the conditions outlined bellow. While, the first unit of the spawned unit carries out its mission as intended. its Night. (case III conditions) Its a Naval Aircraft group (F/A-18C, F-14A/B ) The closest airbase is a (western) Carrier. It does not have a waypoint in the mission editor. If any of these variables are changed. (I.e change the group to an F-15) then both units will execute the mission as intended. I have also observed that the Follow task does not work under the EXACT SAME conditions. Resulting in both units of the late activated group, RTB to the carrier. Its night. its a late activated group Its a Naval Aircraft (F/A-18C, F-14A/B ) The closest airbase is a (western) Carrier. It does not have a waypoint in the mission editor. (waypoint Zero is used to issue a Follow task in the mission editor) If any of these variables are changed. (I.e change the group to a F-15, OR move the group closer to a Land airbase, OR change the time of day ) then both units will execute the follow task (issued at waypoint Zero) as intended. I believe their is some connection between these two Scenarios, because they both have the same (Oddly specific) set conditions. If any of the variables outlined above are changed then both of of these Scenarios work normally.
  10. @Grimes Unfortunately I was not able to produce the table you were looking for. However, I believe I can reproduce the fault in the mission editor. Bear with me, I Believe the issue surrounds the "Follow" task in the mission editor and is not related to scripts. The follow task does not work for a late activated Naval aircraft (F/A-18C-F-14A/B) when the closest airbase is a carrier AND it is issued on waypoint Zero. If the group is not late activated, then then the follow command will work correctly. If the Aircraft are changed to a non carrier capable aircraft (F-16C) then the follow task will work correctly. If the Time of day is changed to case 1 conditions, then the follow task will work correctly. If a Kuznetsov is placed between the late activated group and the Stennis, then the follow command will work correctly. if the late activated group is moved so the closest airbase is Kobulti, then then the follow command will work correctly. If the group is given a waypoint and the follow command is issued at the first waypoint, then then the follow command will work correctly. ( Fault only occurs when the Follow task is used at waypoint 0. ) I believe that this is the underlying cause of the issue with the spawned group that I had reported earlier. The second unit in the spawned group cannot "Follow" the flight lead and RTB's to the carrier. I have made another test miz to demonstrate this. Their are no scripts running and its all done in the mission editor. In this test mission, both units RTB because they cannot execute the follow task. In the original mission I reported, Only the second unit would RTB. The first unit would execute its Tasks ( go to waypoint and orbit ) The second unit Could not "Follow" the first, and would RTB. Once again I appreciate you taking the time to look into this! AI_FOLLOW_TEST.miz
  11. I managed to get the table that you asked for. I made a table of the fault occurring and one of the fault not occurring in the test mission. Let me know if there's anything else you need. FAULT_TABLE.txt
  12. Glad you got it working@Skyraven Thanks for the updated VSN link, I will include it in the mission description. There is a 16 mission A2A Campaign available as well. The link is in the first post of this thread. I will eventually update the MODS version so its a full campaign as well. All the best!
  13. Parking space 121 and 122 are duplicate in the mission editor Placing a unit in parking space 121 at Incerlik(Hardened AC shelter) causes them to default to the alternate space 121 on the other side of the airfield. SYRIA_parking_test.miz
  14. @Grimes I understood none of what you just asked. that might be a question best answered by @funkyfranky I am a novice at scripting and I can only report my observations. All I can say is that I believe this is a DCS bug as opposed to something in Moose. I appreciate you taking the time to look at it.
  15. Carrier capable aircraft that spawn will behave abnormally at night (case III conditions) If a group of Western Carrier Capable aircraft (F/A-18C, F-14A/B) are spawned at night and the closest airbase is a carrier, Then the 2nd Unit in the group will immediately RTB to the carrier. The first unit will continue as scripted. If they are spawned during Case I conditions, they will behave normally If they spawn in and the closest airbase is not a carrier, they behave normally. If they are not carrier capable aircraft, They behave normally. If they are SU33 and the carrier is Kuznetsov, they behave normally. If the group inherit a waypoint from the mission editor (as opposed to having one scripted), they behave normally. This issue started when SuperCarrier came out last year. I have highlighted this behaviour In the attached miz file. Simply select an aircraft (they are named "fault occurs" and "fault does not occur") enter the F-10 map and a few seconds later a flight of 2 aircraft will spawn in with a pre-scripted mission. The only difference between these two groups is their proximity to the carrier. "Fault occurs" = Spawned groups closest airbase is the carrier "Fault does not occur" = Spawned groups closest airbase is Kobulti. Both groups are scripted exactly the same. I understand how oddly specific this issue is. But it has been my pet peev for a while now. "THIS IS MY HILL AND I AM GOING TO DIE ON IT" CVN_TEST_MISSION.miz
  16. I have noticed that the water is flat and white caps do not appear regardless of wind speed or cloud condition. It would be nice to have this feature return in the future. Thanks.
  17. Hello @Skyraven You will need The Nevada Test and Training Range (NTTR) map installed along with all of the mods outlined bellow. If its any consolation, Its on sale at the moment for 50% off. https://www.digitalcombatsimulator.com/en/shop/terrains/nttr_terrain/ A-4E-C ( https://heclak.github.io/community-a4e-c/ ) Grinelli F-22A ( https://fsoutlet.com/f22/ ) Cubanace SU-57 (https://www.digitalcombatsimulator.c...files/2539621/) Cuesta brothers Dassault Rafale (https://www.digitalcombatsimulator.com/en/files/3307478/) MIG -31 *edited by Robert* (https://www.digitalcombatsimulator.com/en/files/3312137/) VSN_Eurofighter Typhoon VSN_F-35 VSN_F/A-18F VSN mods available here. ( https://filehorst.de/folder.php?key=b6O86Ll4 ) All the Best!
  18. This looks exceptional. You have certainly raised the bar with the Goshawk. Thank you, I'm looking forward to the release.
  19. Happy to help!
  20. @GRIFF19DCAV I Turned Parallel Projection on and night lighting bug re-occured. Turned it off, and it disappeared. If you are turning parallel projection off in Pitool and still seeing this bug then I would try the following. Ensure Pimax 5k+ firmware is up to date - https://www.pimax.com/pages/pitool Uninstall Pitool from your PC and re-install it with the latest version. Uninstall SteamVR and reinstall it. (this can be done through the steam dashboard without uninstalling Steam.) I have encountered a number of problems over the years that I have resolved by Uninstalling these programs. Let me know if this helps.
  21. I will try to replicate those glitches again and see what setting it was that caused it. could you give me as much detail about your system as possible. I.e hardware, DCS, PITool, SteamVR settings, driver versions. This bug really annoyed me for a long time so I understand how frustrating it can be.
  22. Smart smoothing shouldn’t cause those lighting glitches. Try it with parallel projection, hidden mask area and vive compatibility off. reboot your headset and steamVR. from what I recall it was one of those settings that caused the lighting glitches
  23. Yes! this plagued me for a long-time as well. I believe it is caused by parallel projection. But it was a long time ago when I fixed it. Turn off all of these settings and let me know if it fixes it. Pimax Settings.bmp
  24. Is this what your referring to?
  25. Agreed. looking forward to an update on its progress and very excited for its release.
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